Another Character Generator

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

One advice, Talents descriptions are a resumed form that doesn't always coincide with the main description. True Aim is the best sample.

Talent description doesn't say anything about its only fow ranged combat checks like the one in the book. Maybe there are a few more.

oggdude can you do up a pdf version of your type of character sheet?

If you just want to save a character you have made using the application as a PDF instead of printing it you could use a PDF printer like CutePDF Writer (free, remember to uncheck AskToolbar), doPDF (free) or the full version of Adobe Acrobat (extremely expensive). Hope this helps :)

I think he means a "blank" character sheet of Ogg's design so that you can fill them out by pencil rather than on the generator. I would second this request to be able to print a blank character sheet. I love digital builders like this, but I often take the info and tranpose them by hand after I'm done. Saves paper and printer ink in the long run (don't have to reprint each time your character changes) and makes the character sheet more functional in play (you can freely erase and update as things happen).

An option for a customized blank character sheet isn't a bad idea. I say "customized" because, of course, the number and size of various sections depends on the character. For instance, how many obligations should be displayed, how many spaces for weapons or armor (or if you want them there at all), or size of area for talents, force abilities, etc. In fact, it could save various configuration of blank character sheets, so you could print, say, a "force user" character sheet (has force abilities section), or a "talent junkie" character sheet (extra space for lots of talents), or a "pack rat" character sheet (lots of space for equipment), the "drama queen" (lots of space for motivations), the "complicated life" (more obligations), or whatever.

The question is, would this be something a lot of people would want?

Well, I would use it. :)

As far as many customization possibilities, I would keep the options simple. If providing the various options would be too difficult just make the sheet for most people rather than all people. That's just my suggestion, though.

For example, most people will have no more than 2 obligations. So just have a space for two. Same with motivations. The page for talents has enough space for even the most heavy-talent characters if you simply remove the notes section. Again, same with equipment. For the most part, it would remain a 4-page sheet if you simply remove the notes sections on each page. Anyone who goes beyond that space in any given aspect of their character can just reach for a blank sheet of paper.

I am having problems printing the character sheet if I have the option to include vehicles selected. If I remove that option it works just fine.

Email me the character that's having the problem and I'll take a look at it.

More special thanks goes out to Oku and Ken for their donations. Thanks guys!

oggdude can you do up a pdf version of your type of character sheet?

If you just want to save a character you have made using the application as a PDF instead of printing it you could use a PDF printer like CutePDF Writer (free, remember to uncheck AskToolbar), doPDF (free) or the full version of Adobe Acrobat (extremely expensive). Hope this helps :)

I think he means a "blank" character sheet of Ogg's design so that you can fill them out by pencil rather than on the generator. I would second this request to be able to print a blank character sheet. I love digital builders like this, but I often take the info and tranpose them by hand after I'm done. Saves paper and printer ink in the long run (don't have to reprint each time your character changes) and makes the character sheet more functional in play (you can freely erase and update as things happen).

An option for a customized blank character sheet isn't a bad idea. I say "customized" because, of course, the number and size of various sections depends on the character. For instance, how many obligations should be displayed, how many spaces for weapons or armor (or if you want them there at all), or size of area for talents, force abilities, etc. In fact, it could save various configuration of blank character sheets, so you could print, say, a "force user" character sheet (has force abilities section), or a "talent junkie" character sheet (extra space for lots of talents), or a "pack rat" character sheet (lots of space for equipment), the "drama queen" (lots of space for motivations), the "complicated life" (more obligations), or whatever.

The question is, would this be something a lot of people would want?

More Character Sheet options are never a bad idea, especially if it is modifiable. Frankly I like the look of your printed stuff, but from a player perspective I think it would be a good idea.

Another thought to go with your FAQ though. Perhaps an instruction manual? Your program is starting to get quite comprehensive and some people may miss some of the possibilities.

It comes with a documentation PDF as well as the FAQ. Last count, I think it was 53 pages long :)

I've noticed that the obligations list doesn't include headings for EtU Obligations. The additiction text is different between core and EtU for example. Should these be added as default so they appear on the list with (EtU) in brackets or something or should we just add them via the Data Editor?

Love the Generator by the way.

I've noticed that the obligations list doesn't include headings for EtU Obligations. The additiction text is different between core and EtU for example. Should these be added as default so they appear on the list with (EtU) in brackets or something or should we just add them via the Data Editor?

Love the Generator by the way.

Thanks! It seems that for each new source book, they add different descriptive text for existing obligations, as well as add one or two new ones. The description in the app is just there to give the user an idea of what the obligation is about and serves no other purpose. The default description (for most of them, anyway) is just a page number from a book. So yeah, if you typed in the Addiction text from the CRB, and then EtU comes out with a different description for Addiction, just add it to your existing one. Maybe you can just tack it to the end with a [P] For Explorers: or whatever. The main point is to make as robust of a description as possible available for the user so he gets a full understanding of what the obligation is about.

The converse is true as well. Career-specific obligations from source books could also be annotated to show how they can be applied generically to any career. Heck, in the group I just started GMing for, two of characters took the Sponsorship obligation, and neither of them are Explorers :) The bounty hunter is actually a corporate bounty hunter (no freelance contracts for this Cathar, he's a company man... er, cat), and the politico is a Zeltron flim-flam man for a group of colonists from a fringe planet (they let him use one of their starships, he makes deals for them offworld). The funny thing was that the text for Sponsorship was obviously geared toward explorers, but it didn't faze them at all and they took it anyway :)

Edited by OggDude

That make sense to have one long description for each with Sub heading for the different books.

I may have found a way to run this fantabulous program on a MAC. I will list out what I did. Mind you I am running the latest MAC OS...Maverick.

Goto this site has a link to the Wine-Bottler program. Download it and install both programs (Wine and WineBottler) to your system.

Run Wine Bottler, select 'Advanced' fromthe icons at the top...a screen with a yellow background will appear.

For the "Program to Install" field click "select file" and choose any of the three .exe files

Click the button that says "This is the actual program, copy it and all the files that are in the same folder"

From the Winetricks window select the following

dotnet40

vb6run

Then click the "bundle" button.

Then click install.

You will get an error message regarding a version of runtime...but I found you can hit "ok" and ignore it. After a few seconds it will run the program. On subsequent runs you will not get the runtime rror message. For some reason the CharGen and the GMTools appear with a Script font whie the data editor looks ok. I have found one issue...you can not print...you get an error and it will tell you you can shut down or cancel the action. I haven't figured out the issue with printing yet.

I hope this helps, and I would hope that someone figures out the printing issues.

Edited by Darth Sarcastic

It's honestly a whole lot easier to just run it within VirtualBox or something.

Been having trouble with generator...

I downloaded it earlier today, and spent some time in the DataEditor reproducing the Jedi Initiate and Force powers from Ways of the Force, then went over the generator and built up a character and saved. After that I couldn't reopen the generator--it would throw an error and seek to send Microsoft a report.

So, I downloaded the file again in a separate folder and moved just the Custom Data folder into the new install. Opened the generator okay, but partway through building the character up (assigning XP), I got an error message:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.Character.AddForcePower(ForcePower fp, Boolean noRecalc)
at SWCharGen.Character.AddAllForcePowers()
at SWCharGen.Character.CalcAttributes()
at SWCharGen.Character.Recalc(ChangeEnum what)
at SWCharGen.SpecTree.Check_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Any idea what that's about?

Oggy, I think I have found another small bug: The data editor won't save the encumbrance value for user added armor. The encumbrance will always be reset to 1 no matter how high or low I set it. My current work-around is to edit in the encumbrance value directly to the DataCustom/Armor.xml file.

Been having trouble with generator...

I downloaded it earlier today, and spent some time in the DataEditor reproducing the Jedi Initiate and Force powers from Ways of the Force, then went over the generator and built up a character and saved. After that I couldn't reopen the generator--it would throw an error and seek to send Microsoft a report.

So, I downloaded the file again in a separate folder and moved just the Custom Data folder into the new install. Opened the generator okay, but partway through building the character up (assigning XP), I got an error message:

See the end of this message for details on invoking

just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************

System.NullReferenceException: Object reference not set to an instance of an object.

at SWCharGen.Character.AddForcePower(ForcePower fp, Boolean noRecalc)

at SWCharGen.Character.AddAllForcePowers()

at SWCharGen.Character.CalcAttributes()

at SWCharGen.Character.Recalc(ChangeEnum what)

at SWCharGen.SpecTree.Check_Click(Object sender, EventArgs e)

at System.Windows.Forms.Control.OnClick(EventArgs e)

at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

at System.Windows.Forms.Control.WndProc(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************

mscorlib

Assembly Version: 4.0.0.0

Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900)

CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll

----------------------------------------

SWCharGen

Assembly Version: 1.1.0.9

Win32 Version: 1.1.0.9

CodeBase: file:///C:/Documents%20and%20Settings/Matt/My%20Documents/Star%20Wars/Alt%20CharGen/SWCharGen.exe

----------------------------------------

System.Windows.Forms

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----------------------------------------

System.Drawing

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----------------------------------------

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SWCharGenCtlLib

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----------------------------------------

SWCharGenLib

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----------------------------------------

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----------------------------------------

Accessibility

Assembly Version: 4.0.0.0

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System.Xml

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----------------------------------------

System.Configuration

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----------------------------------------

akibvxlp

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pe1os5bi

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Assembly Version: 1.1.0.9

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Assembly Version: 1.1.0.9

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Assembly Version: 1.1.0.9

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Assembly Version: 1.1.0.9

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************** JIT Debugging **************

To enable just-in-time (JIT) debugging, the .config file for this

application or computer (machine.config) must have the

jitDebugging value set in the system.windows.forms section.

The application must also be compiled with debugging

enabled.

For example:

<configuration>

<system.windows.forms jitDebugging="true" />

</configuration>

When JIT debugging is enabled, any unhandled exception

will be sent to the JIT debugger registered on the computer

rather than be handled by this dialog box.

Any idea what that's about?

It's most likely an issue with the data you just entered. Send me your DataCustom directory, the character with the issue, and the steps you used to get the issue, and I'll see if I can replicate it.

Oggy, I think I have found another small bug: The data editor won't save the encumbrance value for user added armor. The encumbrance will always be reset to 1 no matter how high or low I set it. My current work-around is to edit in the encumbrance value directly to the DataCustom/Armor.xml file.

It was actually saving the soak value in encumbrance :) Fixed it.

Is this fixed in the next release or in the current release?

Dangerous Covenants data is all live, as stated...

Am I doing something wrong, then? Because I don't see any options for the Dangerous Covenant specializations, whereas Explorer has their extra specs already in the generator.

It's definitely updated; I have all the Aqualish, et. all changes.

Edited by Kix

Dangerous Covenants data is all live, as stated...

Am I doing something wrong, then? Because I don't see any options for the Dangerous Covenant specializations, whereas Explorer has their extra specs already in the generator.

It's definitely updated; I have all the Aqualish, et. all changes.

I just checked mine, and the new specs are showing up once I change the character's career to Hired Gun. Also checked the Data folder (updated as of OggDude's last release), and the specs are listed. I'd suggest checking the Specializations sub-folder in your own Data folder and see if they're listed.

If they are, check the Hired Gun career in the DataEditor to see of those specs are connected to the Hired Gun. It could be that if you opted not to replace the Hired Gun career from an older version with the newest version, that's why the specs aren't showing up.

I just checked mine, and the new specs are showing up once I change the character's career to Hired Gun. Also checked the Data folder (updated as of OggDude's last release), and the specs are listed. I'd suggest checking the Specializations sub-folder in your own Data folder and see if they're listed.

If they are, check the Hired Gun career in the DataEditor to see of those specs are connected to the Hired Gun. It could be that if you opted not to replace the Hired Gun career from an older version with the newest version, that's why the specs aren't showing up.

Weird. The data was there, all of that; but they weren't linked. Thanks! Fixed to force the link. Really weird.

has anyone thought of making a site to share GM stuff...for the GM tool?

Dangerous Covenants data is all live, as stated...

Am I doing something wrong, then? Because I don't see any options for the Dangerous Covenant specializations, whereas Explorer has their extra specs already in the generator.

It's definitely updated; I have all the Aqualish, et. all changes.

I just checked mine, and the new specs are showing up once I change the character's career to Hired Gun. Also checked the Data folder (updated as of OggDude's last release), and the specs are listed. I'd suggest checking the Specializations sub-folder in your own Data folder and see if they're listed.

If they are, check the Hired Gun career in the DataEditor to see of those specs are connected to the Hired Gun. It could be that if you opted not to replace the Hired Gun career from an older version with the newest version, that's why the specs aren't showing up.

Also, see if Hired Gun shows up as "CustomItem" in the data editor. If it does, it means you did some modification to it from before and it's replacing the new one with the added specializations. If this is the case, remove your custom version and revert it to "DescOnly" (to retain the description). Or, add the specializations to your custom version, either way.

Looking at Dangerous Covenants, the military belt pouch got me thinking about what items I would put into them.

I'm wondering if it would be possible to program in the ability to add symbols to items in the inventory, which would serve as tabs to indicate which items are stored where on my person. Or maybe adding a "Location" tab between the Held and Special categories in the gear chart, that would let us put in numbers or letters to indicate the same.

Maybe with a system like:

B for Bandolier

BP for backpack

P for pouch

S for ship

SB for surveyor bag

D for Spacer's Duffel

UB for utility belt

With 1s and 2s added if someone has multiple storage locations (P1, P2)

MP For military pouch

You can add notes to individual items by clicking the "Notes" button. You can use notes to do lots of things. Annotating which items are stored where is a great use for the feature.

Here's a little something you can do that takes advantage of the new sub-species feature. Do you want to give your R-Series Astromech droid characters the arc welder "zap" tool that R2-D2 used on Jabba's sail barge? No problem:

  1. Run the data editor application
  2. Click the "Species" button on the left side
  3. Find the "Droid" species in the list and double-click it (or click it and click the "Modify" button)
  4. In the Sub-Species list, find "R-Series Astromech" and double-click it (or click it and click the "Modify" button next to the list)
  5. In the Sub-Species editor, click the "New" button next to the "Innate Weapons" list.
  6. In the "Species Weapons" editor, type "Arc Welder" for the name, select "Melee" for skill, "Engaged" for range, "2" for base damage, "0" for everything else, then check the "Stun Damage" box in the "Qualities" list.
  7. If you want this weapon to replace the standard "Unarmed" weapon for your Astromech droid characters, click the "Replaces Unarmed weapon" check box. If you still want your Astromech to have the standard "Unarmed" weapon, leave the check box unchecked.
  8. Click "Update" on the weapon editor, then "Update" again on the Sub-Species editor, then "Update" one more time in the Species editor.
  9. When you're back to the main window, click the "Save" button.
  10. Run the character generator application so it'll get the new saved custom data.

Now, whenever you make an R-Series Astromech droid character, it'll automatically get the arc welder weapon and you can zap unsuspecting adversaries to your heart's content :)

Here's a little something you can do that takes advantage of the new sub-species feature. Do you want to give your R-Series Astromech droid characters the arc welder "zap" tool that R2-D2 used on Jabba's sail barge? No problem:

  1. Run the data editor application
  2. Click the "Species" button on the left side
  3. Find the "Droid" species in the list and double-click it (or click it and click the "Modify" button)
  4. In the Sub-Species list, find "R-Series Astromech" and double-click it (or click it and click the "Modify" button next to the list)
  5. In the Sub-Species editor, click the "New" button next to the "Innate Weapons" list.
  6. In the "Species Weapons" editor, type "Arc Welder" for the name, select "Melee" for skill, "Engaged" for range, "2" for base damage, "0" for everything else, then check the "Stun Damage" box in the "Qualities" list.
  7. If you want this weapon to replace the standard "Unarmed" weapon for your Astromech droid characters, click the "Replaces Unarmed weapon" check box. If you still want your Astromech to have the standard "Unarmed" weapon, leave the check box unchecked.
  8. Click "Update" on the weapon editor, then "Update" again on the Sub-Species editor, then "Update" one more time in the Species editor.
  9. When you're back to the main window, click the "Save" button.
  10. Run the character generator application so it'll get the new saved custom data.

Now, whenever you make an R-Series Astromech droid character, it'll automatically get the arc welder weapon and you can zap unsuspecting adversaries to your heart's content :)

Awesome! My brother, who is playing an Astromech droid, will be pleased with this. Any chance you could add this tip to the FAQ?

Here's a little something you can do that takes advantage of the new sub-species feature. Do you want to give your R-Series Astromech droid characters the arc welder "zap" tool that R2-D2 used on Jabba's sail barge? No problem:

  1. Run the data editor application
  2. Click the "Species" button on the left side
  3. Find the "Droid" species in the list and double-click it (or click it and click the "Modify" button)
  4. In the Sub-Species list, find "R-Series Astromech" and double-click it (or click it and click the "Modify" button next to the list)
  5. In the Sub-Species editor, click the "New" button next to the "Innate Weapons" list.
  6. In the "Species Weapons" editor, type "Arc Welder" for the name, select "Melee" for skill, "Engaged" for range, "2" for base damage, "0" for everything else, then check the "Stun Damage" box in the "Qualities" list.
  7. If you want this weapon to replace the standard "Unarmed" weapon for your Astromech droid characters, click the "Replaces Unarmed weapon" check box. If you still want your Astromech to have the standard "Unarmed" weapon, leave the check box unchecked.
  8. Click "Update" on the weapon editor, then "Update" again on the Sub-Species editor, then "Update" one more time in the Species editor.
  9. When you're back to the main window, click the "Save" button.
  10. Run the character generator application so it'll get the new saved custom data.

Now, whenever you make an R-Series Astromech droid character, it'll automatically get the arc welder weapon and you can zap unsuspecting adversaries to your heart's content :)

Awesome! My brother, who is playing an Astromech droid, will be pleased with this. Any chance you could add this tip to the FAQ?

Sure. Oh, and damage should be 3, not 2 (at least based on the Astromech adversary in the CRB).

Also, while I'm at it, you'll probably notice that the crit for the arc welder will show up as 1 advantage :) Obviously, this is incorrect. It's a small bug that'll be fixed for the next version. Arc welders don't crit, but the code for innate weapons was auto-correcting a 0 crit to a crit of 1. Oops.

Edited by OggDude

I have to thank yet another generous donor, but I'm not sure who it is. However, I'm flattered that he's willing to share his World of Warcraft funds to make the donation; he must be a true fan of the generator to risk raiding for a month on WoW :) For the Horde!!