Another Character Generator

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

Well, starting resources should now be working. I added it as a new pane in the Group dialog. You can pick which campaign type you're using (EotE, AoR, or FaD), then select the appropriate resource. For EotE and FaD, it'll have a list of ships that you can choose, with the default ones at the top. For the holocron, it'll show all holocrons, demon masks, and anything else listed in the "Holocrons/Ancient Talisman" type of gear. There's also a notes section to describe your resource.

I also added a button called "Validate Resource". If you click it, it'll attempt to add your resource to your group. For instance, if you chose a ship, and you don't have that ship in your group, it'll add it for you and even name it appropriately (you can rename it later). For the squadron, it'll add one Y-Wing for each character in your group, and even name them "[Group Name] 1", "[Group Name] 2", etc., like the squadron call-signs in the movies. For the holocron, it'll add it to the group's inventory.

Resources don't appear on the group sheet currently. Any ships or holocrons will, of course, be listed anyway under vehicles and inventory, and I didn't see how describing your mentor or base would make the group sheet any more useful. If I'm wrong about this, let me know :)

Edited by OggDude

Small feature request if you ever get the time (not Force related).

Regarding weapons, can you add an ability to choose a different skill to apply to such weapon? I'm one of those that uses Athletics for thrown weapons, for example. Some have mentioned Coordination. This came up when adding some custom weapons such as "Thrown Spear", "Sling", or "Simple Bow" and I wanted to use Athletics (or Coordination) and not the RAW Ranged (light). I can add text that says a different skill is used, but it wouldn't be supported by the mechanics of the character sheet without some Oggwork.

Thanks. Specific to probably only me and a couple others, so putting this way down your list is completely understandable.

I could put all skills in the dropdown list, but I was limiting it to just combat skills so it was easier to use. You can still do what you want to do if you edit the XML by hand. I had to do this for the Ithorian bellow, which uses Resilience. Just go into the appropriate file (usually somewhere under <data folder>\DataCustom, and usually Weapons.xml), find the weapon, and just change "SkillKey" to the key of the skill you want to use. For athletics, it's ATHL, coordination is COORD, etc.

Request

Adversaries editor should have a silhouette field so when we create creatures we can give them a silhouette. Or include the one given.

What I normally do is create a special ability called "Size" and give it the text "Silhouette X". You could also give then names like "Small", "Large", "Huge", "Gargantuan", or whatever, then just do an Insert and include an existing silhouette ability to save time.

The reason I am asking for it is it is relevant to the pathfinder specialization of the Seeker Career. All creatures really should have the stat now...even though they don't.

Small feature request if you ever get the time (not Force related).

Regarding weapons, can you add an ability to choose a different skill to apply to such weapon? I'm one of those that uses Athletics for thrown weapons, for example. Some have mentioned Coordination. This came up when adding some custom weapons such as "Thrown Spear", "Sling", or "Simple Bow" and I wanted to use Athletics (or Coordination) and not the RAW Ranged (light). I can add text that says a different skill is used, but it wouldn't be supported by the mechanics of the character sheet without some Oggwork.

Thanks. Specific to probably only me and a couple others, so putting this way down your list is completely understandable.

I could put all skills in the dropdown list, but I was limiting it to just combat skills so it was easier to use. You can still do what you want to do if you edit the XML by hand. I had to do this for the Ithorian bellow, which uses Resilience. Just go into the appropriate file (usually somewhere under <data folder>\DataCustom, and usually Weapons.xml), find the weapon, and just change "SkillKey" to the key of the skill you want to use. For athletics, it's ATHL, coordination is COORD, etc.

Thanks. What would happen if I went into the app's Skill XML and altered Athletic's skill type from "General" to "Combat"? Would this add it to the skill list in the Data Editor for Weapons? Would this just cerate headaches somewhere else such as in the Character Generator itself?

Edited by Sturn

Hi Oggi.

I just started to translate everything (weapons, talents, skills, force powers, ...) in french ; unfortunately, there is no possibility to modify the basic characteristics :mellow: (Cunning, Willpower, ...). Would it be difficult for you to implement that flexibility? If so, then loose it, I'll understand (and I can manage some english, so... just for the beauty :rolleyes: , isn't it ?)

Thx

Small feature request if you ever get the time (not Force related).

Regarding weapons, can you add an ability to choose a different skill to apply to such weapon? I'm one of those that uses Athletics for thrown weapons, for example. Some have mentioned Coordination. This came up when adding some custom weapons such as "Thrown Spear", "Sling", or "Simple Bow" and I wanted to use Athletics (or Coordination) and not the RAW Ranged (light). I can add text that says a different skill is used, but it wouldn't be supported by the mechanics of the character sheet without some Oggwork.

Thanks. Specific to probably only me and a couple others, so putting this way down your list is completely understandable.

I could put all skills in the dropdown list, but I was limiting it to just combat skills so it was easier to use. You can still do what you want to do if you edit the XML by hand. I had to do this for the Ithorian bellow, which uses Resilience. Just go into the appropriate file (usually somewhere under <data folder>\DataCustom, and usually Weapons.xml), find the weapon, and just change "SkillKey" to the key of the skill you want to use. For athletics, it's ATHL, coordination is COORD, etc.

Thanks. What would happen if I went into the app's Skill XML and altered Athletic's skill type from "General" to "Combat"? Would this add it to the skill list in the Data Editor for Weapons? Would this just cerate headaches somewhere else such as in the Character Generator itself?

That'll work. It'll be listed under Combat skills on the character sheet, and if you've created your own item that gives bonuses to all combat skills, athletics will get the bonus as well. But that's about it.

Hi Oggi.

I just started to translate everything (weapons, talents, skills, force powers, ...) in french ; unfortunately, there is no possibility to modify the basic characteristics :mellow: (Cunning, Willpower, ...). Would it be difficult for you to implement that flexibility? If so, then loose it, I'll understand (and I can manage some english, so... just for the beauty :rolleyes: , isn't it ?)

Thx

Just modify Characteristics.xml directly and change the names (keep the keys, though).

Hi Og, what did you think of the requests below?

Is it possible to add a search function to adversaries as I have an adventure with multiple Hutts and i wanted to reuse some already in the generator. However with all of the new adversaries uploaded it isn't easy to find what is already in there.

Maybe you could include a simple keyword search using adversary names and categories as the actual keywords included in the search?

It would also useful to be able to filter by multiple categories, as i might need to see just the adversaries from Suns of Fortune, or both lots of Galactic Underworld from EotE And AoR, but i can't currently do this.

Also, could you allow access to the specail abilities list to help with adding option choices for new species? Some new species may re-use abilities that other species already have, such as amphibious or ponderous etc.

And lastly (for now :) ) has anyone added in adversaries from the GM Screen adventure 'Debts to pay', as this seems to be the only adventure missing?

Hi Og, what did you think of the requests below?

Is it possible to add a search function to adversaries as I have an adventure with multiple Hutts and i wanted to reuse some already in the generator. However with all of the new adversaries uploaded it isn't easy to find what is already in there.

Maybe you could include a simple keyword search using adversary names and categories as the actual keywords included in the search?

It would also useful to be able to filter by multiple categories, as i might need to see just the adversaries from Suns of Fortune, or both lots of Galactic Underworld from EotE And AoR, but i can't currently do this.

Also, could you allow access to the specail abilities list to help with adding option choices for new species? Some new species may re-use abilities that other species already have, such as amphibious or ponderous etc.

And lastly (for now :) ) has anyone added in adversaries from the GM Screen adventure 'Debts to pay', as this seems to be the only adventure missing?

Wow, you like making work for me, don't you? :)

All good ideas. I'll look into them, especially the adversary search thing. I don't like having to scroll through 400+ adversaries much either :)

I could have sworn I did Debts to Pay. I'll need to check my GM Tools to see if I may have added it, but forgotten to do the export.

Thanks!

Feature request:

Can you add the "Last Modified Date" to the header information that gets printed on a sheet? I keep having to reprint sheets for my group, and I generally only do the first and third pages (Since that has the summary of talents and skills), and we've had issues with mixing up old sheets and new sheets. Having a date included on the printout would make it super easy to sort out on the fly.

Edited by jivjov

Feature request:

Can you add the "Last Modified Date" to the header information that gets printed on a sheet? I keep having to reprint sheets for my group, and I generally only do the first and third pages (Since that has the summary of talents and skills), and we've had issues with mixing up old sheets and new sheets. Having a date included on the printout would make it super easy to sort out on the fly.

Yes please!

Happy to keep you busy Og. :)

I really like this generator, especially for encounters. I just want to help make it easier for me to use because I am very lazy :)

On a separate note, how can I reward you for your hard work?

Happy to keep you busy Og. :)

I really like this generator, especially for encounters. I just want to help make it easier for me to use because I am very lazy :)

On a separate note, how can I reward you for your hard work?

He has a paypal for donations... which I can't find at the moment....

Thanks for the support! There's a "Donate" button at the top of the character generator. I can be found on PayPal under "[email protected]".

And speaking of support...

Two new donations to be thankful for: Linh Nguyen-Papst and Pierre-Emmanuel Durand both sent in donations (and both have really cool names :) ). Thanks guys! Really appreciate it!

Next release is ready. Again, give Google Drive about 20 minutes.

Release 1.3.2.0
New/Changed Data:
  • The Falleen species had incorrect titles for their skill options. They now have the correct skill name.
  • The High-Output Ion Turbine changed between EotE and AoR. AoR has no restrictions on its installation, so the restrictions have been removed.
  • Added 10 new holocrons based on the table in FaD Beta Update #2.
  • Removed the gear type "Holocrons/Ancient Talisman" and created two other types, "Holocrons" and "Ancient Talisman".
New Features and Enhancements:
  • Modified the species editor to allow a species to be given an innate Force rating. This feature should be used for Force-sensitive species instead of granting the species a Force Rating talent, since a character needs to have a Force rating before any Force talents are applied.
  • Added "Add Setback" and "Add Threat" to all die modifier options in the Data Editor.
  • Skills may now have setback and threat added to them.
  • Added a new pane in the Group dialog called "Resources". This pane allows you to select a campaign type (one of the three CRBs), and then select an appropriate starting resource for the group using the resources step in the selected CRB (at the end of the character generation chapter). The resources can just be selected and notes written, or you can have an appropriate resource added to your group by clicking the "Validate Resource" button. If you've selected a ship, a Y-Wing squadron, or a holocron, the "Validate Resource" button can automatically add them to your group.
  • Several changes to the Force power pane. First, Force rating is now displayed in a red panel, so it looks neater. Second, a checkbox appears next to the combo box to allow you to purchase the basic ability of the power for the mentor 5 XP discount. The discount is applied to each power separately, so if you lose your mentor (or Darth Vader runs him through with his lightsaber), you can buy new powers without the discount. Third, the power combo box now displays how many abilities you've purchased with each power. I was finding I couldn't always remember which powers a character had purchased, and would have to go through them all until I found one with purchased abilities. Now, a count of purchased abilities will be shown with the power.
  • Added last modified date and time to character, encounter, and group sheets.
  • On group sheets, added contribution rank to the top title.
  • In the Adversary pane of GM Tools, there is now a text box that allows you to filter adversaries by name. The filter is case-insensitive and will match the text anywhere in the name.
Bug Fixes:
  • Die modifier calculations for adversary were being applied multiple times, causing more die modifiers to appear next to affected skills than were supposed to. This has been fixed.
FaD Beta Update #2
  • Changed Cerean strain threshold to 13 + willpower.
  • Added a rank in Cool to Miralans.
  • Changed Zabrak special ability.
  • Added mentor discount to Force pane.
  • Added the new holocrons from the "Holocron Skills" table.

Nice...Is there an ETA on Duel Weapons for your sheet w/ Primary/Secondary etc?

The time will come Lancer, just be patient, that probably requires a lot more time to implement.

DELETED: double post.

Edited by Ebak

Nice...Is there an ETA on Duel Weapons for your sheet w/ Primary/Secondary etc?

I think OggDude is waiting on some feedback from FFG.

You really should increment the .0...

Also, did you include the imports for Debts to Pay? They're not in the imports area.

You really should increment the .0...

You really should increment the .0...

I have been recently, but that's generally only for bug fix versions. For those, I increment the revision number (the last digit). This was a non-bug-fix release of 1.3, so I incremented the build number (1.3.2; last one was 1.3.1).

Also, did you include the imports for Debts to Pay? They're not in the imports area.

Nope, didn't get around to it. I'll try to get it into the next version.

Nice...Is there an ETA on Duel Weapons for your sheet w/ Primary/Secondary etc?

I think OggDude is waiting on some feedback from FFG.

Yeah, they haven't gotten back to me. From everything I've heard, you only worry about modifiers for the primary weapon, but I'd like to get an official word on this so I don't have to go in and change my code again.