Another Character Generator

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

To upgrade to I use 1 file or multiple and which one(s)?

Heyo OggDude,

I really enjoy your work. This generator makes it so much easier to try a bunch of builds and see what happens.

I ran into a bug. But since I haven't seen any other posts I'm not sure if this is specific to my system.

When I try to go to the print preview I get the following error: Unhandled exception has occurred (etc. etc.)

The stack trace is:

...

I get the same error whether its the manual or web install that I'm running. Any suggestions?

It's saying that you don't have any printers installed. I put in a check for that, so it should no longer crash.

Thanks! Works great now.

OggDude,

Just curious:

How does GM Tools determine the order of skills to show in the listing for an Adversary?

I'm looking at one and it shows "Athletics 2, Discipline 2, Melee 2, Ranged - Heavy 2, Leadership 3, Ranged - Light 2, Resilience 2, Vigilance 2".

What do you think about listing these in alphabetical order? Just to make it easier to scan them looking for a skill.

Thanks!

OggDude,

Just curious:

How does GM Tools determine the order of skills to show in the listing for an Adversary?

I'm looking at one and it shows "Athletics 2, Discipline 2, Melee 2, Ranged - Heavy 2, Leadership 3, Ranged - Light 2, Resilience 2, Vigilance 2".

What do you think about listing these in alphabetical order? Just to make it easier to scan them looking for a skill.

Thanks!

Yeah, that's something I should probably do. Right now, skills are listed in the order in which they were chosen.

The Heal/Harm Force Power has a Strength Upgrade where the Control: add Medicine ranks to healing/harming should be.

The Heal/Harm Force Power has a Strength Upgrade where the Control: add Medicine ranks to healing/harming should be.

Thanks. Fixed :)

Not so much a bug as a typo. For the Togruta's Special Ability...."When performing the assist maneuber..."

I wasn't sure how to fix it in the program so I thought I'd toss it here.

Great program, my players and I love the ease at which we can create characters and jump right into the game. Keep up the great work!!!

Not so much a bug as a typo. For the Togruta's Special Ability...."When performing the assist maneuber..."

I wasn't sure how to fix it in the program so I thought I'd toss it here.

Great program, my players and I love the ease at which we can create characters and jump right into the game. Keep up the great work!!!

Those darned assist maneubers...

Fixed :) Thanks!

Yet another "thank you"! This one goes out to Joseph Watkins for his kind donation. I appreciate the support!

You know what might be nice. Not sure how hard it would be to do. But it would be nice to be able to do a combat and non combat version of your character.

IE What your character is wearing Armor wise in non combat situations. what equipment you are carrying etc. and then have your combat going hunting imps wear. Your heavy armor heavy guns etc.

You know what might be nice. Not sure how hard it would be to do. But it would be nice to be able to do a combat and non combat version of your character.

IE What your character is wearing Armor wise in non combat situations. what equipment you are carrying etc. and then have your combat going hunting imps wear. Your heavy armor heavy guns etc.

Sounds like you kind of want Outfitter, like on WOW :) Set up different items to be "held", "equipped" and "shown", and save them as "outfits" or some such thing. That's doable, but it would take some work. And I'd have to find room for it in the equipment pane.

I was thinking about dual wielding on the "Shown Weapons" section... the rules don't say anything specifically about modifier dice. For instance, say you have a vibroknife in one hand, and you want to use the other hand just to punch the guy. For whatever reasons, you gain a boost for melee attacks and remove a setback for brawl attacks. After combining the two attacks, using the lesser of melee and brawl, how are the boost and remove setback applied? Do you just apply the modifiers for the primary weapon/skill, do you combine them both, or do you only combine them if they exist on both weapons or skills? The rules don't seem to mention this.

Has anyone come across this before? Or am I missing something?

Edited by OggDude

I was thinking about dual wielding on the "Shown Weapons" section... the rules don't say anything specifically about modifier dice. For instance, say you have a vibroknife in one hand, and you want to use the other hand just to punch the guy. For whatever reasons, you gain a boost for melee attacks and remove a setback for brawl attacks. After combining the two attacks, using the lesser of melee and brawl, how are the boost and remove setback applied? Do you just apply the modifiers for the primary weapon/skill, do you combine them both, or do you only combine them if they exist on both weapons or skills? The rules don't seem to mention this.

Has anyone come across this before? Or am I missing something?

I know in the CRB, I don't have the page in front of me, (I'm Paraphrasing) that if you are using 2 weapon the dice pool is assembled, then if they are different skills used then you use the lesser one? And increase the difficulty dice by 1 ...If the 2 skills used are the same then you just add the 1 purple to the difficulty (So a close range 1P becomes 2P and so on when you are farther out) If you hit w/ the first weapon and there are uncancelled 2 Adv or 1 Triumph then the 2nd weapon hits and then apply critical hits and/or special powers accordingly with leftover Adv/Triumphs

As for boost die or setback die I do not know. 2P might know...because I use 2 blaster pistols w/ blaster act. mods on them and they add 1 setback die on both. Do you roll both setback die on the initial roll or do you just roll 1 setback die and if you hit w/ the first weapon roll the second setback die?

I was thinking about dual wielding on the "Shown Weapons" section... the rules don't say anything specifically about modifier dice. For instance, say you have a vibroknife in one hand, and you want to use the other hand just to punch the guy. For whatever reasons, you gain a boost for melee attacks and remove a setback for brawl attacks. After combining the two attacks, using the lesser of melee and brawl, how are the boost and remove setback applied? Do you just apply the modifiers for the primary weapon/skill, do you combine them both, or do you only combine them if they exist on both weapons or skills? The rules don't seem to mention this.

Has anyone come across this before? Or am I missing something?

As for boost die or setback die I do not know. 2P might know...because I use 2 blaster pistols w/ blaster act. mods on them and they add 1 setback die on both. Do you roll both setback die on the initial roll or do you just roll 1 setback die and if you hit w/ the first weapon roll the second setback die?

Yeah, that was my question. How do you apply modifier dice, like boost, setback, or remove setback? Is it based on the primary weapon, both weapons, or the worst of both?

Might be a good dev question. Anyone know how to send in a question?

Edited by OggDude

Yeah, I found it right after I posted that :)

Anyway, here's the question that I asked:

I have a question about two-weapon combat. In many cases, certain skills or certain weapons will have various modifiers applied to them, such as boost dice, setback dice, or the ability to remove setback dice. How are these applied when you use two-weapon combat?
Example 1: You're shooting two blasters. One of them has the actuating module, while the other one doesn't. For the first weapon, you add a setback die to all attacks, but not for the second weapon. How would this apply if 1) the first blaster is your primary weapon, or 2) the second blaster is your primary weapon? Or does it matter?
Example 2: You're attacking with both a vibroknife and your fists (unarmed). The first uses Melee, the second uses Brawl. For whatever reason (talent, weapon mod, etc), your vibroknife attack removes a setback, and your unarmed adds a boost. How would these features be applied, again, with 1) the vibroknife as your primary, or 2) unarmed as your primary?
The same question could go for multiple modifier dice. If one attack adds 2 boosts, and the other adds 1, which applies? If one adds 2 setback, and the other 1 setback, which applies? Or maybe there's a combination of boosts, setbacks, and the ability to remove setbacks, divided out in different numbers between the attacks. How are these situations resolved?

Bug report
I got this error while working on my skills. Not sure what I did that caused it

************** Exception Text **************
System.InvalidCastException: Unable to cast object of type 'System.Windows.Forms.DataGridViewTextBoxEditingControl' to type 'System.Windows.Forms.ComboBox'.
at SWCharGen.Form1.dataGridView1_CellClick(Object sender, DataGridViewCellEventArgs e)
at System.Windows.Forms.DataGridView.OnCellClick(DataGridViewCellEventArgs e)
at System.Windows.Forms.DataGridView.OnMouseClick(MouseEventArgs 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.DataGridView.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)

Would there be a way to get specific gear and/or weapon rules to appear on the character sheets. For example..

Holdout Blaster - Add Setback Dice to perception check to find this weapon by adversary.

Armor Pierce Grenade - Can be set to detonate on impact, pressure detonator, or timer to detonate up to 3 rounds after activation.

Baradium Charge - *Despair when setting the device detonates the charge doing damage plus additional damage, to everything in blast radius. *Anything engaged adds +50 to subsequent critical injury or critical hit rolls.

Yeah, I found it right after I posted that :)

Anyway, here's the question that I asked:

I have a question about two-weapon combat. In many cases, certain skills or certain weapons will have various modifiers applied to them, such as boost dice, setback dice, or the ability to remove setback dice. How are these applied when you use two-weapon combat?
Example 1: You're shooting two blasters. One of them has the actuating module, while the other one doesn't. For the first weapon, you add a setback die to all attacks, but not for the second weapon. How would this apply if 1) the first blaster is your primary weapon, or 2) the second blaster is your primary weapon? Or does it matter?
Example 2: You're attacking with both a vibroknife and your fists (unarmed). The first uses Melee, the second uses Brawl. For whatever reason (talent, weapon mod, etc), your vibroknife attack removes a setback, and your unarmed adds a boost. How would these features be applied, again, with 1) the vibroknife as your primary, or 2) unarmed as your primary?
The same question could go for multiple modifier dice. If one attack adds 2 boosts, and the other adds 1, which applies? If one adds 2 setback, and the other 1 setback, which applies? Or maybe there's a combination of boosts, setbacks, and the ability to remove setbacks, divided out in different numbers between the attacks. How are these situations resolved?

Any blues or blacks on your offhand weapon don't count in the roll. The primary weapon is the only one that matters for the sake of rolling. After you succeed and have enough advantage you can fire your offhand weapon. If you have enough advantage you can then trigger any special properties the guns might have. For example if you had accurate 3 on your offhand weapon, it is of no use to you when duel wielding and have declared a different weapon your primary.

My character duel wields so I'm pretty fluent on the rules. Hope that helps.

Bug report:

Augmented Buffer cannot be attached to a Storm IV Cloud Car as the Jewel of Yavin suggests.

In the Shien Expert tree, the "Touch of Fate" talent in the 1st column, 2nd row, should be the "Toughened" talent.

Edited by Ebak

You know what might be nice. Not sure how hard it would be to do. But it would be nice to be able to do a combat and non combat version of your character.

IE What your character is wearing Armor wise in non combat situations. what equipment you are carrying etc. and then have your combat going hunting imps wear. Your heavy armor heavy guns etc.

Sounds like you kind of want Outfitter, like on WOW :) Set up different items to be "held", "equipped" and "shown", and save them as "outfits" or some such thing. That's doable, but it would take some work. And I'd have to find room for it in the equipment pane.

I know you would likely end up with extra pages...but i am ok with that.

Bug report

I got this error while working on my skills. Not sure what I did that caused it

************** Exception Text **************
System.InvalidCastException: Unable to cast object of type 'System.Windows.Forms.DataGridViewTextBoxEditingControl' to type 'System.Windows.Forms.ComboBox'.
at SWCharGen.Form1.dataGridView1_CellClick(Object sender, DataGridViewCellEventArgs e)
at System.Windows.Forms.DataGridView.OnCellClick(DataGridViewCellEventArgs e)
at System.Windows.Forms.DataGridView.OnMouseClick(MouseEventArgs 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.DataGridView.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)

If it happens again in a way I can replicate, let me know.

Would there be a way to get specific gear and/or weapon rules to appear on the character sheets. For example..

Holdout Blaster - Add Setback Dice to perception check to find this weapon by adversary.

Armor Pierce Grenade - Can be set to detonate on impact, pressure detonator, or timer to detonate up to 3 rounds after activation.

Baradium Charge - *Despair when setting the device detonates the charge doing damage plus additional damage, to everything in blast radius. *Anything engaged adds +50 to subsequent critical injury or critical hit rolls.

Yes you can. You can edit the gear in the Data Editor and add ad hoc base mods to it with whatever descriptive text you want. It'll show up under "Special" on the gear grids on the character sheet.

near as i can tell i was using the mouse wheel and scrolling numbers the realizing it was doing that clicking off the number and scrolling the pane