Another Character Generator

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

Would it be possible to add a Group Export feature for GMs?

Would it be possible to add a Group Export feature for GMs?

Seconded!

Export the adversary and email it to me ([email protected]). The encounter sheet will split adversaries at certain points, such as weapons, or talents, etc. So, either the routine doesn't work for adversaries that take up more then 2 pages (possible), or one of split points is too large to fit on a single page.

Also, how are you adding Force abilities? I generally don't add individual Force abilities because they're way too wordy and confusing (what works well with characters doesn't necessarily work well with adversaries). I find that it's cleaner, and takes up less space, to just create Special Abilities for each Force power and include a summary with all the upgrades.

Sent. And the NPC doesn't have any Force powers, nor did anyone in the Encounter. (Good idea with the special abilities, however. I'll keep that in mind in the future.)

Hey Ogg I and all my players love the program, but now I seem to be having some trouble with the latest update. Whenever I attempt to print a character in PDF the program displays an 'App Crash' and the whole program shuts down. I have deleted all my characters thinking there was a corrupted file, and I have deleted the whole program several times and reinstalled it, and it still crashes whenever I try to print.

Can you help me?

More than likely, you removed the printer that you were using before and the program is still trying to use its old printer settings. I checked my code and I'm now going to make sure that printer settings are for a valid printer before they're used. I had previously made a fix for this, but I realize now that it won't catch this problem until you actually try to print.

In the meantime, you can try removing the saved settings. Browse to <boot drive>:\Users\<login name>\AppData\Local\SWCharGen. There's going to be some folders with some weird characters at the end. Just remove them all and relaunch the app.

Sorry Ogg still not working. Now when I try to print the program still crashes, but there is no folders with strange characters being generated. Your original fix seemed to work for a minute and I was able to successfully update only one character. I am using doPDF 8.5 to print which is the latest version of the program, or should I try looking for another PDF program that is compatable with your program?

I've been working on trying to add something to the builder for a while now and I can't seem to figure it out:

There's a weapon attachment in Special Modifications that removes a setback die from attacks with the weapon. I can add this in the builder as an add hoc without a problem, but I was hoping there was a way to make it show up in the character's attack modifiers on the bottom of page one on the character sheet. I tried using the "Special Dice for Skills" tool in the Base Mods section, but it doesn't seem like it actually does anything.

Thanks for any help!

Edited by ghost warlock

I've been working on trying to add something to the builder for a while now and I can't seem to figure it out:

There's a weapon attachment in Special Modifications that removes a setback die from attacks with the weapon. I can add this in the builder as an add hoc without a problem, but I was hoping there was a way to make it show up in the character's attack modifiers on the bottom of page one on the character sheet. I tried using the "Special Dice for Skills" tool in the Base Mods section, but it doesn't seem like it actually does anything.

Thanks for any help!

No, that's that you use. Just select Remove Setback from the combo, then check the skill and use the numeric up/down to select the count. You'll need to have the weapon equipped in order to get the benefit.

Hey Ogg I and all my players love the program, but now I seem to be having some trouble with the latest update. Whenever I attempt to print a character in PDF the program displays an 'App Crash' and the whole program shuts down. I have deleted all my characters thinking there was a corrupted file, and I have deleted the whole program several times and reinstalled it, and it still crashes whenever I try to print.

Can you help me?

More than likely, you removed the printer that you were using before and the program is still trying to use its old printer settings. I checked my code and I'm now going to make sure that printer settings are for a valid printer before they're used. I had previously made a fix for this, but I realize now that it won't catch this problem until you actually try to print.

In the meantime, you can try removing the saved settings. Browse to <boot drive>:\Users\<login name>\AppData\Local\SWCharGen. There's going to be some folders with some weird characters at the end. Just remove them all and relaunch the app.

Sorry Ogg still not working. Now when I try to print the program still crashes, but there is no folders with strange characters being generated. Your original fix seemed to work for a minute and I was able to successfully update only one character. I am using doPDF 8.5 to print which is the latest version of the program, or should I try looking for another PDF program that is compatable with your program?

Not to worry Ogg found a new PDF program to print with and everything seems fine now. Keep up the good work with the Character Generator :)

I've been working on trying to add something to the builder for a while now and I can't seem to figure it out:

There's a weapon attachment in Special Modifications that removes a setback die from attacks with the weapon. I can add this in the builder as an add hoc without a problem, but I was hoping there was a way to make it show up in the character's attack modifiers on the bottom of page one on the character sheet. I tried using the "Special Dice for Skills" tool in the Base Mods section, but it doesn't seem like it actually does anything.

Thanks for any help!

No, that's that you use. Just select Remove Setback from the combo, then check the skill and use the numeric up/down to select the count. You'll need to have the weapon equipped in order to get the benefit.

I can't get it to work correctly. When I do that, it just adds whatever happens to be highlighted in the "Select Standard Mod" field (Accurate if I haven't selected anything else).

I've been working on trying to add something to the builder for a while now and I can't seem to figure it out:

There's a weapon attachment in Special Modifications that removes a setback die from attacks with the weapon. I can add this in the builder as an add hoc without a problem, but I was hoping there was a way to make it show up in the character's attack modifiers on the bottom of page one on the character sheet. I tried using the "Special Dice for Skills" tool in the Base Mods section, but it doesn't seem like it actually does anything.

Thanks for any help!

No, that's that you use. Just select Remove Setback from the combo, then check the skill and use the numeric up/down to select the count. You'll need to have the weapon equipped in order to get the benefit.

I can't get it to work correctly. When I do that, it just adds whatever happens to be highlighted in the "Select Standard Mod" field (Accurate if I haven't selected anything else).

You have to add something to the ad hoc description. Then it won't use a standard mod, but it'll still use the die modifier.

I've been working on trying to add something to the builder for a while now and I can't seem to figure it out:

There's a weapon attachment in Special Modifications that removes a setback die from attacks with the weapon. I can add this in the builder as an add hoc without a problem, but I was hoping there was a way to make it show up in the character's attack modifiers on the bottom of page one on the character sheet. I tried using the "Special Dice for Skills" tool in the Base Mods section, but it doesn't seem like it actually does anything.

Thanks for any help!

No, that's that you use. Just select Remove Setback from the combo, then check the skill and use the numeric up/down to select the count. You'll need to have the weapon equipped in order to get the benefit.

I can't get it to work correctly. When I do that, it just adds whatever happens to be highlighted in the "Select Standard Mod" field (Accurate if I haven't selected anything else).

You have to add something to the ad hoc description. Then it won't use a standard mod, but it'll still use the die modifier.

Okay, got it to work, thanks!

The problem I was having is that it wasn't showing up on the character I was testing until I removed and re-added the attachment to the weapon.

Of course, now it's adding the setback removal to all the character's weapons, instead of just the one it's supposed to affect, but it's a step in the right direction! :D

Edited by ghost warlock

I've been working on trying to add something to the builder for a while now and I can't seem to figure it out:

There's a weapon attachment in Special Modifications that removes a setback die from attacks with the weapon. I can add this in the builder as an add hoc without a problem, but I was hoping there was a way to make it show up in the character's attack modifiers on the bottom of page one on the character sheet. I tried using the "Special Dice for Skills" tool in the Base Mods section, but it doesn't seem like it actually does anything.

Thanks for any help!

No, that's that you use. Just select Remove Setback from the combo, then check the skill and use the numeric up/down to select the count. You'll need to have the weapon equipped in order to get the benefit.

I can't get it to work correctly. When I do that, it just adds whatever happens to be highlighted in the "Select Standard Mod" field (Accurate if I haven't selected anything else).

You have to add something to the ad hoc description. Then it won't use a standard mod, but it'll still use the die modifier.

Okay, got it to work, thanks!

The problem I was having is that it wasn't showing up on the character I was testing until I removed and re-added the attachment to the weapon.

Of course, now it's adding the setback removal to all the character's weapons, instead of just the one it's supposed to affect, but it's a step in the right direction! :D

It's based on skill, so if you have a weapon equipped with that attachment, then the skill will show the remove setback symbol. However, if you show weapons that aren't equipped, then yes, they'll have it as well.

Oggy,

I don't know if it is possible or not, but if when you do put the custom grip attachment into the program, I think it would be a great idea that if it is applied to a weapon that has a BAM installed, that it automatically canceled that set back die instead of showing both a set back die added and the removal of a set back die.

Just my thoughts on it (I really have no idea how hard it might be).

Thanks for all you do Oggy!

Have you considered a rules engine? Something that abstracts a quality and allows it to be the left side of the comparison, an operator, and a compare value?

Populate the engine with the possible "search properties" with appropriate code translations, if a limited comparator is included (e.g. Autofire restricts to Weapons), have that rule automatically added to the filter set. Establish a list of operators and whether or not they're valid for the various "search properties" and then relate a set of comparison values, including manual entry for the final element of the report.

Then, in the UI, dynamically add filters to the report which allow the user to pick a "search property", comparator and value (allowing multi-select from those that are supposed to be lists?).

I realize that's probably more work than you'd like to do, but it'd handle almost all possible search criteria.

On another note, can you add a check to make sure the applications are actually visible on the screen before they open windows? I'm lugging my laptop around today and, because I'm normally connected to a secondary monitor and have my applications displaying on that, I can't see the print screen, nor can I see the character builder because the secondary monitor on which they're normally displayed doesn't exist at the moment...

This was an excellent suggestion. I found a decent open source engine for .NET that uses Expressions and Reflection to make nested rules. I modified it to look for property values inside enumerable collections, and after a bit of brain pain, I think it's working.

For instance, say you wanted something a bit odd, like all vehicles that have a weapon that fires starboard. The serialized XML would look something like this:

<RuleBase xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:type="EnumerableRule">
  <Left>VehicleWeapons</Left>
  <Operator>Exists</Operator>
  <SecondaryRule xsi:type="EqualityRule">
    <Left>FiringArcs.Starboard</Left>
    <Operator>Equal</Operator>
    <Right>true</Right>
  </SecondaryRule>
</RuleBase>

Let's say you, then, want those vehicles that have a handling greater than 1:

<?xml version="1.0"?>
<RuleBase xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:type="BitWiseRule">
  <Operator>And</Operator>
  <PrimaryRule xsi:type="EnumerableRule">
    <Left>VehicleWeapons</Left>
    <Operator>Exists</Operator>
    <SecondaryRule xsi:type="EqualityRule">
      <Left>FiringArcs.Starboard</Left>
      <Operator>Equal</Operator>
      <Right>true</Right>
    </SecondaryRule>
  </PrimaryRule>
  <SecondaryRule xsi:type="EqualityRule">
    <Left>Handling</Left>
    <Operator>GreaterThan</Operator>
    <Right>1</Right>
  </SecondaryRule>
</RuleBase>

If anyone's curious, with the current vehicles, the first filter found 123 vehicles that matched, while the second filter found only 2 (Courier Yacht and TIE Hunter).

Anyway... the tough part is going to be creating a GUI that makes writing these rules simple. The expression tree for the last example looks like this:

(Param_0.VehicleWeapons.Exists(Param_1 => (Param_1.FiringArcs.Starboard == True)) And (Param_0.Handling > 1))

where Param_0 is the Vehicle object to test and Param_1 is a VehicleWeapon object from the Vehicle.VehicleWeapons collection. This format is much easier to read than the XML, but the trick is to help guide the user into creating the proper rule structure (using known properties) while displaying it in a logical and readable format.

So... any GUI geniuses out there that have a knack for writing simple interfaces for somewhat complex tasks, suggestions would be very welcome.

Oggy,

I don't know if it is possible or not, but if when you do put the custom grip attachment into the program, I think it would be a great idea that if it is applied to a weapon that has a BAM installed, that it automatically canceled that set back die instead of showing both a set back die added and the removal of a set back die.

Just my thoughts on it (I really have no idea how hard it might be).

Thanks for all you do Oggy!

It's already supposed to do that. I'll check it out.

Have you considered a rules engine? Something that abstracts a quality and allows it to be the left side of the comparison, an operator, and a compare value?

Populate the engine with the possible "search properties" with appropriate code translations, if a limited comparator is included (e.g. Autofire restricts to Weapons), have that rule automatically added to the filter set. Establish a list of operators and whether or not they're valid for the various "search properties" and then relate a set of comparison values, including manual entry for the final element of the report.

Then, in the UI, dynamically add filters to the report which allow the user to pick a "search property", comparator and value (allowing multi-select from those that are supposed to be lists?).

I realize that's probably more work than you'd like to do, but it'd handle almost all possible search criteria.

On another note, can you add a check to make sure the applications are actually visible on the screen before they open windows? I'm lugging my laptop around today and, because I'm normally connected to a secondary monitor and have my applications displaying on that, I can't see the print screen, nor can I see the character builder because the secondary monitor on which they're normally displayed doesn't exist at the moment...

This was an excellent suggestion. I found a decent open source engine for .NET that uses Expressions and Reflection to make nested rules. I modified it to look for property values inside enumerable collections, and after a bit of brain pain, I think it's working.

For instance, say you wanted something a bit odd, like all vehicles that have a weapon that fires starboard. The serialized XML would look something like this:

<RuleBase xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:type="EnumerableRule">
  <Left>VehicleWeapons</Left>
  <Operator>Exists</Operator>
  <SecondaryRule xsi:type="EqualityRule">
    <Left>FiringArcs.Starboard</Left>
    <Operator>Equal</Operator>
    <Right>true</Right>
  </SecondaryRule>
</RuleBase>

Let's say you, then, want those vehicles that have a handling greater than 1:

<?xml version="1.0"?>
<RuleBase xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:type="BitWiseRule">
  <Operator>And</Operator>
  <PrimaryRule xsi:type="EnumerableRule">
    <Left>VehicleWeapons</Left>
    <Operator>Exists</Operator>
    <SecondaryRule xsi:type="EqualityRule">
      <Left>FiringArcs.Starboard</Left>
      <Operator>Equal</Operator>
      <Right>true</Right>
    </SecondaryRule>
  </PrimaryRule>
  <SecondaryRule xsi:type="EqualityRule">
    <Left>Handling</Left>
    <Operator>GreaterThan</Operator>
    <Right>1</Right>
  </SecondaryRule>
</RuleBase>

If anyone's curious, with the current vehicles, the first filter found 123 vehicles that matched, while the second filter found only 2 (Courier Yacht and TIE Hunter).

Anyway... the tough part is going to be creating a GUI that makes writing these rules simple. The expression tree for the last example looks like this:

(Param_0.VehicleWeapons.Exists(Param_1 => (Param_1.FiringArcs.Starboard == True)) And (Param_0.Handling > 1))

where Param_0 is the Vehicle object to test and Param_1 is a VehicleWeapon object from the Vehicle.VehicleWeapons collection. This format is much easier to read than the XML, but the trick is to help guide the user into creating the proper rule structure (using known properties) while displaying it in a logical and readable format.

So... any GUI geniuses out there that have a knack for writing simple interfaces for somewhat complex tasks, suggestions would be very welcome.

Try 3 inputs. The first is a list of entities (type-driven dropdown), the second is a comparator (dropdown), the third is raw input.

Adding another level would bring up a fourth column which would describe the relationship between the levels: and, or, not, etc...

You could also add a begin/end parenthesis before and after each level to allow groups of complex parameters to be related.

Just a thought, but I've had success with UIs of this nature in search engines I've written in the past.

Try 3 inputs. The first is a list of entities (type-driven dropdown), the second is a comparator (dropdown), the third is raw input.

Adding another level would bring up a fourth column which would describe the relationship between the levels: and, or, not, etc...

You could also add a begin/end parenthesis before and after each level to allow groups of complex parameters to be related.

Just a thought, but I've had success with UIs of this nature in search engines I've written in the past.

I've written UI very similar to the above. The problem we/I ran into was it begins to get kind of hard to follow the logic once you add a few items of criteria. And that's before you start getting into grouping.

I found a decent open source engine for .NET that uses Expressions and Reflection to make nested rules.

:)

Try 3 inputs. The first is a list of entities (type-driven dropdown), the second is a comparator (dropdown), the third is raw input.

Adding another level would bring up a fourth column which would describe the relationship between the levels: and, or, not, etc...

You could also add a begin/end parenthesis before and after each level to allow groups of complex parameters to be related.

Just a thought, but I've had success with UIs of this nature in search engines I've written in the past.

I've written UI very similar to the above. The problem we/I ran into was it begins to get kind of hard to follow the logic once you add a few items of criteria. And that's before you start getting into grouping.

I'd solved that in the past with nested recursion.

The pop-up window for the talent "Smooth Talker" is listing all the skills instead of the 4 applicable skills.

Edited by Arrakus

The pop-up window for the talent "Smooth Talker" is listing all the skills instead of the 4 applicable skills.

It sure does. This one came about when I switched skill categories from being text to being an enum. I was using this enum for skill choices, but unfortunately, types are optional for skill choices and there was no "None" choice in the enum. So, it was defaulting to "General", which is why it was ignoring the supplied skill list and displaying all general skills.

Anyway... it should be fixed now.

Try 3 inputs. The first is a list of entities (type-driven dropdown), the second is a comparator (dropdown), the third is raw input.

Adding another level would bring up a fourth column which would describe the relationship between the levels: and, or, not, etc...

You could also add a begin/end parenthesis before and after each level to allow groups of complex parameters to be related.

Just a thought, but I've had success with UIs of this nature in search engines I've written in the past.

I've written UI very similar to the above. The problem we/I ran into was it begins to get kind of hard to follow the logic once you add a few items of criteria. And that's before you start getting into grouping.

The rules are basically expressions, and expressions are in a tree (hence, they're normally referred to as "expression trees"). So... you could have, say, the top being the top-most expression, and then any nested expressions for the left and right operands would be shown below the top one. The only problem with this is that complex expressions could have multiple levels and each level would exponentially grow as a power of 2 (that is, second level would have two expressions, third would have 4, then 8, 16, etc.). So, with a UI like that, there'd be a practical limit before the UI just got way too complicated to keep track of.

Of course, even though the rules (which are, again, expressions) are organized in a tree, it doesn't mean that a tree is necessarily the best way for the end user to visualize them. Also, when creating a report, a user will just want to apply a filter, and doesn't really want to get into the nitty-grity understanding of how rules work. Ultimately, I want the UI to be as simple as possible so non-nerds won't have an issue understanding what's going on. Having a natural language parser would be great, but is a bit outside the scope of project. :)

So... there will still have to be a concept of a "rule". A rule will work on a particular type of object (ie, Weapon, Armor, Talent, Motivation, etc.). A rule will have a left operand, an operator, and a right operand. An operand could be a scalar property of the object (Type, Damage, Crit, etc), a collection property of an object (Qualities, BaseMods, etc), or a simple arithmetic combination, such as "Qualities.Count+Damage-DamageAdd; all examples based on Weapon). Non-scalar objects can be accessed using a dot-operator, such as "Qualities.Count", in the last example. It can also be another rule, which you can visually as being another expression within parentheses.

Besides equality rules (Equal, LessThan, GreaterThan, etc), there can also be arithmetic rules (MDAS), logical rules (And and Or), and enumeration rules (Exists and Contains). The top-level rule can't be an arithmetic rule, since the outcome of a filter is always true or false (either include the object or not). Other rules can except different things for their operands. For instance, a logical rule requires true/false expressions for each operand, so it wouldn't except an arithmetic rule, etc.

That's the basics of the filter rules. Again, any help with the UI would be great. So far, the ever-expanding tree is the one that makes the most sense to me, but I'm a programmer, not a normal person :) so that may not be what would make sense for others.

Bug report:

when adding a new species using the Data Editor.

clicking to add an innate weapon throws an error:

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

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.frmAddWeaponModifier.FillSkillCombo()
at SWCharGen.frmAddWeaponModifier.GetWeapon(CharData myData, IWin32Window parent, WeaponModifier existingWep, String Title, Boolean forVeh)
at SWCharGen.ctlInnateWeapons.btnWepNew_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:





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.

Oggy,

Could you add a way to attach an Item Attachment as a Built in Mod when adding custom weapons?

Or is there a way to do it that I am not seeing?

I found a decent open source engine for .NET that uses Expressions and Reflection to make nested rules.

This isn't technically about the generator, but what engine is that? :)

It's called "YARE" (Yet Another Rule Engine) and I think it's up on GitHub, or one of those sites. Of all the ones I looked at, this was the only one that supported nested rules (having a rule as an operand to another rule). It also supported different types of rules, such as equality rules, logical rules, and arithmetic rules.

One thing it didn't support, and I could find no rule engine projects that supported this, was the ability to apply a rule to an enumerable list or collection within the rules themselves. Normally, you take a rule and feed it an object of a particular type. It'll then return a true or false, whether or not it was excepted by the rules. To apply the rule to a collection of items, you'd do something like this, in C#:

List<Weapon> weapons = data.Weapons.FindAll(w => compiledRule(w));

However, I wanted to be able to do pretty much the same thing, only within the rules. The example I've gone over before was that a Weapon has a Qualities property, which is a list of ItemDescInfo items describing the quality. There was no way I could perform a rule on this property (to, say, find weapons with a particular quality) using any of the rule engines I looked at, other than applying a reflected method call. So, I added a new "enumerable" rule that allows (currently) "Exists" and "Contains" operators, and then applies the type of the collection to the right operand instead of the type for the rules in general. In fact, if the right operand is a rule, that rule will be based on the item type of the collection and not the item type the rules were compiled against.

Anyway, the modified engine seems to do what I want it to do now. The stuff I did might have a few bugs still :) so it'll have to be road tested.

Oggy,

Could you add a way to attach an Item Attachment as a Built in Mod when adding custom weapons?

Or is there a way to do it that I am not seeing?

No, vehicles support built-in attachments, but not weapons. You could add the same mods from the attachment to the weapon, though. It won't allow for optional mods, but it might work for what you want.

As for innate weapons in species, it's been fixed :)