Another Character Generator

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

When I change the Limited Ammo Quality when editing my own ships, it does not seem to remember the value set, and gives me Limited Ammo: 1.

When install .8 I cannot open the SWCharGen.

If I reinstall .7 it works again. Any suggestions Ogg?

I think I've found a bug with the Assassin specialisation. If I select all the talents going down the third column to Dedication I find that Master of Shadows (on the right of Dedication) becomes available to purchase despite there being no link to it from an already purchased talent.

Keep up the good work.

When I change the Limited Ammo Quality when editing my own ships, it does not seem to remember the value set, and gives me Limited Ammo: 1.

When you click the number to get the spin control to show, you need to click somewhere else after you change the number so the spin control goes away again. If it's still showing when you click Update, it won't take. Just an idiosyncrasy of some grid controls.

When install .8 I cannot open the SWCharGen.

If I reinstall .7 it works again. Any suggestions Ogg?

Try putting it in a new folder and see if it works. If it does, remove your DataCustom folder and see if it works. If it does, then you have some weird data. You can send it to me and I can try to figure out what the issue is.

I think I've found a bug with the Assassin specialisation. If I select all the talents going down the third column to Dedication I find that Master of Shadows (on the right of Dedication) becomes available to purchase despite there being no link to it from an already purchased talent.

Keep up the good work.

Yeah, I'm surprised nobody's caught that one yet. I found something similar in Bodyguard and fixed that one as well.

I'm still working on the new release. DC introduced some new concepts that had to be coded for, such as the Burly talent and sub-species. I've added all non-vehicle weapons, plus the new talents, specializations, and signature abilities. I haven't looked at attachments yet, but there's probably going to be coding for that as well. And vehicles, and gear, and...

Anyway, please be patient. And please bestow accolades and tributes upon Dono for doing a lot of the data entry work for me :) It's freed me up to do the coding. Thanks man!

Quick thing I notice...

in the Politco tree, the first GRIT (for 5XP) doesn't have a line linking it to KILL WITH KINDNESS below. In the book it does. Seems the app knows this though, seeing as checking GRIT will indeed light up KILL WITH KINDNESS for purchase. So yeah, it's more a graphical omission more than a bug.

I'll go over the other trees when I have time, see if there is anything else missing.

Is it possible to add a new source to the program? I'd like to sort out any changes I make by creating new stuff under a specific source that I can filter out at any time.

Thanks

I'm still working on the new release. DC introduced some new concepts that had to be coded for, such as the Burly talent and sub-species. I've added all non-vehicle weapons, plus the new talents, specializations, and signature abilities. I haven't looked at attachments yet, but there's probably going to be coding for that as well. And vehicles, and gear, and...

Anyway, please be patient. And please bestow accolades and tributes upon Dono for doing a lot of the data entry work for me :) It's freed me up to do the coding. Thanks man!

Actually, with the Aqualish sub-species, I found it could be handled as-is pretty well. In fact ,you'd already added the three sub-species to the USM entry, even though it didn't have any mechanical effects. I simply took that and ran with it, giving the Ualaq and Quara separate entries based on which bonus skill was selected for that sub-species.

And you're quite welcome.

Bug report: I've created the HWK-290 as a custom ship for my data editor. However I recently changed the stats of the base ship. I go into the data editor, make the changes, press the save button, close the data editor. I then open up the character generator...but the stats have reverted to as they were before I made the changes. Open up the character generator...and indeed the stat changes haven't been saved, even though I did press the save button.

Is it possible to add a new source to the program? I'd like to sort out any changes I make by creating new stuff under a specific source that I can filter out at any time.

Thanks

Disregard. I've figured this part out.

But that's brought up a new question. Is it possible to export a source? I've been slowly adding the items from the new cartol's emporium and would like to be able to share all of the information with my group.

I'm not sure if this has been addressed before, I'm late to the party. Is there a way to separate items? For example, my character has two sets of heavy clothing. One he's wearing and a spare on the ship. My GM likes to destroy our armor/clothing from combat so I bought a spare. But when I add it to my inventory it lists both at the same time. So I'm always either wearing/carrying both or neither. If I could make them separate line items I could do more fine manipulation with them.

Thanks.

I'm still working on the new release. DC introduced some new concepts that had to be coded for, such as the Burly talent and sub-species. I've added all non-vehicle weapons, plus the new talents, specializations, and signature abilities. I haven't looked at attachments yet, but there's probably going to be coding for that as well. And vehicles, and gear, and...

Anyway, please be patient. And please bestow accolades and tributes upon Dono for doing a lot of the data entry work for me :) It's freed me up to do the coding. Thanks man!

Actually, with the Aqualish sub-species, I found it could be handled as-is pretty well. In fact ,you'd already added the three sub-species to the USM entry, even though it didn't have any mechanical effects. I simply took that and ran with it, giving the Ualaq and Quara separate entries based on which bonus skill was selected for that sub-species.

And you're quite welcome.

Yeah, that'll work and you made great use of the feature :) But, as it appears that they set a precedent with sub-species, and who knows how complicated they'll get in the future, what I did was create an actual sub-species feature. Basically, a sub-species is the exact same thing as a species, except it overrides aspects of the main species when selected. To get the "final" species, I combine the features of the main species with that of the selected sub-species. Doing it this way, I can basically change anything I want to in the sub-species, including any attributes, characteristics, or whatever, and override those in the main species. So if in the future, we see a sub-species that, say, has different starting wound or strain, or maybe different characteristics, it'll work.

It sounds complicated, but it isn't. It also gave me the opportunity to clean up the species pane, which I hadn't touched since the start of the project. Option choices with single options will now appear in the species summary and do not appear in the options panel (I remember that confusing some people). Sub-species will appear under main species in a combo box, including a small description. If a species doesn't have any options, the option panel is now hidden. And I've incorporated sub-species into the descriptive name of the species, so you'll see something like "Aqualish (Ualaq)" on your character sheet.

And while I'm at it... the new missile launcher "attachments" for vehicles I made just regular vehicle weapons, since they are not normal attachments at all, no matter what the book says. However, there was the problem with the missiles. For characters, it's a simple matter of just adding multiple profiles of the same weapon if you use a weapon that uses different ammo (Corellian bow or the air gun, for instance). You can't just add weapons willy-nilly to vehicles, though, since there's rules for adding and replacing (and possibly using HP) for weapons. So... vehicle sheets now have a special section for "Ordnance". You can purchase missiles and the like by clicking the new "Ordnance" button in the vehicle pane. In this way, you'll see the missile rack you installed under "weapons", then see the number and quantity of missiles you can launch from it under "Ordnance".

I may or may not update the species editor for sub-species for the next release. It depends on if I have the time. Same goes for the new ordnance logic in the weapon editor. I think its more important to get the new data and features out there.

Bug report: I've created the HWK-290 as a custom ship for my data editor. However I recently changed the stats of the base ship. I go into the data editor, make the changes, press the save button, close the data editor. I then open up the character generator...but the stats have reverted to as they were before I made the changes. Open up the character generator...and indeed the stat changes haven't been saved, even though I did press the save button.

Do you possibly have different installs that you're running from? Also, are you making the change with a numeric up/down control from a grid?

Is it possible to add a new source to the program? I'd like to sort out any changes I make by creating new stuff under a specific source that I can filter out at any time.

Thanks

Disregard. I've figured this part out.

But that's brought up a new question. Is it possible to export a source? I've been slowly adding the items from the new cartol's emporium and would like to be able to share all of the information with my group.

You can share your custom data found in DataCustom, but there isn't a way in the software to "export" custom data of only one particular source.

I'm not sure if this has been addressed before, I'm late to the party. Is there a way to separate items? For example, my character has two sets of heavy clothing. One he's wearing and a spare on the ship. My GM likes to destroy our armor/clothing from combat so I bought a spare. But when I add it to my inventory it lists both at the same time. So I'm always either wearing/carrying both or neither. If I could make them separate line items I could do more fine manipulation with them.

Thanks.

Yeah, it's because it has no HP, so the app thinks it's safe to stack it. You can remove your old one before adding the new one.

Has anyone made thier own descriptions for skills, talents...etc, and if I asked nicely would you share the file? I'm busy with different things and I haven't found the time to make the entries myself. Thanks in advance.

I'm doing it with talents (after that I'll go after other things too). I'm going a bit too low but if you wish when I finish it I'l share it with everyone ;)

Edited by Josep Maria

Finally got my EotE books to start filling skills, talents etc etc for this spectacular program. Next I have to talk to my players do they want to continue playing WH40K or jump to SW universe.

They are not so much WH40K fanatics as I am :P Although they like Grim Dark of 41 millenium they don't seem to get their heads around some concepts.

But everyone of us grew up watching Star Wars the Original Trilogy, reading comics and playing with the action figures :D so I think they might like EotE much more.

I would definitely like a copy of that Josep.

Routa-maa - That is the exact nostalgia I get playing EotE. I was a child of the 70's, so I totally grew up with the Original Trilogy and the Marvel Comics. I had all the action figures too. This game brings all that back. :)

(Much more than any of the EU stuff ever did, which I was never really able to get into too much)

Edited by Grimmshade

I would definitely like a copy of that Josep.

Routa-maa - That is the exact nostalgia I get playing EotE. I was a child of the 70's, so I totally grew up with the Original Trilogy and the Marvel Comics. I had all the action figures too. This game brings all that back. :)

(Much more than any of the EU stuff ever did, which I was never really able to get into too much)

Same here, although by the time Star Wars first came out, I was starting to get a little old for action figures :) The movies were still life-changing, though; they completely blew me away. Hadn't felt that awestruck since I first read LOTR all the way through a year or so earlier. It had the same magical feeling and just got me lost in my imagination. However, except for a couple of Han Solo novels I read about 20 years ago, I never got into the EU. In fact, I'd never even played SW RP until EotE (no Saga, no D6, no nothing).

My knowledge of the EU, however, has increased about 100 fold since I started this generator, having to type in all that data. I'm finding myself recognizing starship model numbers when I look at pictures :) I've even stumped my nephew on a couple of trivia questions (and the answer is: the Tantive IV is a Corellian CR90 corvette). This is actually turning me into a Star Wars geek :)

If I ever go to a Star Wars convention wearing leku on my head, someone please shoot me.

A pleasure :D It will take me some time but I will do it. I have arried to the F letter on Talents (even adding the cool symbols that Oggy created).

By the way, everything's done, I'm just going to do some testing and release it later today. A couple of things to note:


  • I did add sub-species and the ordnance flag to the data editor, so you can use those features. I did not, however, add the Burly-type ability to the talent editor. I'm going to wait until the next supplement to see where they're going with that before I do too much coding for it. I want the final product to be as robust and configurable as possible.
  • Speaking of Burly, the reduction to Cumbersome and encumbrance will be shown in the description box on the equipment pane whenever you hold a weapon. It'll also show up on the character sheet, of course.
  • The Pistol Grip attachment works like it's supposed to. The skill and range will change on the equipment pane, just like for Burly. I added a couple of new descriptors to support it. That means you can create your own pistol grip-like attachments. I also added a descriptor that changes a weapon skill to Ranged Heavy just in case they add a new attachment that does something similar to gunnery weapons (who knows?).
  • For the hands-free weapon attachment for armor, I didn't add anything that actually allows you to choose the weapon because I wanted to give you the freedom of specifying any of your weapons as being attached to it. So, just use the Notes feature to annotate the weapon of your choice as being part of the armor. I even say as much in the description of the base mod. It'll look just fine on the character sheet.
  • I added Mechanics to the list of skills you can assign to a weapon in the weapon editor, so if you're creating explosives, use Mechanics as the skill. Also, use the existing Additional Damage space for the explosive's additional damage and Range for the explosive's radius. Just as the generator will look for Melee and Brawl skills in order to treat additional damage correctly for melee and brawling weapons, it will now look for Mechanics and put damage in an explosives format (such as "10+5").
  • For the two new missile "attachments" for vehicles, they've been added as actual vehicle weapons, not as attachments, since they're treated just like vehicle weapons. If you set the firing arc to "all", just remember to charge yourself another 1000 credits.
  • I mentioned this before, but I added a feature for purchasing vehicle ordnance, such as missiles and rockets, separately. That way, they'll show up on the vehicle sheet right after weapons. The actual launch tube "weapons" show firing arcs and the like, but not damage or range. You use the profile for the missile instead.
  • The oversized weapon mount has been added as an attachment, and a new mod has been included that will allow you to choose a vehicle weapon for it. The weapon name will show in the attachment description, and the weapon itself will be included in the vehicle's weapon list. When you choose this attachment, you'll see the same dialog as you see when you add or upgrade a vehicle weapon. If you remove the attachment, the weapon will also automatically be removed from your vehicle. Likewise, if you change the weapon in the attachment editor by clicking the "Choose" button, it'll automatically change on your vehicle sheet as well.
  • I removed the "Choose defense zone" option in the data editor's mod selector dialog. The feature will automatically trigger if you include the "Increase Defense Zone" mod. It'll also remove all of those <ChooseDefenseZone> tags you see all over the data, so it'll save some space as well.

I think that's about it. Like I said, I need to test it some more. Expect a release sometime this afternoon with all of the new Dangerous Covenants features added.

is there an easy way to update w/o having to download and unzip everything in the file folder?