Another Character Generator

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

BTW if I hadn't said so so far. OggDude thank you for making this and taking our considerations into account.

No problem. My goal is to make this as universally useful to as many SWRPG role players as possible. So I always welcome suggestions and input :)

Just a question. Where is the new Far Horizons stuff in the character generator?

It is coming with the new F&D stuff. The books were released nearly on top of each other, so OggDude decided to roll the Far Horizons updates in with the F&D updates.

Patience, padawan; it is a virtue.

Kevynn

Thnx

First and foremost, OggDude, I know it has been stated many times over, but thank you very much for this resource!

Is it possible to add an option box to Include Morality on top of Obligation or Duty. For example, in my On The Edge of the Empire campaign, everyone has Obligation and gained either XP or credits, and some have Duty to the Rebellion (though I would love for FFG to expand this to be a group, not just Rebels), and now I have having each player select emotional strength's and weaknesses to have Morality as another opportunity to gain XP and/or credits.

So I guess my question is if it is possible to stack them for combined XP/credit value?

Furthermore, I like the idea of having emotional strengths or weaknesses that are not necessarily on the same numerical line, so for example, someone may not have Justice AND cruelty but rather may have Justice and Arrogance.

I can see this implemented by two sets of dropdowns: one for strengths and one for weaknesses

First and foremost, OggDude, I know it has been stated many times over, but thank you very much for this resource!

Is it possible to add an option box to Include Morality on top of Obligation or Duty. For example, in my On The Edge of the Empire campaign, everyone has Obligation and gained either XP or credits, and some have Duty to the Rebellion (though I would love for FFG to expand this to be a group, not just Rebels), and now I have having each player select emotional strength's and weaknesses to have Morality as another opportunity to gain XP and/or credits.

So I guess my question is if it is possible to stack them for combined XP/credit value?

Furthermore, I like the idea of having emotional strengths or weaknesses that are not necessarily on the same numerical line, so for example, someone may not have Justice AND cruelty but rather may have Justice and Arrogance.

I can see this implemented by two sets of dropdowns: one for strengths and one for weaknesses

the reason it is justice and Cruelty is because those are the 2 sides of the coin for that level. It would not make sense to have it be justice and arrogance.

Daeglan,

Except the mechanic states explicitly that they are "designed to be paired" but you can roll for each if you want.

I think a lot of people saw an imagined "morality is a force thing" and glossed over the fine details and went into full SEP (Someone Else's Problem) mode. The narrative explanation explains in the terms of a Force Adept only due to the F&D book being only Force Careers.

Edited by fatedtodie

First and foremost, OggDude, I know it has been stated many times over, but thank you very much for this resource!

Is it possible to add an option box to Include Morality on top of Obligation or Duty. For example, in my On The Edge of the Empire campaign, everyone has Obligation and gained either XP or credits, and some have Duty to the Rebellion (though I would love for FFG to expand this to be a group, not just Rebels), and now I have having each player select emotional strength's and weaknesses to have Morality as another opportunity to gain XP and/or credits.

So I guess my question is if it is possible to stack them for combined XP/credit value?

Furthermore, I like the idea of having emotional strengths or weaknesses that are not necessarily on the same numerical line, so for example, someone may not have Justice AND cruelty but rather may have Justice and Arrogance.

I can see this implemented by two sets of dropdowns: one for strengths and one for weaknesses

Everything you just asked for is in the next release :) Morality will default to be available only to Force users, but you can just check a box in the Options dialog to make it available to everyone (assuming you choose FaD as a core source). You can use options for each mechanic to gain more XP and credits. Morality is in there with paired drop-downs. When you add a strength, the weakness defaults to its standard pair, but you can change the weakness to something else if you want to. When randomly generating Morality, you can do the same thing (add standard pairs, or randomly select weakness).

how soon till the update? out of curiosity...the updates sound even more awesome than what I we have now :)

Well, as you said, there's pros and cons on this subject, so what I did was have an option for ignoring the Force rating requirement for Morality. That way, whatever your stance on this issue is, you'll be happy :)

What I'd like to see is something on the first page which allows you to select which Obligation/Duty/Morality option you use, and then a single tab down the left which allows you to enter the details for the selected option. No restrictions on what you can choose based on FR or anything else. I think that's the simplest and most flexible option, although I don't know how hard it would be for you to implement Oggdude.

:)

All of these mechanics (duty, obligation, and morality) are still limited by source. That is, depending on which combination of sources you select, there may be no obligation, no duty, or no morality, to select from. And this is by design. If you select only the EotE core source, no duty or morality will be available, so only obligation will be selectable. This allows you to create a pure EotE character. If you select AoR and FaD as your core sources, then duty and morality will be available, but not obligation. The two buttons on the side appear and disappear accordingly.

Also, the reason that morality is not in the same pane as duty and obligation is that it works sufficiently different as to require a different pane. If anything, it works more like motivation than anything else (and, in fact, I used a lot of the motivation code when I created the morality pane).

Cool - I can understand that, but I'd still like an option to choose which one I want to apply to a character (if all three sources are allowed) and then to only display the pane for the one selected (so even if there are three separate panes, hide the ones that aren't selected).

Just something I'd like to see at some point, and I think it'd generally be useful...

Or have all three. As I can see a force user having obligation and duty to the Rebels.
Like say that imperial bounty with duty to the rebels and or course they have to stay on the straight and narrow morality wise.

I am not sure if this has been brought up yet or not, but I noticed a bit of a bug.

I was creating an encounter for my upcoming session in the GM tools program and ran into a stack size issue. I was adding more than one of a minion group. The first group of minions it allowed me to make the size I wanted, the second group it would letting me "look" like it was changing but when I clicked update it would only show 1 of the minions in the stack.

Also when I tried to re-edit the first stack to refine the number it wouldn't change away from the initial number.

I am using the current Beta version.

I am not sure if this has been brought up yet or not, but I noticed a bit of a bug.

I was creating an encounter for my upcoming session in the GM tools program and ran into a stack size issue. I was adding more than one of a minion group. The first group of minions it allowed me to make the size I wanted, the second group it would letting me "look" like it was changing but when I clicked update it would only show 1 of the minions in the stack.

Also when I tried to re-edit the first stack to refine the number it wouldn't change away from the initial number.

I am using the current Beta version.

It's a little odd, but when you change a value using the up/down control from a grid, it doesn't actually change it until you click OUT of the control. It's weird, annoying, and while I can code around it, the fix usually messes up something else, so I've learned to live with it. Just remember to click somewhere outside the up/down control before you update the encounter and it should work fine.

Ok, cool that worked. I guess I did an Apple "You are holding it wrong" thing. =)

More donation thanks. The World Racketeering Squad has sent me ANOTHER donation! You guys are great! And big thanks goes out to C.W. Bishell as well!

Seems the Marshal is listing Adversary instead of Street Smarts in Column 3, Row 1. I checked the data file that I sent, and it was a screw-up on my part.

The only other thing that I'm noticing is that I've got to click the Add/Purchase button for equipment twice to get it to recognize that I'm trying to add/buy equipment for a character, and happens with both the CharGen and GMTools. But that could just be an issue on my end.

I checked Marshal and I had already fixed the Adversary problem. When you get the release of the software, remember to remove your custom FH data, since it'll override what comes with the apps.

About the other thing, I tried to replicate it again, but couldn't. I have no clue why it's doing that, and as I mentioned before, I've seen it myself. I'll just have to play around with it and see if I can get it to happen again.

i don't know if this has been requested before, but is there some way to remove all the "notes" fields on the character sheet? if you do that and don't print the talent- and force-trees everything could fit on a single piece of paper.

ps: great stuff! i love what you are doing. :)

It's a little odd, but when you change a value using the up/down control from a grid, it doesn't actually change it until you click OUT of the control. It's weird, annoying, and while I can code around it, the fix usually messes up something else, so I've learned to live with it. Just remember to click somewhere outside the up/down control before you update the encounter and it should work fine.

While I have some .NET skill, It's been a long while since I've programmed in it. Lately, I've been programming in Delphi, which has similar behaviors. One work-around that has worked for me, was to send a windows message to the currently active control to that removes focus, just before saving. This fires the onExit event for that control. I don't recall which message code I typically use, but a quick google search could probably help on that.

Edited by kaosoe

i don't know if this has been requested before, but is there some way to remove all the "notes" fields on the character sheet? if you do that and don't print the talent- and force-trees everything could fit on a single piece of paper.

ps: great stuff! i love what you are doing. :)

Either that or leave it a free text field somewhere on the generator where we can just type stuff in there for notes, I tend to be mostly electronic now and never print them out on paper.

The next release is now available. Give it 10 minutes or so to be available on Google Drive, if that's what you're using.

Release 1.3.0.0
New/Changed Data:
  • All apps have been updated with new data to support the new "Force and Destiny Beta Rulebook" released at GenCon this year. This includes all new careers, specializations, talents, Force powers, species, equipment, motivations, and the new morality mechanic.
  • Added an import for all adversaries found in "Force and Destiny Beta Rulebook".
  • Added all data from "Far Horizons", including weapons, armor, gear, vehicles, specializations, obligations, motivations, signature abilities, and talents.
  • Added an import for all droid adversaries found in "Far Horizons".
  • Added an import for the "Lost Knowledge" adventure found in the Force and Destiny Beta Rulebook. This indcludes adversaries, encounters, and a data set for the adventure.
New Features and Enhancements:
  • Various (and many) code changes were made to support the new features and mechanics of Force and Destiny.
  • Created the Morality pane for "Force and Destiny". The Morality pane will only show up if a character has a Force rating, amd at least one source supports Morality. There is an option (see below) to allow non-Force users to use Morality as well.
  • The Duty and Obligation will now only show up if a core source supports either duty or obligation.
  • Added a new skin to the launcher for Force and Destiny.
  • You can now create your own name for any piece of equipment you own by clicking the "Rename" button from the equipment pane. Been wanting to call your favorite blaster rifle "Vera"? Now you can do it. This will come in handy when buidling your own lightsaber from scratch starting with the hilt.
  • To support the various lightsaber techniques, a new button called "Choose SKill Char" will appear in the specialization pane upon selection of a technique. This will display a dialog that will allow you to choose which characteristic to apply to the lightsaber skill. Note that this is now a standard mechanic for talents and is supported by the talent editor. You can create your own talent that will make any characteristic available for any skill. All skills can have their characteristics chosen from this new dialog.
  • Force talents will now be shown as such from the specialization pane. A light "success" blast will be displayed in any talent block that is a Force talent. Additionally, if a Force talent is purchased without the character having a Force rating (which is possible if a EotE/AoR character buys one of the new F&D specializations), the talents will not be taken into consideration when recalculating the character, and will not show up in the list of talents on the character sheet.
  • The Force power trees now have ability panels that resize based on the length of the descriptive text, similar to how the talent trees work.
  • The group sheet from GM Tools now supports a Morality table for triggering group member Morality.
  • The character sheet now supports and displays selected morality.
  • Dice and symbol tags now have shortened versions. For instance, [PROFICIENCY] can be shortened to [PR]. A full list of shortened tags can be found in the Data Editor.
  • In the Data Editor, clicking on a symbol icon in the right help pane will now insert the proper tag at the current cursor location in the description text box.
  • Added a new print style called "Full Color, No Background". This style will remove the datapad background and use the same margins as the simplified style, but will print in full color. This will work in all sheets.
  • By default, Morality is only available for Force-using characters. If you wish to have it available for non-Force-using characters, there is now an option in the Options dialog for making it available to everyone. If you are creating a new character, or editing a character that does not have Morality, you will need to select a source that supplies Morality options (currently, the Force and Destiny Beta Rulebook source).
  • Added an editor for Morality in the Data Editor.
  • In the Character Generator, you can now specify a campaign for your character in the Description pane. This can be used in the Characters pane to filter the characters by which campaign the characters belongs to.
  • When adding an encounter from GM Tools, the campaign drop-down will now also contain any campaigns specified in characters, as well as campaigns found in encounters.
Bug Fixes:
  • Removed duplicate talent for Master Grenadier and fixed specializations that use it.
  • Removed duplicate talent for Unrelenting Skeptic and fixed specializations that use it.
  • Fixed an issue in the Data Editor when, if you removed all items that referenced another item, then attempted to remove the referenced item, it would say that it was still being referenced. This was because the original items weren't being removed properly from all data collections. The items are now removed properly and take much less time to remove.

Hooray!

*forum carries OggDude around on our shoulders*

Hi OggDude,

I have several characters in a campaign called "Explorers on the Edge" in the Character Generator. When I filter by "Explorers on the Edge", it lists only one of them.

I've checked their XML files and the all do indeed have a <Campaign>Explorers on the Edge</Campaign> setting.

The same thing happens for a different set of characters in a different campaign. Filtering by campaign lists only one entry rather than all matching entries.

Hope this helps. Thanks!

Also, when creating a new character their "Campaign" setting defaults to the first option in the list. If it were me, I might make it default to a blank entry rather than picking the first alphabetical campaign.

Again, thanks!

i am not seeing the new version via the google drive.

Also, when creating a new character their "Campaign" setting defaults to the first option in the list. If it were me, I might make it default to a blank entry rather than picking the first alphabetical campaign.

Again, thanks!

Just fixed both of them. The first was because of unwanted type casting, the second was because I forgot to default the combo box to be unselected (index of -1). I'll wait for some more bugs to come in before doing a bug fix version.

i am not seeing the new version via the google drive.

My google drive icon is still spinning away. It takes forever to update for some reason. Dropbox is pretty quick and is finished.

I got it. So it's working now.