Another Character Generator

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

Minor bug: Shien Expert still has Defensive Training in rank 1. It hasn't been converted to Side Step yet.

OK, here's what I have so far for the next release. If I'm missing something, let me know:

  • You may now grant free talents from the GM Grants dialog. Just select the talent to grant plus any ranks. These talents will be added to the character if they don't already exist, and any ranked talents will have its ranks added to any existing ranks. Certain talents that require user interaction, such as Dedication, are not included.
  • The top left talent in the Shien Expert tree was incorrect. It is now correctly the Side Step talent.
  • Certain characters with multiple Dedication talents being applied to multiple characteristics did not translate correctly over to PC Adversaries in GM Tools. Final characteristic scores were off, since Dedication was not being applied correctly. Talents such as Dedication that change characteristics are no longer added to the adversary version of a PC. Instead, the "purchased" ranks of the characteristic are just increased to compensate.
  • Added support for Jury-Rigged (checkbox) and "Raise Hard Points with Check" (used by Intuitive Improvements) to the Talent editor.
  • The Talent editor will now keep all settings on a talent, even if the setting isn't currently supported by the editor, such as the Signature Vehicle talents. Before, if you customized such talents, the non-supported options were removed.
  • For compact character sheet, skills will include any skill, ranked or not, that has some sort of a modifier, such as a boost, advantage, remove setback, etc.
  • In shown weapons, if a weapon had multiple sources of the Superior quality, it was showing more than one added advantage. It will now show at most 1 advantage for the Superior quality, no matter how many times it's included.
  • For compact character sheet, modified the way talents and Force abilities are added. In order to even out distribution, the list with the most items will be shortened each pass, instead of each in its turn. So, if there's 10 talents and 5 Force abilities, Force abilities won't be touched until talents are whittled down to 5 or under.
  • For compact character sheet, if a weapon has a quanity more than 1, it'll be shown in the second line. Likewise, gear counts will only be shown if higher than 1.
  • Added a new weapon category, Non-Heavy Blaster Rifle, for the Marksman Barrel attachment.
  • In the skills pane, sorty by career status had stopped working. You may now, once again, sort on career status, and by dice pool as well.

As long as you're looking into things, I've noticed two issues:

1. When you filter items, the row highlights aren't carried forward. So there'll be two highlighted rows together vertically before a non-highlighted row (normally it's highlighted, non-highlighted, repeating).

2. I'm still seeing infinite loop crashes when I try to sort items by cost after having filtered them in the equipment tab. Can you double-check that an infinite loop isn't possible?

Awesome! Thanks for all of your work, OggDude!

Oggdude,

Awesome generator but I installed the new update today and when I go to add a new motivation I get this error:

note I can add random motivations

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.btnMotiveNew_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)
************** Loaded Assemblies **************
mscorlib
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Win32 Version: 4.0.30319.1022 (RTMGDR.030319-1000)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SWCharGen
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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.

[ /spoiler]

OK, here's what I have so far for the next release. If I'm missing something, let me know:

  • You may now grant free talents from the GM Grants dialog. Just select the talent to grant plus any ranks. These talents will be added to the character if they don't already exist, and any ranked talents will have its ranks added to any existing ranks. Certain talents that require user interaction, such as Dedication, are not included.
  • The top left talent in the Shien Expert tree was incorrect. It is now correctly the Side Step talent.
  • Certain characters with multiple Dedication talents being applied to multiple characteristics did not translate correctly over to PC Adversaries in GM Tools. Final characteristic scores were off, since Dedication was not being applied correctly. Talents such as Dedication that change characteristics are no longer added to the adversary version of a PC. Instead, the "purchased" ranks of the characteristic are just increased to compensate.
  • Added support for Jury-Rigged (checkbox) and "Raise Hard Points with Check" (used by Intuitive Improvements) to the Talent editor.
  • The Talent editor will now keep all settings on a talent, even if the setting isn't currently supported by the editor, such as the Signature Vehicle talents. Before, if you customized such talents, the non-supported options were removed.
  • For compact character sheet, skills will include any skill, ranked or not, that has some sort of a modifier, such as a boost, advantage, remove setback, etc.
  • In shown weapons, if a weapon had multiple sources of the Superior quality, it was showing more than one added advantage. It will now show at most 1 advantage for the Superior quality, no matter how many times it's included.
  • For compact character sheet, modified the way talents and Force abilities are added. In order to even out distribution, the list with the most items will be shortened each pass, instead of each in its turn. So, if there's 10 talents and 5 Force abilities, Force abilities won't be touched until talents are whittled down to 5 or under.
  • For compact character sheet, if a weapon has a quanity more than 1, it'll be shown in the second line. Likewise, gear counts will only be shown if higher than 1.
  • Added a new weapon category, Non-Heavy Blaster Rifle, for the Marksman Barrel attachment.
  • In the skills pane, sorty by career status had stopped working. You may now, once again, sort on career status, and by dice pool as well.

Have you included a way to do what you can do in the GM kit for lightsabers,,,IE a triumph makes the lightsaber have an additional hardpoint and advantage makes the hilt cheaper.

Oggdude,

Awesome generator but I installed the new update today and when I go to add a new motivation I get this error:

note I can add random motivations

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.btnMotiveNew_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)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1022 (RTMGDR.030319-1000)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SWCharGen
Assembly Version: 1.5.0.0
Win32 Version: 1.5.0.0
CodeBase: file:///C:/Program%20Files/star%20wars%20character%20generator/SWCharGen.exe
----------------------------------------
System.Windows.Forms
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Win32 Version: 4.0.30319.1002 built by: RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
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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.

[ /spoiler]

I just tried it with a stock install (no custom data) and I can both add motivations and add random ones.

Try this: go into the data editor and select Motivations. See if any of the entries say "CustomItem". If they do, select them and click "Remove". When it asks you to revert to description only, do that. When all of them are either "DescOnly" or blank, click "Save" and exit. Then try it. It could be that you added descriptions to your specific motivations before with the old format, which caused the parent to become customized.

As long as you're looking into things, I've noticed two issues:

1. When you filter items, the row highlights aren't carried forward. So there'll be two highlighted rows together vertically before a non-highlighted row (normally it's highlighted, non-highlighted, repeating).

2. I'm still seeing infinite loop crashes when I try to sort items by cost after having filtered them in the equipment tab. Can you double-check that an infinite loop isn't possible?

1. This is just a consequence of filtering. All of the item rows are still in the grid, I just make the filtered rows invisible.

2. You'll need to tell me exactly what you're doing to cause this. I just played around with sorting and filtering, even sorting with no items in the grid, and it works OK for me.

In Desperate Allies on page 87, they introduced a duty related to being responsible for a Rebel Base. Ironically enough it's called the Base Duty. :lol:

It does not appear to have been included.

Edit: Also, I think there is supposed to be just a Core Base Focus.

And, I don't see any reference in the books to a Research Facility Focus or a Weapons Depot Focus. Am I missing something from my copy of the book?

LMK, thanks,

Dakkar98

Edited by Dakkar98

Hi. Don't know if I'm just stupid but when I try to print the sheet the Repulsor Fist weapon won't print on the first page. I click on show but if I switch tabs to, say, armor and switch back it's no longer selected. I've been trying to get a gank to print with his repulsor fist but it won't show up and the last page doesn't contain it's weapon information.

After looking at the ships, I noticed you have the A-36 Pathfinder (EtU) and the Pathfinder Scout (FaD) with the same sillouette and picture. I could be wrong on this, but I believe the A24 Sleuth and the A36 Pathfinder have the same sillouette whild the Pathfinder scout is alone?
Also, I mentioned this before, but I noticed that there are no Alliance Sandspeeders from Onslaught at Arda I. Any chance these will get added?

The sandspeeder is part of the data set that comes with the Onslaught at Arda I import. If you can get me pictures of the other ships, I'll change them around :) It can be a chore finding the right ship pictures, and I have to do all of the silhouettes by hand.

ok, for the life of me, I can't figure out where the sandspeeders are in the Arda I import. I've checked in the vehicles...but there are only the gun emplacements? I checked each encounter...and I still can't seem to find it...am I just missing it?

Am I missing something? Where are the imports from Lure of the Lost?

OK, here's what I have so far for the next release. If I'm missing something, let me know:

  • You may now grant free talents from the GM Grants dialog. Just select the talent to grant plus any ranks. These talents will be added to the character if they don't already exist, and any ranked talents will have its ranks added to any existing ranks. Certain talents that require user interaction, such as Dedication, are not included.
  • The top left talent in the Shien Expert tree was incorrect. It is now correctly the Side Step talent.
  • Certain characters with multiple Dedication talents being applied to multiple characteristics did not translate correctly over to PC Adversaries in GM Tools. Final characteristic scores were off, since Dedication was not being applied correctly. Talents such as Dedication that change characteristics are no longer added to the adversary version of a PC. Instead, the "purchased" ranks of the characteristic are just increased to compensate.
  • Added support for Jury-Rigged (checkbox) and "Raise Hard Points with Check" (used by Intuitive Improvements) to the Talent editor.
  • The Talent editor will now keep all settings on a talent, even if the setting isn't currently supported by the editor, such as the Signature Vehicle talents. Before, if you customized such talents, the non-supported options were removed.
  • For compact character sheet, skills will include any skill, ranked or not, that has some sort of a modifier, such as a boost, advantage, remove setback, etc.
  • In shown weapons, if a weapon had multiple sources of the Superior quality, it was showing more than one added advantage. It will now show at most 1 advantage for the Superior quality, no matter how many times it's included.
  • For compact character sheet, modified the way talents and Force abilities are added. In order to even out distribution, the list with the most items will be shortened each pass, instead of each in its turn. So, if there's 10 talents and 5 Force abilities, Force abilities won't be touched until talents are whittled down to 5 or under.
  • For compact character sheet, if a weapon has a quanity more than 1, it'll be shown in the second line. Likewise, gear counts will only be shown if higher than 1.
  • Added a new weapon category, Non-Heavy Blaster Rifle, for the Marksman Barrel attachment.
  • In the skills pane, sorty by career status had stopped working. You may now, once again, sort on career status, and by dice pool as well.

Have you included a way to do what you can do in the GM kit for lightsabers,,,IE a triumph makes the lightsaber have an additional hardpoint and advantage makes the hilt cheaper.

I added an "attachment" for this that lets you add/subtract HP's (up to 4) and add/subtract encumbrance (up to 4). So if you get a special result, just add that attachment and check the mods as needed.

After looking at the ships, I noticed you have the A-36 Pathfinder (EtU) and the Pathfinder Scout (FaD) with the same sillouette and picture. I could be wrong on this, but I believe the A24 Sleuth and the A36 Pathfinder have the same sillouette whild the Pathfinder scout is alone?
Also, I mentioned this before, but I noticed that there are no Alliance Sandspeeders from Onslaught at Arda I. Any chance these will get added?

The sandspeeder is part of the data set that comes with the Onslaught at Arda I import. If you can get me pictures of the other ships, I'll change them around :) It can be a chore finding the right ship pictures, and I have to do all of the silhouettes by hand.

ok, for the life of me, I can't figure out where the sandspeeders are in the Arda I import. I've checked in the vehicles...but there are only the gun emplacements? I checked each encounter...and I still can't seem to find it...am I just missing it?

Look for "Data Sets" within the OaAI import directory and the ZIP file within it. Use the data editor to import this data set (the ZIP file). Then you'll have the added stuff.

Am I missing something? Where are the imports from Lure of the Lost?

Sorry, forgot to add it.

Hi. Don't know if I'm just stupid but when I try to print the sheet the Repulsor Fist weapon won't print on the first page. I click on show but if I switch tabs to, say, armor and switch back it's no longer selected. I've been trying to get a gank to print with his repulsor fist but it won't show up and the last page doesn't contain it's weapon information.

I just tested it and it stays "shown" for me. I added the cybernetics, equipped it, switched to Weapons, then clicked "show". You can't click "equip" or "held" because it's an ad-hoc "innate" weapon created from the Repulsor Fist cybernetic gear item. The weapon shows up fine on the sheet for me when I do this. I also added some more weapons for good measure, just to be sure, and the fist keeps its shown status, no matter which other weapons are "shown", or whether I switch grids between weapon, armor, and gear..

Try to replicate this on a new character and let me know the steps you take to get it to do this.

In Desperate Allies on page 87, they introduced a duty related to being responsible for a Rebel Base. Ironically enough it's called the Base Duty. :lol:

It does not appear to have been included.

Edit: Also, I think there is supposed to be just a Core Base Focus.

And, I don't see any reference in the books to a Research Facility Focus or a Weapons Depot Focus. Am I missing something from my copy of the book?

LMK, thanks,

Dakkar98

Added the Rebel Base duty. Also, if you choose a rebel base as your AoR group resource, it'll also automatically add the Rebel Base duty to your group. You can change it or even remove if if you want to.

Where the book talks about "Core Base", it's just telling you want all rebel bases have. The three foci that they explicitly name are the safe house, training camp, and meeting center. As stated, these are examples, and are kind of limiting, so based on the description of "Increase Core Focus", I added a couple more (research facility and weapon depot).

After looking at the ships, I noticed you have the A-36 Pathfinder (EtU) and the Pathfinder Scout (FaD) with the same sillouette and picture. I could be wrong on this, but I believe the A24 Sleuth and the A36 Pathfinder have the same sillouette whild the Pathfinder scout is alone?
Also, I mentioned this before, but I noticed that there are no Alliance Sandspeeders from Onslaught at Arda I. Any chance these will get added?

The sandspeeder is part of the data set that comes with the Onslaught at Arda I import. If you can get me pictures of the other ships, I'll change them around :) It can be a chore finding the right ship pictures, and I have to do all of the silhouettes by hand.

ok, for the life of me, I can't figure out where the sandspeeders are in the Arda I import. I've checked in the vehicles...but there are only the gun emplacements? I checked each encounter...and I still can't seem to find it...am I just missing it?

Look for "Data Sets" within the OaAI import directory and the ZIP file within it. Use the data editor to import this data set (the ZIP file). Then you'll have the added stuff.

Found it! Thanks!!!!

In Desperate Allies on page 87, they introduced a duty related to being responsible for a Rebel Base. Ironically enough it's called the Base Duty. :lol:

It does not appear to have been included.

Edit: Also, I think there is supposed to be just a Core Base Focus.

And, I don't see any reference in the books to a Research Facility Focus or a Weapons Depot Focus. Am I missing something from my copy of the book?

LMK, thanks,

Dakkar98

Added the Rebel Base duty. Also, if you choose a rebel base as your AoR group resource, it'll also automatically add the Rebel Base duty to your group. You can change it or even remove it if you want to.

Where the book talks about "Core Base", it's just telling you what all rebel bases have. The three foci that they explicitly name are the safe house, training camp, and meeting center. As stated, these are examples, and are kind of limiting, so based on the description of "Increase Core Focus", I added a couple more (research facility and weapon depot).

OK, Thanks for the clarification.

Would it be possible to put in the ability to maximize every pane within the program (GM Tools as well)?

Is it possible to have the various things (Equipment page or Vehicle page for example) scale up when you maximize the window?

Edit: Do the career skills granted from the Homestead, Business, or Rebel Base automatically get added to the character?

Edited by Dakkar98

Hello!

The Extended hilt attachment costs 2 HP, whereas in the CRB is listed as costing only 1.

This is an awesome work, thank you for what you've done for the community.

Edit: Nevermind, I just found out how to edit the item myself :)

Edited by Jereru

Oggdude,

Awesome generator but I installed the new update today and when I go to add a new motivation I get this error:

note I can add random motivations

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.btnMotiveNew_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)
************** Loaded Assemblies **************
mscorlib
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Win32 Version: 4.0.30319.1022 (RTMGDR.030319-1000)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SWCharGen
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System
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CodeBase: file:///C:/Program%20Files/star%20wars%20character%20generator/SWCharGenLib.DLL
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wftxgjdx
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g0jqlzvd
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n4dpscie
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sixoydef
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pxv2ev3l
Assembly Version: 1.5.0.0
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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.

[ /spoiler]

I just tried it with a stock install (no custom data) and I can both add motivations and add random ones.

Try this: go into the data editor and select Motivations. See if any of the entries say "CustomItem". If they do, select them and click "Remove". When it asks you to revert to description only, do that. When all of them are either "DescOnly" or blank, click "Save" and exit. Then try it. It could be that you added descriptions to your specific motivations before with the old format, which caused the parent to become customized.

Thanks, that fixed it!

Try this: go into the data editor and select Motivations. See if any of the entries say "CustomItem". If they do, select them and click "Remove". When it asks you to revert to description only, do that. When all of them are either "DescOnly" or blank, click "Save" and exit. Then try it. It could be that you added descriptions to your specific motivations before with the old format, which caused the parent to become customized.

OggDude, would this be a good idea to do in general? What I mean is, I ran across a couple of species with Customitem next to them, though I've never customized them (only added description text), and I'm wondering if I should do the procedure above on them.

Would it be possible to put in the ability to maximize every pane within the program (GM Tools as well)?

Is it possible to have the various things (Equipment page or Vehicle page for example) scale up when you maximize the window?

Edit: Do the career skills granted from the Homestead, Business, or Rebel Base automatically get added to the character?

Yup. It checks all groups that your character belongs to and adds the career skills from any group bases.

Try this: go into the data editor and select Motivations. See if any of the entries say "CustomItem". If they do, select them and click "Remove". When it asks you to revert to description only, do that. When all of them are either "DescOnly" or blank, click "Save" and exit. Then try it. It could be that you added descriptions to your specific motivations before with the old format, which caused the parent to become customized.

OggDude, would this be a good idea to do in general? What I mean is, I ran across a couple of species with Customitem next to them, though I've never customized them (only added description text), and I'm wondering if I should do the procedure above on them.

If you see items with "CustomItem" in the data editor, and you're sure that you didn't actually customize it, it may have gotten changed accidentally. If so, then yeah, do a "Remove" and revert to "DescOnly" if you added a description to it.