Another Character Generator

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

I modified the talent tree so that the panels can be of any height. It seems to be working fine. I'm going to look into doing the same thing for force powers and signature abilities.

NewTalentPanel.png

Awesome!!!!

Have it running on 2 machines. The one that was Google drive installed won't update past 1.1.2.0.. I am running it from the Icon it placed on the Start Menu (Win 8)

Have it running on 2 machines. The one that was Google drive installed won't update past 1.1.2.0.. I am running it from the Icon it placed on the Start Menu (Win 8)

I'm having the same problem with the installed-from-Google-drive version. It won't even try to download or install the update and it always has before.

Bug Report: My Toydarian Explorer - Trader just reported to me an error. He was looking at speclizations and found that he could buy the Ambassador spec for 20xp instead of 30xp. Not sure why this is.

Just tried it and it charged 30xp. You can send me the character and I can see if I can replicate the issue.

Have it running on 2 machines. The one that was Google drive installed won't update past 1.1.2.0.. I am running it from the Icon it placed on the Start Menu (Win 8)

I'm having the same problem with the installed-from-Google-drive version. It won't even try to download or install the update and it always has before.

I'll try redeploying it to Google Drive and see if it clears up the issue.

OK, it's been redeployed. See if that helps.

I'm not seeing the characters listed as adversaries in the Gm tools anymore. Did this get removed? How do I add my players to ship rosters and such without them?

mine still says its 1.1.2.0 i am not seeing it switch to 1.1.3.0

Group emblem bug: I find no way of transferring the GroupEmblems directory (containing the images) from the App folder to the Data folder, without manually copying it (which you don't condone doing Oggy). Trying to change the group emblem will thus result in an error as it is looking in the Data folder for the GroupEmblems directory.

Batto: Toydarian, Explorer - Trader

https://www.dropbox.com/s/0hmgu7ndkj7mu9n/Batto%20-%20Toydarians%20Explorer.xml

Alyssia Nxy: Arkanian, Colonist - Doctor

https://www.dropbox.com/s/zqqyeffkvjon9v2/Alyssia%20Nyx%20-%20Arkanian%20Colonist.xml

Here's the character which I exported via my character generator.

My update is a clean update, I always delete everything with the exception of characters, adversaries, datacustom, groups, stock vehicles etc and then insert the new version of the character generator. Everything else on it seems to work fine.

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Edit: I just ran through buying all specs with the same character, the following inconsistancies occurred:

These should cost 30xp:

Ambassador (Diplomat) - Cost 20xp

Gunner (Ace) - Cost 25xp

Mercenary Soldier (Hired Gun) - 20xp

Politico (Colonist) - 25xp

Scoundrel (Smuggler) - 25xp

Tactician (Commander) - 20xp

These should cost 20xp:

Archeologist (Explorer) - 15xp

Recruit - 15xp

However a brand new Toydarian Explorer - Trader I created does NOT have this problem.

Just tested another character, the Arkanian Politico Doctor.

Only the following had issues:

Big Game Hunter - Cost 25xp (should have been 30xp)

Medic - 25xp (30xp)

Survivalist - 25xp (30xp)

However it only does it for these, the XP isn't refunded for charm careers like Ambassador.

So I don't know what's going on, but the problem is definitely linked to buying XP with skills.

I also tested to see if copying and/or exporting the character fixed the issues. The issue remained however.

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

2ND EDIT:

I think I've figured it out.

It's the skills...when you add the new specialisation it seems to 'refund' you XP because of skills.

The Arkanian Doctor increased Charm, Medicine and Xenology by 1 point for spending XP. Xenology is a non-career skill.

Big Game Hunter, Medic and Survivalist have Xenology as a skill.

My guess is that for some of them the character generator is saying "Ah...they've purchased a skill before...but that's a career skill now, so here's 5xp back." According to the rules it's not supposed to be doing this, you don't get refunded any XP because of skills you've previously bought ranks in becoming career skills.

Not tested with the trader though, I will also include a link to an export of the Colonist Doctor.

Edited by Ebak

Oggy,

Is there anyway the XML files can be imported into say excel or ms access. I am trying to produce a list of say weapons , showing the stats like the weapon tables in the main books. I have tried a straight import but this fails due to an invalid or missing Schema.

If it can't be done please let me know.

Edit..

That was with the Custom Files.

If I try on the standard XML files it imports into say excel, but duplicates each entry about 4 times.

Edited by bsycamore

Another minor request...

Is there a way to show/include the unmodified base unarmed qualities to all the brawl weapons?

For example, when I equip Brass Knuckles, it only show Disorient 3 (which replaces unarmed's Disorient 1). That's fine. But it would be nice if it also listed the Knockdown and Stun Setting qualities as well for ease of reference.

I'm not seeing the characters listed as adversaries in the Gm tools anymore. Did this get removed? How do I add my players to ship rosters and such without them?

No, it didn't get moved, it just disappeared after I modified the loader to use a background worker thread. Oops. I just retooled it so it's now better, stronger, and faster than it was before :) I'll do a release shortly.

Group emblem bug: I find no way of transferring the GroupEmblems directory (containing the images) from the App folder to the Data folder, without manually copying it (which you don't condone doing Oggy). Trying to change the group emblem will thus result in an error as it is looking in the Data folder for the GroupEmblems directory.

It's a bug, but not what you think :) The group emblems are supposed to be in <app folder>/Data. You can have your own custom GroupEmblems folder under DataCustom, and the two will be combined. But the main directory is not supposed to be in your user data folder. The bug was that it was searching for all available emblems and took a look in DataCustom for your custom selection, but the folder didn't exist. It'll now validate that the folder exists.

Batto: Toydarian, Explorer - Trader

https://www.dropbox.com/s/0hmgu7ndkj7mu9n/Batto%20-%20Toydarians%20Explorer.xml

Alyssia Nxy: Arkanian, Colonist - Doctor

https://www.dropbox.com/s/zqqyeffkvjon9v2/Alyssia%20Nyx%20-%20Arkanian%20Colonist.xml

Here's the character which I exported via my character generator.

My update is a clean update, I always delete everything with the exception of characters, adversaries, datacustom, groups, stock vehicles etc and then insert the new version of the character generator. Everything else on it seems to work fine.

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

Edit: I just ran through buying all specs with the same character, the following inconsistancies occurred:

These should cost 30xp:

Ambassador (Diplomat) - Cost 20xp

Gunner (Ace) - Cost 25xp

Mercenary Soldier (Hired Gun) - 20xp

Politico (Colonist) - 25xp

Scoundrel (Smuggler) - 25xp

Tactician (Commander) - 20xp

These should cost 20xp:

Archeologist (Explorer) - 15xp

Recruit - 15xp

However a brand new Toydarian Explorer - Trader I created does NOT have this problem.

Just tested another character, the Arkanian Politico Doctor.

Only the following had issues:

Big Game Hunter - Cost 25xp (should have been 30xp)

Medic - 25xp (30xp)

Survivalist - 25xp (30xp)

However it only does it for these, the XP isn't refunded for charm careers like Ambassador.

So I don't know what's going on, but the problem is definitely linked to buying XP with skills.

I also tested to see if copying and/or exporting the character fixed the issues. The issue remained however.

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

2ND EDIT:

I think I've figured it out.

It's the skills...when you add the new specialisation it seems to 'refund' you XP because of skills.

The Arkanian Doctor increased Charm, Medicine and Xenology by 1 point for spending XP. Xenology is a non-career skill.

Big Game Hunter, Medic and Survivalist have Xenology as a skill.

My guess is that for some of them the character generator is saying "Ah...they've purchased a skill before...but that's a career skill now, so here's 5xp back." According to the rules it's not supposed to be doing this, you don't get refunded any XP because of skills you've previously bought ranks in becoming career skills.

Not tested with the trader though, I will also include a link to an export of the Colonist Doctor.

Yeah, that's the reason. On one hand, I think it's cool that it figures that out :) On the other hand, it's technically inaccurate, since skill costs should not be retroactively refunded. Unfortunately, there's no easy fix for this. What you can do is just deduct the difference from their earned XP, if it's an issue for you.

Oggy,

Is there anyway the XML files can be imported into say excel or ms access. I am trying to produce a list of say weapons , showing the stats like the weapon tables in the main books. I have tried a straight import but this fails due to an invalid or missing Schema.

If it can't be done please let me know.

Edit..

That was with the Custom Files.

If I try on the standard XML files it imports into say excel, but duplicates each entry about 4 times.

I tried it using Excel 2007 and both base and custom files imported. If it's missing a schema, it just creates one for it on the fly. Yeah, you're going to get duplications because the XML information is hierarchical, while a spreadsheet is flat.

If anyone knows XSLT, they could probably create a transform on the weapons.xml file to generate an HTML report, or just flatten it out with selected information and do things like combining all the qualities into a single field, etc. There's probably also XML reporting tools that could do the same thing.

Another minor request...

Is there a way to show/include the unmodified base unarmed qualities to all the brawl weapons?

For example, when I equip Brass Knuckles, it only show Disorient 3 (which replaces unarmed's Disorient 1). That's fine. But it would be nice if it also listed the Knockdown and Stun Setting qualities as well for ease of reference.

I guess I should have the Unarmed Combat section a bit closer :) Yeah, they're supposed to combine, aren't they? I'll have to look into this.

Edit: looked into it and fixed it. I even modified blast knuckles and vamblades so that it can detect whether or not a weapon can do strain damage and exclude the Stun Setting quality from the list. This combined brawl weapon will only show up under "shown weapons".

Edited by OggDude

I'm currently redeploying the build with a few of the changes I've made. I also upped the web install version to hopefully fix the Google Drive issue, as well as removing all previous deployment files. Everything should be ready in about 10 minutes.

No problem for me at all Ogg. I was literally just scratching my head why it was doing it and I do agree that fixing the problem would open a whole can of worms.

That did it. I am now showing 1.1.3.0

The boxes for the trees expand to accommodate but now the Notes box below overlaps the bottoms of the extended tree boxes instead of shrinking to accommodate the expanded tree boxes for color and simplified.

The boxes for the trees expand to accommodate but now the Notes box below overlaps the bottoms of the extended tree boxes instead of shrinking to accommodate the expanded tree boxes for color and simplified.

Can you add a screen shot for this? I may not have scaled something properly. I'm assuming you're running at 120 dpi, probably on a tablet or a notebook?

The boxes for the trees expand to accommodate but now the Notes box below overlaps the bottoms of the extended tree boxes instead of shrinking to accommodate the expanded tree boxes for color and simplified.

Can you add a screen shot for this? I may not have scaled something properly. I'm assuming you're running at 120 dpi, probably on a tablet or a notebook?

Had to send image via email. Work PC.

Edited by rskrap

The boxes for the trees expand to accommodate but now the Notes box below overlaps the bottoms of the extended tree boxes instead of shrinking to accommodate the expanded tree boxes for color and simplified.

Can you add a screen shot for this? I may not have scaled something properly. I'm assuming you're running at 120 dpi, probably on a tablet or a notebook?

Had to send image via email. Work PC.

OK I know what's causing that. It'll be fixed in the next release.

Request time! I decided to make my own Emperors Hand, one who is deeply into the Influence and Sense based powers as opposed to brute force, and noticed for the first time how Force Abilities are organized in the awesome generator...

Request: Can we get an option to filter Force Abilities (or changing the ordering) by what Tree they are in? Now that I want to select stuff from the Sense and Influence tree, I have to scroll down and mouse over every entry to figure out if it is part of either of those trees, since the way it is now it says "Control: Initiative (Succss..." and the rest is obscured due to the size of the box, only with mousing over and waiting one second can I see that this is part of the "Foresee" tree. Might not sound like much, but it really slows me down a lot.