Another Character Generator

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

I'd like to suggest an 'Ammo' area or category for PCs, similar to ships 'munitions' area. I say this because one of my players has just made a character that uses a limited ammo weapon, the Compound Bow to be exact, and it lists 3 different bows when really it should be 1 bow with 3 different ammo types. There's no option to store a list of how much 'ammo' that weapon has left.

I guess this has been already answered but, can I choose the install folder with the the web install version? it seems it can't be done but don't know if there is a workaround,

And thanks, it's an awesome tool!

No, ClickOnce maintains its own directory structure with versioning and a bunch of other weird things. Unfortunately, you're stuck having it put where ClickOnce wants it put.

Hi OggDude,

I was going through putting in some information on the program and was wondering if you might make the ability to create new item qualities; for those of us that like to homebrew certain things?

Hmmm, could be a little tricky. I could treat ItemDescriptors like I do skills, in that the ones that exist with base data can't be modified, only additional ones could be added. The code won't do anything special with them, of course, just display them with the weapon or armor. I'll have to see how that would work.

Edit: If you're willing to do some hand work, you can try this, just to see if it works. First, create a file called "ItemDescriptors.xml" under your DataCustom directory. Then, edit the file with Notepad or something similar and add some quality descriptors to it. Here's an example of what they look like:

<?xml version="1.0" encoding="utf-8" ?>
<ItemDescriptors>

  <!-- Weapon Quality -->
  
  <ItemDescriptor>
    <Key>TESTQUAL1</Key>
    <Name>Test Quality</Name>
    <Description></Description>
    <Custom>AddedItem</Custom>
    <Type>Weapon</Type>
    <ModDesc>Test {0}</ModDesc>
    <QualDesc>Test {0}</QualDesc>
    <IsQuality>true</IsQuality>
  </ItemDescriptor>

  <!-- Generic Quality (no _Type_), boolean (no count) -->
  
  <ItemDescriptor>
    <Key>TESTQUAL2</Key>
    <Name>Test2 Quality</Name>
    <Description></Description>
    <Custom>AddedItem</Custom>
    <ModDesc>Test2</ModDesc>
    <QualDesc>Test2</QualDesc>
    <IsBoolean>true</IsBoolean>
    <IsQuality>true</IsQuality>
  </ItemDescriptor>

</ItemDescriptors>

Create your own, of course, but you can use those as templates. After the file is created and the new qualities added, run the Data Editor and create a new weapon or armor, depending on what you added. The new qualities should show up. You can then try adding and equipping the item and see how they show up on the character sheet.

Edited by OggDude

Oggy

Not sure these additional Tags are working

- makes everything go small, even text before the Tag

[L] - makes everything go large, even text before the Tag

[T] - gives all text bigger and a blue background, even text before the Tag

[W] - gives all text bigger and a blue background, even text before the Tag

[OP] - Larger text, even before the tag

[iN] - Doesnt appear to do anything.

Hope that all makes sense

No, they're working. Those are just some of the internal styles I use in the app. The ones with blue backgrounds are used for the "special" column in character sheet grids so the background matches and you can't tell I'm adding a bitmap :) What sort of "footer" would you want? I could add another style.

I'd like to suggest an 'Ammo' area or category for PCs, similar to ships 'munitions' area. I say this because one of my players has just made a character that uses a limited ammo weapon, the Compound Bow to be exact, and it lists 3 different bows when really it should be 1 bow with 3 different ammo types. There's no option to store a list of how much 'ammo' that weapon has left.

There sort of is. When you buy a compound bow, just add the other profiles as well. You can purchase each type of ammo under Gear/Tools. Equip just one of the bows and use the others as reference when you attack. Don't "hold" the other profiles, since they're just there for reference.

Hi OggDude,

I was going through putting in some information on the program and was wondering if you might make the ability to create new item qualities; for those of us that like to homebrew certain things?

Hmmm, could be a little tricky. I could treat ItemDescriptors like I do skills, in that the ones that exist with base data can't be modified, only additional ones could be added. The code won't do anything special with them, of course, just display them with the weapon or armor. I'll have to see how that would work.

Edit: If you're willing to do some hand work, you can try this, just to see if it works. First, create a file called "ItemDescriptors.xml" under your DataCustom directory. Then, edit the file with Notepad or something similar and add some quality descriptors to it. Here's an example of what they look like:

<?xml version="1.0" encoding="utf-8" ?>
<ItemDescriptors>

  <!-- Weapon Quality -->
  
  <ItemDescriptor>
    <Key>TESTQUAL1</Key>
    <Name>Test Quality</Name>
    <Description></Description>
    <Custom>AddedItem</Custom>
    <Type>Weapon</Type>
    <ModDesc>Test {0}</ModDesc>
    <QualDesc>Test {0}</QualDesc>
    <IsQuality>true</IsQuality>
  </ItemDescriptor>

  <!-- Generic Quality (no _Type_), boolean (no count) -->
  
  <ItemDescriptor>
    <Key>TESTQUAL2</Key>
    <Name>Test2 Quality</Name>
    <Description></Description>
    <Custom>AddedItem</Custom>
    <ModDesc>Test2</ModDesc>
    <QualDesc>Test2</QualDesc>
    <IsBoolean>true</IsBoolean>
    <IsQuality>true</IsQuality>
  </ItemDescriptor>

</ItemDescriptors>

Create your own, of course, but you can use those as templates. After the file is created and the new qualities added, run the Data Editor and create a new weapon or armor, depending on what you added. The new qualities should show up. You can then try adding and equipping the item and see how they show up on the character sheet.

Wow! I have never tried doing this before.. Thank you for your help. I was definitely thinking of just adding new ones and not messing with old ones, so what ever you can do on your end as well would be awesome. Now to put my thinking cap on and give this a shot. Thanks again!

Hi Oggy

Something as simple as right justified, smaller font for a footer would be great.

Hi Oggy

Something as simple as right justified, smaller font for a footer would be great.

Give this a shot, see how it looks:

[H4]<font size='-2'>Test</font>[h4]

Edited by OggDude

Yeah that works, although H3 is right justified. Didn't realise you could use the font command.

Yeah that works, although H3 is right justified. Didn't realise you could use the font command.

You can use any of the headers. The formatted descriptions are actually created in an embedded web browser control. I just created short cuts and standard styles with the bracket tags. I also have a hidden style sheet and all the special symbols stored as resources. The symbols grow and shrink depending on how image sizes are defined within the current style.

Anyway, you can add HTML to any descriptive text that accepts tags. A nice one to use is the unordered list <UL>, followed by list items in <LI>. This creates a bulleted list. I use them quite a bit in encounter information blocks at the top of the encounter sheet.

If you want the H3 text to be left aligned and smaller, try this:

[H3]<div align="left"><font size='-2'>Test</font></div>[h3]

I meant that I used H4 because it was left. You used H4.

Anyway. This is great.

Many thanks

Not sure if this is a bug or not but in the data editor in the talents section I can't find Hunter's Quarry or Improved Hunter's Quarry

I can see both. Click on name to sort., otherwise they appear way down the list.

I can see both. Click on name to sort., otherwise they appear way down the list.

Ah good call thanks! I was looking in alphabetical

Edited by Andydriver

I can see both. Click on name to sort., otherwise they appear way down the list.

Ah good call thanks! I was looking in alphabetical

I generally sort combo boxes and grids that don't have a header (like talent or skill grids). If a grid has a header, I usually don't bother, since it can be sorted by clicking any column, but there are exceptions (the character grid, for example).

Before I deploy the next release, are there any beefs or complaints with the way the software works? Does anything annoy you, does something take too long, are there any short cuts that you'd like added? Basically, if you use software long enough, little annoyances start to crop up :) If they're not too involved, I could look into changing the way something works to make it easier to use or more powerful, etc.

Hey Ogg, actually something does annoy me!

I haven't been tracking the conversation here lately, because I love this program already, so maybe it has been discussed already, but:

Could you make it so that we have a box to enter in new XP? (and potentially credits?)

Let's say someone has 35 gained XP, and 1250 credits. They gain 350 credits and 15 XP on their latest adventure. As it stands now I have to click on the Credits & XP box, and write the new total over the old one. This has sometimes led to me putting in the new total and then doubting myself as to the original number, and that my math is correct. It would be awesome to just enter the 350 and the 15 into a box, and have it add those to the totals for me!

I just woke up, so I hope I explained this properly.

Sounds like Grimmshade is looking for an "Award XP" feature instead of math-ing it up.

Thanks Kaosoe! You said what I needed my coffee to say clearly! :)

Yup, Award XP and Award Credits.

I would love for the program to remember my printed sheet style (I am constantly having to change it to Simplified) as well as the size of the print preview window—if I maximize it once, I want the program to remember that I want that window maximized since I do all of my final proofreading of background stories, etc. in the preview window.

OggDude ,

Once again fantastic app!

I do have a question and a suggestion.

I have tried multiple times to ‘add’ a new starship. Including just copying an old one and renaming.

Even though I can see the ‘added’ ship in the editor, it is not available the Character Generator or the GM Tools.

So am I missing something simple here? What makes a ‘new build’ available for use?

That is when I noticed that for Equipment and Vehicles the only way to list an Item is to actually select one which leads to my suggestion.

Would it be possible to add a generic text field for Vehicles and Equipment that would allow you to list an item on the PC’s character sheet until such time as you can actually stat everything up in the app itself?

r/

Spence

Thanks Kaosoe! You said what I needed my coffee to say clearly! :)

Yup, Award XP and Award Credits.

Award.jpg

Something like that?

Yes please. :)

I would love for the program to remember my printed sheet style (I am constantly having to change it to Simplified) as well as the size of the print preview window—if I maximize it once, I want the program to remember that I want that window maximized since I do all of my final proofreading of background stories, etc. in the preview window.

It should remember sheet style and page settings (like margins). You shouldn't have to keep changing it.

I just added window size, state, and location.

OggDude ,

Once again fantastic app!

I do have a question and a suggestion.

I have tried multiple times to ‘add’ a new starship. Including just copying an old one and renaming.

Even though I can see the ‘added’ ship in the editor, it is not available the Character Generator or the GM Tools.

So am I missing something simple here? What makes a ‘new build’ available for use?

That is when I noticed that for Equipment and Vehicles the only way to list an Item is to actually select one which leads to my suggestion.

Would it be possible to add a generic text field for Vehicles and Equipment that would allow you to list an item on the PC’s character sheet until such time as you can actually stat everything up in the app itself?

r/

Spence

Pardon the basic questions, but... are you using the Data Editor to add your ship? Do you hit the save button after you add your ship? Does the ship show up in the list? Does it have "AddedItem" next to it? If you close the Data Editor and open it again, is your ship still there?

As for the other point, is this for the inventory and vehicle lists on the character sheet? Like having a "weapon" in the list that says "My new cool blaster will go here"?