Another Character Generator

By OggDude, in Star Wars: Edge of the Empire RPG

Hi Oggy,

Very good and nice tool you did there, congrats !

From a French RPG GM point of view, I'd like to know if there's a way to change the default character sheet with a french-translated one ?

If not, I could make one, based on your layout of course (for positioning purposes), but I suppose you have to compile it in SW:EotE CharGen because I didn't find any image/character sheet's ressources in the installed folders.. I am right ?

What do you think of this kind of customisation ?

It could help a lot of french people that are using this fantastic CharGen, but who are experiencing "translations" difficulties with their players ;)

Contact me if there's a way to help you on this feature,

Thanks @++

Obiatn

Hey Oggy...Do you have any place in this thing to add XP earned? Also there isnt the attachment upgrade for Balanced Grip for weapons.

Thanks

Hey Oggy...Do you have any place in this thing to add XP earned? Also there isnt the attachment upgrade for Balanced Grip for weapons.

Thanks

You add earned XP on the description pane. As for the attachment, do you mean Balanced Hilt? It's available for melee weapons only. There's no Balanced Grip in the CRB.

Hi Oggy,

Very good and nice tool you did there, congrats !

From a French RPG GM point of view, I'd like to know if there's a way to change the default character sheet with a french-translated one ?

If not, I could make one, based on your layout of course (for positioning purposes), but I suppose you have to compile it in SW:EotE CharGen because I didn't find any image/character sheet's ressources in the installed folders.. I am right ?

What do you think of this kind of customisation ?

It could help a lot of french people that are using this fantastic CharGen, but who are experiencing "translations" difficulties with their players ;)

Contact me if there's a way to help you on this feature,

Thanks @++

Obiatn

It's going to take a lot of work. I did, however, change things so that it uses the characteristic name from the XML file whenever it displays a characteristic. I believe you'll need to edit the Characteristics.xml file by hand to change the name.

I have a very minor request. I don't know if I am not doing it right or if they just don't but weapons don't seem to stack and it would be nice if they did. Especially once transfered to the ships hold.

Our group hordes usable weapons we find to sell to the rebels and it would be nice to have 10 heavy blaster pistols stack.

You can only stack items that have no HP. That's because an item with an attachment is a separate, unique item. You could create a custom item such as "Stored Blaster Pistols" without HP, then then set the count to whatever you want. If they want to use one, just decrease the count, then add a normal blaster pistol to their character. If they want to sell them, just set the custom price to the same as the base item, then sell however many you want.

Would it be possible to do the inverse of this? My group has a cache of 10 unmodified pistols and rifles as well and I would love to be able to stack them. It seems like if a weapon is modified beyond stock, THEN it should not be stackable and should require a custom entry, rather than the inverse. Not sure if this is doable, but it would make more sense to me. As an end user I know nothing of the HP of objects or what happens behind the curtain, only that I have ten stock weapons that I want to stack.

It's not that fully modified weapons (all Hard Points used) can be stacked... it's that only weapons that CANNOT be modified (have base 0 Hard Points) can be stacked.

If I'm understanding Ogg (and testing the system) correctly, it's that any weapon with HP has the possibilty of becoming a custom/unique weapon, so it's treated as unique from the start to avoid any programming conflict.

Ogg, I think what people are wondering is if you could make a feature to stack all same/like items (all Blaster Pistols with no attachments stack together; Blaster Pistols with shortened barrels stack; Blaster Pistols with filed sights stack... etc). I understand you mentioned earlier making a place-hold item (item named "Blaster Pistol filed Sight; HP = 0...) but I think it's just more bookwork than what people are hoping for.

I've got an idea how troublesome this can be to code, so I don't mean to sound like I'm pushing it, I'm just trying to clarify what I think you're saying to others and what I think they're trying to ask you.

As always, awesome work. I loved the last release and haven't used today's release yet, but looking good so far!

Yeah, I knew what they wanted :) And you are correct, anything that can become a unique item can't be stacked. It's just WAY easier in code to do that. If I did it the other way, I'd have to remove an item from the stack whenever it was modified, then move it back if the attachments are removed, not to mention having new functionality to split and combine stacks. I can look into it for a future release, though.

Tomorrow morning, I'm going to be heading to my FLGS to pick up Dangerous Covenants. Depending on how much new data is there, I should have it all entered some time next week.

I just discovered a bug in the new version. If you load a character, make some changes, then don't want to save and reload it (or load another character, then reload the first one), the changes you made stay with the character. They're not saved to disk, mind you, but stay in memory. Until next week's release, you'll need to close and reload the generator if you want the changes to revert back.

Sorry about this. It was caused by an enhancement I made to speed up character loading.

OggDude,

I found an error in the newest version of the generator. When I access the Group Obligation in the GM Tool Box the screen does not display correctly. You can not add any notes and the add remove obligation box is in a really small box that you have to scroll around in order to use it. Figured I would point it out so it would be included as a fix in next weeks update.

Thanks.

We really appreciate all the hard work you are doing for this generator.

I have a 2 requests and a bug, I think.

request: In the list characters I would like to have the ability to create folders so I can organize my growing list of characters.

request: I would like to be able to modify the descriptions of the default skills/talents etc so I can add them and they will update on the character sheet.

bug: the default race is human, and when I go to change the race, the base characteristics do not change right away. I have to save it, open up a new character and then open up the one I am working on to get it to change.

Keep up the good work man. You are awesome!!

Bug: When installed, the GMTools don't open up... some weird programmation problem. I installed the previous GMTools and it just work fine...

I installed new version on two different computers and now SWCharGen won't open on either? GMTools and DataEditor both work. I have had no problems with earlier versions.

I will try reinstalling last version later.

FreeXenon,

On the Characteristics, I've found that when creating a new character, if you simply just purchase a Characteristic change, the program "catches on" that the character isn't Human and makes the necessary adjustments, including correctly calculating the XP cost.

OggDude,
I've got my copy of Dangerous Covenants, and much like with the Age of Rebellion material, I'd be willing to send you a copy of the files once I've got the material loaded so you can include them in a future update. There's a few oddities in the talents that don't seem to be covered (the Burly talent being the notable one since it reduces the Encumbrance and Cumbersome values of a weapon per rank), but most of it doesn't appear to need any special tweaks to the program.

Ogg, great tool, as usual!

Just added a swoop bike and I noticed that the S-5 "Flashfury" has the YT-1300 vehicle icon. Probably can reset in the files, but thought I would note it for future. There is a minor glitch in the Obligation/Duty selection in that you need to select the value to get the checkboxes to be selectable. Even though 5 is defaulted you need to choose 5 again to get the selection for XP or credits to open.

I can't seem to find "Reinforced Shield Generator" in vehicle attachments. It's on page 270 in the CRB. Am I looking in the wrong place? Thanks!

OggDude,

I found an error in the newest version of the generator. When I access the Group Obligation in the GM Tool Box the screen does not display correctly. You can not add any notes and the add remove obligation box is in a really small box that you have to scroll around in order to use it. Figured I would point it out so it would be included as a fix in next weeks update.

Thanks.

We really appreciate all the hard work you are doing for this generator.

Yeah, there's an issue with .NET's user interface that when you use anchors for controls, it'll sometimes screw up the sizes and locations for no reason. I'm constantly having to go through and make sure it hasn't messed anything up, and for the main generator, I just assume that every pane is going to be messed up and I reset all of the controls by hand in code so that it doesn't matter. This is the first time, however, that the GM Tools form has been affected by this glitch, so I wasn't diligent enough. Not only did I fix it in the GM Tools form, I also made sure all sub-controls of the obligation/duty control set themselves up correctly, so this won't happen again (for obligation anyway), no matter how badly the IDE screws up my controls.

Anyway, it's been fixed :)

I have a 2 requests and a bug, I think.

request: In the list characters I would like to have the ability to create folders so I can organize my growing list of characters.

request: I would like to be able to modify the descriptions of the default skills/talents etc so I can add them and they will update on the character sheet.

bug: the default race is human, and when I go to change the race, the base characteristics do not change right away. I have to save it, open up a new character and then open up the one I am working on to get it to change.

Keep up the good work man. You are awesome!!

Folders: great idea, I just have to figure out how to do it correctly :)

Skills/Talents: You can modify descriptions of everything in the data editor.

Bug: When I changed the way panes were updated a few releases back, I made it so that whenever a portion of the character is changed, the generator chooses which panes to update, instead of updating every pane for every change (which was slow). Apparently, I don't update the characteristics pane when species is updated :) Easy to fix, through, one line of code.

Ogg, great tool, as usual!

Just added a swoop bike and I noticed that the S-5 "Flashfury" has the YT-1300 vehicle icon. Probably can reset in the files, but thought I would note it for future. There is a minor glitch in the Obligation/Duty selection in that you need to select the value to get the checkboxes to be selectable. Even though 5 is defaulted you need to choose 5 again to get the selection for XP or credits to open.

If I don't have a picture and/or silhouette image for a particular vehicle, it uses the defaults. The defaults for vehicles are the Death Star combat picture and the YT-1300 silhouette. If you can find me a picture of the Flashfury, I'd be more than happy to add it :) I think it was just made up by FFG, so there's really no pictures for it anywhere.

I'm not sure I follow what's wrong with the obligation. Can you give me a step-by-step process of what you're doing and what the issue is?

Bug: When installed, the GMTools don't open up... some weird programmation problem. I installed the previous GMTools and it just work fine...

What error did you get? It works fine for me. I don't need the entire call stack, just the error and one or two levels down in the call.

For exporting is it possible to select Moore than one character/adversary/encounter etc?

I can't seem to find "Reinforced Shield Generator" in vehicle attachments. It's on page 270 in the CRB. Am I looking in the wrong place? Thanks!

It's there. It has no limitations as to which vehicles can use it, but it does have an HP cost of 2. So, you need to make sure your vehicle has at least 2 HP free.

For exporting is it possible to select Moore than one character/adversary/encounter etc?

No, you currently can't do that. I could look into it, though. You can, however, import multiple items at the same time.

FreeXenon,

On the Characteristics, I've found that when creating a new character, if you simply just purchase a Characteristic change, the program "catches on" that the character isn't Human and makes the necessary adjustments, including correctly calculating the XP cost.

OggDude,

I've got my copy of Dangerous Covenants, and much like with the Age of Rebellion material, I'd be willing to send you a copy of the files once I've got the material loaded so you can include them in a future update. There's a few oddities in the talents that don't seem to be covered (the Burly talent being the notable one since it reduces the Encumbrance and Cumbersome values of a weapon per rank), but most of it doesn't appear to need any special tweaks to the program.

Thanks, Dono, that would save me some time :) Yeah, I noticed Burly and reducing attributes of weapons is not something that talents currently do. So, I think it's going to require new code. I haven't gone through the entire book yet, though.

FreeXenon,

On the Characteristics, I've found that when creating a new character, if you simply just purchase a Characteristic change, the program "catches on" that the character isn't Human and makes the necessary adjustments, including correctly calculating the XP cost.

OggDude,

I've got my copy of Dangerous Covenants, and much like with the Age of Rebellion material, I'd be willing to send you a copy of the files once I've got the material loaded so you can include them in a future update. There's a few oddities in the talents that don't seem to be covered (the Burly talent being the notable one since it reduces the Encumbrance and Cumbersome values of a weapon per rank), but most of it doesn't appear to need any special tweaks to the program.

Thanks, Dono, that would save me some time :) Yeah, I noticed Burly and reducing attributes of weapons is not something that talents currently do. So, I think it's going to require new code. I haven't gone through the entire book yet, though.

There's a couple oddities with the vehicles (special traits) and the Pistol Grip mod, which I'll include in a readme file with the stuff I couldn't replicate with the GM Tools.

I can't seem to find "Reinforced Shield Generator" in vehicle attachments. It's on page 270 in the CRB. Am I looking in the wrong place? Thanks!

It's there. It has no limitations as to which vehicles can use it, but it does have an HP cost of 2. So, you need to make sure your vehicle has at least 2 HP free.

I figured it out. I was running version 1.1.0.2. Once I downloaded 1.1.0.8, it was there.

Ogg, I will get you notes on this issue with Obligation/Duty. I run a Mac personally, so don't always have access to a PC.

BTW, I did look at Mono or possibly SliverLight for Mac support, but these are libraries that need to be included in your build. I know it is not supported, but did you compile with either? Yes, this is about me, and making my life easier ;-)

As for the graphic… agreed that this is an FFG extension. The closest in name is Mobquet Flare-S . I was thinking that classes of vehicles would have defaults which is a step beyond what you have done. This, of course, is purely cosmetic.

I had not upgraded since you have introduced the simple printing layout. LOVE IT! This was probably done a while ago, but I have been GMing and did not download the latest.