Another Character Generator

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

Yes, I've also had players about the notes thing as well, and a place for players to record current strain/wounds. The number of times players have turned up with new sheets and said "what was my current wound and strain levels at?" to which I roll my eyes and said "You should have transferred them across." To be honest I'm starting to suspect they do it on purpose so they can get away with having less wounds and strain than they ended with last session.

Great job on the update Ogg!

Amazing job! Thanks so much OggDude!

I did have a couple of questions. I was attempting to pull up the Alliance T-47 Sandspeeder from Onslaught at Arda I pg 26 and I didn't find it in the default ships. I thought to myself then "no problem, I'll just create it!". However, There is a weapon "Aft light repeating blaster cannon" that doesn't exist in the weapons for vehicles and I don't see a way to create a vehicle weapon. Am I missing something? Is the speeder there? Is there a way to add this weapon?

I look forward to your response!

Anyway, I fixed the issue, re-deployed 1.5 to DropBox, did a download, and it worked for me. So try the web install again, it should now work.

Yup. That worked. Now I need to try out the new features!

Thanks again!

On the next update will you add free talents as GM Grants or is too complicated?

Thanks and again awesome job!

Agree 100% for talent gm grants.

Also the grants for specializations...do they count as specializations towards future ones that a pc might wanna buy? I prefer for them not to count since I start all pcs with 3 specializations

Wow - thanks such a thorough character builder! I'm just about to play my first FFG SW game; it's amazing to have this available.

I wonder if you've considered adding user customisation to the standard printing? For instance, I'd love to be able to change the order of the sections (e.g., characteristics, attributes, description, etc) and even hide those that I don't want to print. For example, I'd love to be able to have encumbrance to gear print immediately after talents - it would reduce my character sheet a page!

And it would be great to be able to set some of them to single or double column (though I imagine that's pretty complex to work out). For example, I'd like to get motivations and duties on the same 'row' on the print.

Again - wonderful job!

I got it installed manually and everything is fine. Web install wouldn't work and last night I was too sleepy to realize that my shortcut was pointing itself at my moved, and renamed, existing copy. You notice these things when you are fully awake.

Lovely update, thank you. Working great on Windows 10 64bit. Will report any problems I encounter!

Hi OggDude

Great Update and thanks for the service again.

but before and after the update i am having an issue:

I created a character with a lot of points and it has this attributes:

7-3-4-4-5-5

But when i look at him in the adversary list it show only

5-3-3-3-3-3

the same on the printed statsblock....

Dont know what is happening...

This is the character export file: (Vader's file)

https://drive.google.com/open?id=0B6tynfORB-lATWs2UkluSDUtZHM

Thanks again.

Installed and working perfectly.
All the previously added information (text for... well... everything, and custom images for weapons) still working just fine.

thanks again for this!

You tha man OggDude!

(Ps. if you want, I could send you my custom weapon images for every single weapon in the list. I've included photos of replicas for most of the canon weapons and used either custom art from the internet or very obscure and cool looking weapons from real life for the rest)

Installed and working perfectly.

All the previously added information (text for... well... everything, and custom images for weapons) still working just fine.

thanks again for this!

You tha man OggDude!

(Ps. if you want, I could send you my custom weapon images for every single weapon in the list. I've included photos of replicas for most of the canon weapons and used either custom art from the internet or very obscure and cool looking weapons from real life for the rest)

trouble with doing that is that unless you own the copyright for those images he cannot distribute them. What he does with the game stuff is skirting pretty close to the line.

So, both the web and the manual install links for dropbox give me this apparently standard dropbox error.

Screen%20Shot%202012-10-26%20at%208.43.2

Edited by Lifer4700

Here it is! :)

Release 1.5.0.0

New/Changed Data:
  • The Marksman Barrel was only allowed on the original Blaster Rifle. This has now been changed to any blaster rifle.
  • Added Angle Deflector Shields maneuver to both the Astromech and Engineer position for vehicles.
New Features/Enhancements:
  • Vehicle rosters in encounters now support the Defensive Driving talent of the pilot, and will take into consideration the Advanced Targeting Array attachment's upgrade of Gunnery attacks.

Thanks Ogg Dude!

Minor Bug Reports related to the above items:

  • Because heavy blaster rifles lack their own category and are part of the blaster rifle category, the Marksman Barrel is now mistakenly being allowed for heavy blaster rifles. If you attempt to correct this by applying Non-Heavy Rifle category to the attachment in the Data Editor, it then mistakenly allows blaster carbines to use it. To correct this and future issues, I recommend removing the Non-Heavy Rifle category altogether and creating the Heavy Rifle category instead, then adjust the item attachments accordingly. I personally think that it makes for clearer thinking to create a category for each type of item instead of creating one that attempts to exclude them.
  • Astromech position is still lacking access to the following abilities as detailed in Stay on Target page 73: Damage Control, Plot Course, Copilot, Boost Shields, Scan the Enemy, and Spoof Missiles.
  • For some reason, the first upgrade to your Gunnery skill from the Advanced Targeting Array is not showing up on the ship roster, but it will show the second upgrade when you go in and purchase it in the optional Mods.

I'll let you know if I find anything else.

Dakkar98

DropBox in general is having issues this morning with its servers. It's not just the app :) They'll probably have it fixed later today.

Installed and working perfectly.

All the previously added information (text for... well... everything, and custom images for weapons) still working just fine.

thanks again for this!

You tha man OggDude!

(Ps. if you want, I could send you my custom weapon images for every single weapon in the list. I've included photos of replicas for most of the canon weapons and used either custom art from the internet or very obscure and cool looking weapons from real life for the rest)

trouble with doing that is that unless you own the copyright for those images he cannot distribute them. What he does with the game stuff is skirting pretty close to the line.

Oh I was asking for personal use only, not including them in a release :D

Just as a kind of "thank you" for his efforts.

Minor Bug Reports related to the above items:

  • Because heavy blaster rifles lack their own category and are part of the blaster rifle category, the Marksman Barrel is now mistakenly being allowed for heavy blaster rifles. If you attempt to correct this by applying Non-Heavy Rifle category to the attachment in the Data Editor, it then mistakenly allows blaster carbines to use it. To correct this and future issues, I recommend removing the Non-Heavy Rifle category altogether and creating the Heavy Rifle category instead, then adjust the item attachments accordingly. I personally think that it makes for clearer thinking to create a category for each type of item instead of creating one that attempts to exclude them.
  • Astromech position is still lacking access to the following abilities as detailed in Stay on Target page 73: Damage Control, Plot Course, Copilot, Boost Shields, Scan the Enemy, and Spoof Missiles.
  • For some reason, the first upgrade to your Gunnery skill from the Advanced Targeting Array is not showing up on the ship roster, but it will show the second upgrade when you go in and purchase it in the optional Mods.

I'll let you know if I find anything else.

Dakkar98

1. I'm not sure if anything definitive has been said about heavy blasters not being able to use that attachment. They are, after all, also blaster rifles, so it isn't clear if the purpose of the limitation is to exclude heavy blaster rifles, or to exclude things like pistols or slugthrowers and only have it usable on long-barreled blasters. Has there been a dev question asked about this?

2. Positions are mainly for grouping related maneuvers and actions together for printing out rosters for encounters. As such, the Astromech "position" is mainly for use with NPC droids and includes actions and maneuvers typical (or sometimes exclusive) to slotted astromechs. If I add all actions that an astromech can possibly make as a PC (which is pretty much all of them), it defeats the purpose of the position. It would be like adding a "Human" position that contains all actions and maneuvers :) If you want damage control to show up for a droid, for instance, just make it the engineer as well.

3. I just tried it and all upgrades, base or purchased, are showing up on the roster. Check the adversary and make sure its gunnery skill is what you think it should be. Translating between a character and an adversary doesn't always yield the same results, although it's supposed to ;)

Hi OggDude

Great Update and thanks for the service again.

but before and after the update i am having an issue:

I created a character with a lot of points and it has this attributes:

7-3-4-4-5-5

But when i look at him in the adversary list it show only

5-3-3-3-3-3

the same on the printed statsblock....

Dont know what is happening...

This is the character export file: (Vader's file)

https://drive.google.com/open?id=0B6tynfORB-lATWs2UkluSDUtZHM

Thanks again.

I'm guessing you have some sort of weird combination of cybernetics? The link doesn't work anymore, so I can't look at it.

I just checked and DropBox seems to be working again.

Aarrrgghhhh.......

You have crushed........my ability to procrastinate any more.

I have been putting off the stat'ing part of my next game write up until I could enter Inquisitors.

Now I have no more excuses.......

:D

Thanks for another awesome update.

I seem to be having an issue with selecting Motivations on a new character. I get an Index Out of Range Error and nothing works after. :(

this happens when hitting New or Random.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at SWCharGen.Form1.btnMotiveRandom_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at SWCharGen.ImageButton.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at SWCharGen.ImageButton.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)


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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Edited by TCArknight

Minor Bug Reports related to the above items:

  • Because heavy blaster rifles lack their own category and are part of the blaster rifle category, the Marksman Barrel is now mistakenly being allowed for heavy blaster rifles. If you attempt to correct this by applying Non-Heavy Rifle category to the attachment in the Data Editor, it then mistakenly allows blaster carbines to use it. To correct this and future issues, I recommend removing the Non-Heavy Rifle category altogether and creating the Heavy Rifle category instead, then adjust the item attachments accordingly. I personally think that it makes for clearer thinking to create a category for each type of item instead of creating one that attempts to exclude them.
  • Astromech position is still lacking access to the following abilities as detailed in Stay on Target page 73: Damage Control, Plot Course, Copilot, Boost Shields, Scan the Enemy, and Spoof Missiles.
  • For some reason, the first upgrade to your Gunnery skill from the Advanced Targeting Array is not showing up on the ship roster, but it will show the second upgrade when you go in and purchase it in the optional Mods.

I'll let you know if I find anything else.

Dakkar98

1. I'm not sure if anything definitive has been said about heavy blasters not being able to use that attachment. They are, after all, also blaster rifles, so it isn't clear if the purpose of the limitation is to exclude heavy blaster rifles, or to exclude things like pistols or slugthrowers and only have it usable on long-barreled blasters. Has there been a dev question asked about this?

2. Positions are mainly for grouping related maneuvers and actions together for printing out rosters for encounters. As such, the Astromech "position" is mainly for use with NPC droids and includes actions and maneuvers typical (or sometimes exclusive) to slotted astromechs. If I add all actions that an astromech can possibly make as a PC (which is pretty much all of them), it defeats the purpose of the position. It would be like adding a "Human" position that contains all actions and maneuvers :) If you want damage control to show up for a droid, for instance, just make it the engineer as well.

3. I just tried it and all upgrades, base or purchased, are showing up on the roster. Check the adversary and make sure its gunnery skill is what you think it should be. Translating between a character and an adversary doesn't always yield the same results, although it's supposed to ;)

1. It seems pretty clear to me.

Augmented Spin Barrel: This attachment may only be used with blaster rifles and heavy blaster rifles.

Marksman Barrel: This attachment may only be used with blaster rifles.

Fore Arm Grip: if you take out the parenthetical clarification that excludes heavy rifles, it states This attachment may only be used with rifles and carbines. The only real difference is that this attachment also works on slugthrower weapons that are either rifles or carbines.

IMHO, Heavy Blaster Rifles are not also Blaster Rifles. The distinction in the text description between the two different barrel attachments, I feel, confirms it.

2. I apologize, I did not notice that the list was for PC Astromechs. I thought that was for the NPC Astromech. My Bad.

3. I tried it, I have two PC's in the list each with one rank of Gunnery. Without the upgrade it shows them both having 1 yellow and 3 green dice. When I add the advanced targeting array that should provide 1 upgrade to the skill, there is no change, when it should be 2 yellow and 2 green. When I apply the second upgrade to the skill from the optional mods it increases their skill to 2 yellow and 2 green dice when it should be 3 yellow and 2 green.

I tried the same thing using the Starfighter Ace and the Tie Ace adversaries and got the same results.

Thanks,

Dakkar98

I seem to be having an issue with selecting Motivations on a new character. I get an Index Out of Range Error and nothing works after. :(

this happens when hitting New or Random.

Works for me. What sources do you have selected? Also, had you added descriptions for specific motivations in the previous version? If so, you'll have to delete the "CustomItem" off of your motivations and turn them into "DescOnly". You do this by clicking "Remove" in the data editor. It'll then prompt you to revert them to description only.

It's odd. All sources are selected and I have no custom motivation entries at all.

It's odd. All sources are selected and I have no custom motivation entries at all.

I tried unselecting all sources other than one each of the CRBs (the minimum you need for things to work properly), and each CRB by itself worked fine for both adding and for randomizing. That error sounds more like it can't find any motivations and that the combobox's are empty. Are you running from the web install or the ZIP install?

Basically... all of your varied Dedications were too complex for the adversary code to handle, so they weren't being applied properly. Adversaries are much simpler than characters, so certain talents like Dedication are just inappropriate for adversaries, where you can just up their "purchased" characteristic and be done with it. Normally, this isn't even an issue, but when translating between a character (really complicated) and an adversary (relatively uncomplicated), it can crop up. What I did to fix the issue was just add ranks from talents to "purchased" ranks for the Adversary, then just not even transfer over talents such as Dedication. That seemed to work OK and the proper numbers are being displayed.

So... next release will have this change. It's sometimes good to test things out with ridiculously overpowered and complex characters to shake-out issues like this one :)