Another Character Generator

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

Hi OggDude,

I just tested the latest manual install, but it doesn't seem the alt text works in Roll20. Is there something I need to check or do for it to work? I just created a custom nemesis using a pirate captain profile as a start, but when copy/pasting into Roll20, the skill pool does not show.

Thanks

I only made the change to the web install. Go ahead and give that one a shot.

Just for a heads up the Truncheon weapon appears as a rarity of 10 when it is in fact a rarity of 1.

Thanks for making such an awesome character creator. :)

Just for a heads up the Truncheon weapon appears as a rarity of 10 when it is in fact a rarity of 1.

Thanks for making such an awesome character creator. :)

Fixed. Thanks!

Skills seem to be calculating untrained skills wrong. Every time I increase negotiation from 0 to 1 rank it only costs me 5 xp which would be right if it was career or race skill, but its not and should in effect cost 5 more xp for not being a class or race skill. (See Page Page 93 Top Left paragraph of the Core Rule book.)

*Edit* Ok now it seems to be working weird. I don't know what happened.

Edited by sevick

Apologies if this is discussed someplace and I've just missed it, but how does one go about adding an image to a custom species, vehicle or piece of equipment?

I've looked through the Data Tools, and I can't seem to find any sort of option to let me add an image. For instance, one of the newer species for an upcoming USM update are the Balosar. I've added the species image to the SpeciesImage folder in my DataCustom sub-folder, but when I choose the species in the CharGen, all I see for species image is the default.

Apologies if this is discussed someplace and I've just missed it, but how does one go about adding an image to a custom species, vehicle or piece of equipment?

I've looked through the Data Tools, and I can't seem to find any sort of option to let me add an image. For instance, one of the newer species for an upcoming USM update are the Balosar. I've added the species image to the SpeciesImage folder in my DataCustom sub-folder, but when I choose the species in the CharGen, all I see for species image is the default.

Images are one of the things I haven't automated yet. What type of file are you adding to DataCustom\SpeciesImages, and what is its name? It should be a PNG file and the name should be the key value for the species. For instance, DataCustom\SpeciesImages\BALOSAR.png would be the name if your key for your new species was "BALOSAR".

Apologies if this is discussed someplace and I've just missed it, but how does one go about adding an image to a custom species, vehicle or piece of equipment?

I've looked through the Data Tools, and I can't seem to find any sort of option to let me add an image. For instance, one of the newer species for an upcoming USM update are the Balosar. I've added the species image to the SpeciesImage folder in my DataCustom sub-folder, but when I choose the species in the CharGen, all I see for species image is the default.

I just glanced over the FAQ document and couldn't find it again (that is where I originally found it), so I'm running off the settings I'm using instead. Forgive me if something is off.

First make the image the proper size (it needs to be no more than 125 x 125).

Make sure it's saved as .PNG format.

Load the image you want into the Data\SpeciesImages folder and save it as the species key you created when you made the species (e.g. I made the Nelvaanian species, I gave it the key NELVAAN so when I saved the image, I named it NELVAAN.png my Mandalore species key is MANDO so the image [when I find a good one] will be MANDO.png)

*Edit: Ogg replied while I was typing this and I didn't notice; I don't mean to be the redundant poster

Edited by Trinity351

Just for a heads up the Truncheon weapon appears as a rarity of 10 when it is in fact a rarity of 1.

Thanks for making such an awesome character creator. :)

Edited by Daeglan

Apologies if this is discussed someplace and I've just missed it, but how does one go about adding an image to a custom species, vehicle or piece of equipment?

I've looked through the Data Tools, and I can't seem to find any sort of option to let me add an image. For instance, one of the newer species for an upcoming USM update are the Balosar. I've added the species image to the SpeciesImage folder in my DataCustom sub-folder, but when I choose the species in the CharGen, all I see for species image is the default.

Images are one of the things I haven't automated yet. What type of file are you adding to DataCustom\SpeciesImages, and what is its name? It should be a PNG file and the name should be the key value for the species. For instance, DataCustom\SpeciesImages\BALOSAR.png would be the name if your key for your new species was "BALOSAR".

Okay, thanks for that.

I was playing around with the builder and ran across either a rules question, or I may have found a bug?

Armor Master (Improved)

When wearing armor with a soak value of 2 or higher, increase defense by 1

Armored Clothing: Defense 1, Soak 1

Superior Quality: Soak increased by 1

Total: Defense 1, Soak 2

FSE: Superior Reflexes +1 melee defense, Sixth Sense +1 ranged defense

Total Defense (I think) should be 3/3. If that is correct, the builder does not calculate it that way.

I ask mostly because the best armor I will probably ever have in our campaign is Armored Clothing (reflavored as a trench coat) and things have been getting pretty brutal for us.

I was playing around with the builder and ran across either a rules question, or I may have found a bug?

Armor Master (Improved)

When wearing armor with a soak value of 2 or higher, increase defense by 1

Armored Clothing: Defense 1, Soak 1

Superior Quality: Soak increased by 1

Total: Defense 1, Soak 2

FSE: Superior Reflexes +1 melee defense, Sixth Sense +1 ranged defense

Total Defense (I think) should be 3/3. If that is correct, the builder does not calculate it that way.

I ask mostly because the best armor I will probably ever have in our campaign is Armored Clothing (reflavored as a trench coat) and things have been getting pretty brutal for us.

I believe what it's doing is looking at the soak before the superior quality and seeing that it's only 1. But as Superior actually raises the soak of the armor by 1 (rather than something increasing the character's soak by 1), it should probably take effect. I'll fix it.

Edited by OggDude

It looks like tinkerer isn't able to be applied to armor in the newest build.

It looks like tinkerer isn't able to be applied to armor in the newest build.

It works fine, you just can't apply it to armor that doesn't already have HP.

It looks like tinkerer isn't able to be applied to armor in the newest build.

It works fine, you just can't apply it to armor that doesn't already have HP.

Are we sure that the RAW prevent this, I read it that increasing HP by 1 should also work with equipment with 0 HP, as increasing 0 HP by 1 equals 1?

Much like increasing the difficulty of something will add a difficulty dice, so increasing the difficulty of a simple task (0 difficulty) will make it be a 1 difficulty task?

I would think that the logic for both is the same?

It looks like tinkerer isn't able to be applied to armor in the newest build.

It works fine, you just can't apply it to armor that doesn't already have HP.

Are we sure that the RAW prevent this, I read it that increasing HP by 1 should also work with equipment with 0 HP, as increasing 0 HP by 1 equals 1?

Much like increasing the difficulty of something will add a difficulty dice, so increasing the difficulty of a simple task (0 difficulty) will make it be a 1 difficulty task?

I would think that the logic for both is the same?

This is generally how I've been handling this situation. Same goes for Tinkerer; you can only add HP to something that already has it. However, if you can get a definitive answer from the designers on this, I can change it.

I haven't seen any official rulings, but in my own games, I'd allow Tinkerer to add Hard Points to something that doesn't have them already. I'd see it as one of the values of that talent.

Looking at the wording, I can see how "Add 1 additional hard point" might imply it could only be added to items that already had them.

Personally I think I'd interpret it as being a way to make it clear that you can add multiple points with multiple ranks of Tinkerer.

Edited by progressions

Personally I think I'd interpret it as being a way to make it clear that you can add multiple points with multiple ranks of Tinkerer.

Tinkerer is a "one per item" talent as specified on page 145 of the CRB in the full description of the talent. In fact, it flat out says "can only do this once per piece of equipment" (emphasis mine), with the additional ranks being used to upgrade additional pieces of gear. This came up in another thread in regards to being able to stack Jury-Rigged, which doesn't have that exact verbiage (response I got from Sam Stewart was that Jury-Rigged was also a "once per item" deal).

As for Tinkerer being able to be applied to an item that doesn't have any hard points to begin with, I'd think said talent could be applied, but to my knowledge there's not been any official answer on that front. So at this time, it'd be OggDude's interpretation on how the program deals with that aspect of the talent. Personally, it's a non-issue for me as I'm not trying to build characters that trying to add hard points to lightsabers or suits of padded armor.

Good point, Dono. I'd just say the choice of the word "Additional" in that context was probably just intended to mean "on top of whatever hard points exist on the item (if any)".

That's how I'd do it in my game.

For some reason I am getting this error when I try and load the GM tool now


 
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.CharVehicle.ReCalc()
at SWCharGen.VehListLoader.Load(String filePath)
at SWCharGen.VehListLoader.Reload()
at SWCharGen.frmLoadAdversary.encLoad_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.EncListLoader.Reload()
at SWCharGen.frmLoadAdversary.grLoad_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.GroupListLoader.Reload(Boolean SkipCharacters)
at SWCharGen.frmLoadAdversary.advload_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.AdvListLoader.Reload()
at SWCharGen.frmLoadAdversary.frmLoadAdversary_Shown(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnShown(EventArgs e)
at System.Windows.Forms.Form.CallShownEvent()
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
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I guess the real question is why limit the utility of software when it doesn't really reduce complexity? Either way, now that I know of the limitation I can just work around it by adding new versions of 0 HP armors with tinkered applied.

Two other feature requests that I ran into when drawing up ships/inventory. Currently there doesn't seem to be a way to specify starship weapons that are being transported in a ship (my guys had lots of time and looted weapons systems without installing them). Also it would be useful if we could type out notes for the various sheets using the [sETBACK] etc modifiers.

Really liking the power of this tool.

Based on the method names it looks like its trying to load your data and something in the characters vehicle data is not being set correctly, but that's just a guess from the stack trace at the top. I'd imagine the app dev will need your data files to work out the issue.

For some reason I am getting this error when I try and load the GM tool now

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.CharVehicle.ReCalc()
at SWCharGen.VehListLoader.Load(String filePath)
at SWCharGen.VehListLoader.Reload()
at SWCharGen.frmLoadAdversary.encLoad_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.EncListLoader.Reload()
at SWCharGen.frmLoadAdversary.grLoad_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.GroupListLoader.Reload(Boolean SkipCharacters)
at SWCharGen.frmLoadAdversary.advload_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.AdvListLoader.Reload()
at SWCharGen.frmLoadAdversary.frmLoadAdversary_Shown(Object sender, EventArgs e)

You don't have to paste the entire log :) Just the first few lines will do.

It looks like it's having an issue with one of your stock vehicles. Did you copy any files by hand? What was the last stock vehicle you added?

I guess the real question is why limit the utility of software when it doesn't really reduce complexity? Either way, now that I know of the limitation I can just work around it by adding new versions of 0 HP armors with tinkered applied.

Two other feature requests that I ran into when drawing up ships/inventory. Currently there doesn't seem to be a way to specify starship weapons that are being transported in a ship (my guys had lots of time and looted weapons systems without installing them). Also it would be useful if we could type out notes for the various sheets using the [sETBACK] etc modifiers.

Really liking the power of this tool.

Actually, it does reduce the complexity :) Items without HP can be stacked, while items with HP are single. If I mixed-and-matched them, I'd have to add a bunch of code to support splitting and combining stacks.

Also, you could get into situations like trying to add an HP to heavy clothing. Someone who tinkers with clothes is a seamstress, not a mechanic :) That's probably why they call them "hard points" and not just "enhancement points" or something like that. You could also add HP to rations, or sabacc decks, or a bunch of stuff that doesn't make any sense. There'd have to be a way to indicate that the item can have HP added to it. Currently, I'm saying that only items that already have HP can have more added.

But like I said, if a designer can give a ruling, I'll work with it. I want the generator to follow the rules correctly.

Two other feature requests that I ran into when drawing up ships/inventory. Currently there doesn't seem to be a way to specify starship weapons that are being transported in a ship (my guys had lots of time and looted weapons systems without installing them). Also it would be useful if we could type out notes for the various sheets using the [sETBACK] etc modifiers.

Really liking the power of this tool.

You can "transport" ordnance on a ship, but not currently spare weaponry. The charts don't say what a weapon's encumbrance is, so you could in theory store an infinite number of them. Of course, ships don't seem to have any sort of penalty for being overencumbered anyway...

Right now, items for vehicles need to be transferred from a group or a character. I suppose it would make sense for a group to be able to "carry" a ship weapon, since a group's inventory represents all the stuff they have stored in their "base" (wherever that is). I'd have to disallow vehicle weapons from being transferred to a character, however, even though the visual of a Drall walking around with a concussion missile launcher strapped onto its back is pretty funny :)

Also, there's a notes feature for inventory items that allow tags/HTML, as well as one for encounters and groups (I think).

For some reason I am getting this error when I try and load the GM tool now

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.CharVehicle.ReCalc()
at SWCharGen.VehListLoader.Load(String filePath)
at SWCharGen.VehListLoader.Reload()
at SWCharGen.frmLoadAdversary.encLoad_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.EncListLoader.Reload()
at SWCharGen.frmLoadAdversary.grLoad_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.GroupListLoader.Reload(Boolean SkipCharacters)
at SWCharGen.frmLoadAdversary.advload_LoadProgress(Object sender, LoadProgressEventArgs e)
at SWCharGen.AdvListLoader.Reload()
at SWCharGen.frmLoadAdversary.frmLoadAdversary_Shown(Object sender, EventArgs e)

You don't have to paste the entire log :) Just the first few lines will do.

It looks like it's having an issue with one of your stock vehicles. Did you copy any files by hand? What was the last stock vehicle you added?

Just found it. You created an encounter or stock vehicle that used a custom vehicle and the vehicle was removed. It's supposed to just remove the vehicle from the encounter (or just nix the custom vehicle), but it wasn't doing it properly. It's fixed now.