Another Character Generator

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

Perhaps the option can be captured under "GM Grants". That way others do not mistake it as RAW. As it has been pointed out above, that sometimes what is in the tool can be taken as RAW when it really is not.

So I have a feature request for the Business/Homestead management for Groups in the GM Tools.

My players are working for Black Sun, and have been tasked with taking care of some of Black Sun's interests on a shadowport space station. Essentially, they have a space station homestead and 3 businesses they are in charge of. However, I didn't want to grant them the free career skill from everything, I allowed them to choose one. Is there a way you could add an option of "none" on the career skill drop down? I understand my request is outside of RAW, but I thought it might be something that would be easy to do. My current workaround is to manage the things they did not get a career skill from in a standalone group, but that requires more manual bookkeeping for funds and such when upgrading.

Why not use the Data Editor and copy the base stuff then mod it as you see fit? I had to do it when I added in Je'daii Temples.

Edited by ThePatriot

So I have a feature request for the Business/Homestead management for Groups in the GM Tools.

My players are working for Black Sun, and have been tasked with taking care of some of Black Sun's interests on a shadowport space station. Essentially, they have a space station homestead and 3 businesses they are in charge of. However, I didn't want to grant them the free career skill from everything, I allowed them to choose one. Is there a way you could add an option of "none" on the career skill drop down? I understand my request is outside of RAW, but I thought it might be something that would be easy to do. My current workaround is to manage the things they did not get a career skill from in a standalone group, but that requires more manual bookkeeping for funds and such when upgrading.

Why not use the Data Editor and copy the base stuff then mod it as you see fit? I had to do it when I added in Je'daii Temples.

Been so long since I used the data editor. I didn't realize they were in there. Thanks!

I've been away from the boards for a good while, is the data for the character generator available or is that an off limits subject?

The generator still sticks to page references for good (legal) karma.

I've been away from the boards for a good while, is the data for the character generator available or is that an off limits subject?

The generator compliments the books, it is not designed to replace them which would bad form and would be met with legal action on FFG and Lucasfilm's part, Oggdude is simply doing the best option for everyone.

Edited by Ebak

There is a community effort to put together a complete list of item descriptions, etc… and to share that amongst trusted members of the community. But that is not done on this site, and that effort is not officially supported by OggDude.

That effort is lead by someone else, and frankly I’ve had problems with that dataset. I recently went back to the official OggDude dataset, and those problems are now gone.

Alternatively, OggDude does give you the tools you need to go enter all that data in yourself. You can enter every description of every object, weapon, armor, talent, skill, attribute, species, ship, speeder, and whatever else exists in the game.

And assuming that you don’t make any errors in your data entry, and the resulting files don’t get munged, that should work.

But I don’t see any other alternatives here for you. OggDude has gone as far as he can in this area.

Will the next release have the printable data set? Was not sure if he was working on that along with all of the bugs and including Lead by Example.

If so, anyway we can see an screen shot of what it will look like? Thanks.

I need some more feedback on what people would like when it comes to data export and/or reports. CSV files are an obvious one, maybe MDB or SQLCE, maybe standard reports, or whatever. It really depends on what people want, and I'm still not clear on what everyone wants for a feature like this. I could also go old school and just have a command-line utility that could do exports and the like. If a majority of people want this for their own projects, a command line utility would actually be the best way to go.

So... more feedback :)

I need some more feedback on what people would like when it comes to data export and/or reports. CSV files are an obvious one, maybe MDB or SQLCE, maybe standard reports, or whatever. It really depends on what people want, and I'm still not clear on what everyone wants for a feature like this. I could also go old school and just have a command-line utility that could do exports and the like. If a majority of people want this for their own projects, a command line utility would actually be the best way to go.

So... more feedback :)

Start with CSV. Once you’ve got the bugs worked out of that, you should also have had some time to get further information on what people would also like to see.

But CSV is the lowest common denominator that most any program should be able to deal with.

I need some more feedback on what people would like when it comes to data export and/or reports. CSV files are an obvious one, maybe MDB or SQLCE, maybe standard reports, or whatever. It really depends on what people want, and I'm still not clear on what everyone wants for a feature like this. I could also go old school and just have a command-line utility that could do exports and the like. If a majority of people want this for their own projects, a command line utility would actually be the best way to go.

So... more feedback :)

If you could have it export without all the XML and just export so it has "variable = X" in a flat text file, that could allow for a script in Roll20 that could import the character there.

<snip>

Start with CSV. Once you’ve got the bugs worked out of that, you should also have had some time to get further information on what people would also like to see.

But CSV is the lowest common denominator that most any program should be able to deal with.

I'll second this

I'd like a SQLCE ODBC interface....

Writing an import process to pull denormalized data into SQL from CSVs is, while not especially difficult, very time consuming.

I need some more feedback on what people would like when it comes to data export and/or reports. CSV files are an obvious one, maybe MDB or SQLCE, maybe standard reports, or whatever. It really depends on what people want, and I'm still not clear on what everyone wants for a feature like this. I could also go old school and just have a command-line utility that could do exports and the like. If a majority of people want this for their own projects, a command line utility would actually be the best way to go.

So... more feedback :)

If you could have it export without all the XML and just export so it has "variable = X" in a flat text file, that could allow for a script in Roll20 that could import the character there.

Supporting Roll20 would be nice, since a lot of people seem to use it. If someone who knows all about this could email me where to find the specs and all that, I could look into it. Is there a standard template that's used?

Speaking of templates, what about XPath transforms? Most of the master data could use those directly, while "instanced" items, such as characters, vehicles, adversaries, etc., would need a chunky version that has all of the master data references included.

Also, I'm thinking that this might be more appropriate as a command-line utility, rather than a GUI-based thing.

Btw, this won't be in the next release :) This will be more of a 1.7 thing, while the next release will be 1.6.2. I've completed all the Lead by Example stuff, so right now, I'm just waiting a few days for any last-minute bug reports to come in before doing the release.

Btw, this won't be in the next release :) This will be more of a 1.7 thing, while the next release will be 1.6.2. I've completed all the Lead by Example stuff, so right now, I'm just waiting a few days for any last-minute bug reports to come in before doing the release.

Don’t you know that you’re supposed to be doing Continuous Delivery, so that we could tell you RIGHT NOW if there were new bugs to be quashed? ;)

I have only started using roll20, but from what I have read/seen on the forums, there is a community member named "Josh" who seems to be the 'go-to' person for scripts. His bio does not list an email address, however, it might be worth it to create your own account over there and sending them a PM. I know this is not super helpful. Best I could do though.

EDIT: Also, since I am the worst coder ever. I have no vote for what format to use. Just something that an extreme simpleton like myself could use. Thanks!

Edited by Arrakus

How about exporting for Fantasy Grounds as well?

Oggy,

I have one particular player that has taken the +10 experience from starting at 50 morality, then also took 20 points of obligation to get another +10 starting experience.

This is more of a feature request instead of a bug report. Either in 1.6.2 or 1.7.0 could you please include programming to enforce the RAW from page 339 from F and D.

"ADDITIONAL STARTING CREDITS AND XP"

"No matter how many systems a character is using, he can never start with more than 2,500 additional credits and/or 10 additional starting experience points."

I recognize that some GM's may wish to allow the exploitation of this particular aspect of character creation, so I would also ask for a GM grant to allowing character's to draw from more than one, but for the default to put the limit at 10 experience and 2,500 credits.

I had two other question/suggestions that I do not believe that you touched on yet:

https://community.fantasyflightgames.com/topic/89135-another-character-generator/page-290#entry2049082

https://community.fantasyflightgames.com/topic/89135-another-character-generator/page-290#entry2048837

Thanks Oggy!

I believe there is a Dev response saying that starting characters in EotE & AoR can start with 15 extra exp.

I believe there is a Dev response saying that starting characters in EotE & AoR can start with 15 extra exp.

Actually the Dev Response was:

Answered by Sam Stewart :

Yes, it means that you could take each of those options once. However, from a practical standpoint, you also cannot take more additional Obligation than your starting Obligation . If you refer to Table 2-2, you’ll see that the maximum total additional Obligation you could take is 20, and that’s only if there are two PCs in the game. So there is no scenario in which you could take +15 XP and +3500 credits.

Hey Oggy,

Just want to say that your program is brilliant!

I am going to be starting a LARP and your program is going to be perfect to help organise it.

It would be great if I could enter each players XP their earned and what for (and when) so that I can track it, as apposed to just a total figure.

eg 10xp - Attendance, 5xp - Costume, 5xp Downtime, up 10xp - good roleplaying and such forth

(Even better if I could do it as programmable tick boxes for each player in the GM section - as this would be far quicker to do)

Likewise for credits, where they got said credits from.

Could you make the Backgrounds optional like you have done with "Attitude towards the Force"

Also a relationship tracker would be brilliant.

Somewhere I can enter Organisations and NPC and see where each player is in regards to that particular area/person.

eg Beloved to Dreaded (+3 to -3) in the Fly Casual book, last page.

Hopefully those wont be too hard.

Don't know if this is a bug or a design choice, but the crystal switcher from the gaurdian book doesn't let you actually add a second crystal. I have a work around by building a second, identical lightsaber and just using the other crystal but that messes up the encoumbrance total. Any guidance would be helpful.

Oggy,

I have one particular player that has taken the +10 experience from starting at 50 morality, then also took 20 points of obligation to get another +10 starting experience.

This is more of a feature request instead of a bug report. Either in 1.6.2 or 1.7.0 could you please include programming to enforce the RAW from page 339 from F and D.

"ADDITIONAL STARTING CREDITS AND XP"

"No matter how many systems a character is using, he can never start with more than 2,500 additional credits and/or 10 additional starting experience points."

I recognize that some GM's may wish to allow the exploitation of this particular aspect of character creation, so I would also ask for a GM grant to allowing character's to draw from more than one, but for the default to put the limit at 10 experience and 2,500 credits.

I had two other question/suggestions that I do not believe that you touched on yet:

https://community.fantasyflightgames.com/topic/89135-another-character-generator/page-290#entry2049082

https://community.fantasyflightgames.com/topic/89135-another-character-generator/page-290#entry2048837

Thanks Oggy!

Has anyone clarified that rule? AoR CRB simply says that you can only benefit from extra obligation or reduced duty, not both (pg 342). It says nothing about limiting XP or credits. Nor does the EotE CRB. Since you can take both the +5 and +10 XP with 15 additional obligation (or less duty), and since the only stated limit is that you can only take each option once, I'm thinking they made a typo in the FaD CRB and it should be 15 and 3500 instead.

At any rate, I could look into adding a warning if a greedy player is trying to gain benefits from multiple sources, something like what I did for starting characteristics. If it's not too complicated, I'll do it for this release. If it is, I'll wait.

Having multiple lightsaber skills show up based on certain talents is more complex, so I'll look into that one for the following release.

The encumbrance threshold mods really should have been working for all equipment types and I had over-complicated the calculation by limiting it to gear and armor. They'll now work for all equipment. Another way you could have done it would have been making them 0-HP attachments.

Don't know if this is a bug or a design choice, but the crystal switcher from the gaurdian book doesn't let you actually add a second crystal. I have a work around by building a second, identical lightsaber and just using the other crystal but that messes up the encoumbrance total. Any guidance would be helpful.

Try starting with a hilt instead of the basic lightsaber. The basic lightsaber doesn't technically have a crystal, since I'm currently not supporting weapons that start with attachments. It's really just a regular weapon with damage, crit, etc. So, the first crystal you add to it will just replace the base stats and be considered the only crystal.

Just use a basic lightsaber for adversaries or one-off finds that nobody's going to keep. When a character gets a lightsaber (even if it might start out as a basic lightsaber), it's much more of a big deal, so always create it using a hilt and build it up from there. You can even rename the weapon to "Bob's Lightsaber" or "Laser Stick of Doom" if you want to. Adding the crystal cycling attachment to the hilt will work just fine with multiple crystals. Note that you'll probably have to tinker the hilt in order to be able to add the cycling attachment and two crystals.