Another Character Generator

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

OK, this may have been discussed somewhere else...but I can't find it...

Is there a way to export all my characters at once so I can back everything up without having to export each character individually?

What about custom encounters / adversaries from the GM tool-is there a way to export those all at once as well?

In the launcher, if you click the Data Folder button, it will open up the folder that has all that information. You can either back up the entire folder or just the parts you want.

This.

I routinely copy my data folder from my home network to my laptop (then point the laptop to the local copy) when heading out to a game session, then, if any updates are made, I copy it back to the network.

You can also perform a complete backup using the Data Editor. It'll put everything in a ZIP archive. If you switch computers later on, you can do a restore and it'll put everything back.

one could also put the data on a dropbox. or google box.

Hi

i think this tool is awesome, with the chaos reigning around books and items dispersion on 100 different sourcebook, this makes not just creating/updating a characther but also creating NPC, adversaries and encounters really easy and quick and avoid bringing me all the books whenever we go playing around

however, i found encounter printout good if i actually print it in paper, but not really easy to consult if i keep them on pdf and use tablet/netbook to check them

there is a way to print a more compact encounter table? i mean a printout without wound checkboxes, notes box, and like?

or if it's possible to select more NPC and print Stat Block for lot of them together without having to copy & paste in another program?

I still love the builder and I`m gonna press that donate button again pretty soon!

Will the force powers and the new specs be included in the next version? :)

Hey Oggy,

Did you know that if you vacuum seal laminate armor you still cannot attach thermal system or heater? These are in the Base EOE rule set and should be attachable to any sealed armor. Is there a way you can make the vacuum seal mod change the sealable quality of armor to sealed? That way the items requiring sealed armors will not recogniced vacuum sealed as sealed? this is the same for all full body armors.

I still love the builder and I`m gonna press that donate button again pretty soon!

Will the force powers and the new specs be included in the next version? :)

Which Force powers? If for Savage Spirits, no, that'll be in the release after this one. Special Modifications will be in there, but I'm reworking how crafting will function, so most of the crafting will also be in the release after this one as well. The big effort for this release is reporting, which was actually pretty darned complex to accomplish.

As I said, the only thing holding up this release is some translations. I only need part of the Spanish translation now. I've been itching to add a bunch of new stuff, but I can't because I don't want to mess up the code and I'm not using source control or anything. My source control currently consists of me making occasional copies of the source code to DropBox.

I didn't see battle meditation and one or two other force powers, from before savage spirits, when I used the latest version today

... Maybe I did something wrong... Oh wait, I didn't see them because force rating 2+

...Never mind me. Carry on!

Edited by RodianClone

I still love the builder and I`m gonna press that donate button again pretty soon!

Will the force powers and the new specs be included in the next version? :)

Which Force powers? If for Savage Spirits, no, that'll be in the release after this one. Special Modifications will be in there, but I'm reworking how crafting will function, so most of the crafting will also be in the release after this one as well. The big effort for this release is reporting, which was actually pretty darned complex to accomplish.

As I said, the only thing holding up this release is some translations. I only need part of the Spanish translation now. I've been itching to add a bunch of new stuff, but I can't because I don't want to mess up the code and I'm not using source control or anything. My source control currently consists of me making occasional copies of the source code to DropBox.

I highly recommend using VisualStudio.com for free source control. It'll make your life -soooooooo- much easier if you want to try some major changes to code without the possibility of losing things.

https://www.visualstudio.com/products/free-developer-offers-vs

I've used it for several of my projects (both professional and personal) and it's integration with VS 2015 is seamless. It even works with git, if you prefer using that as your SC platform....

I am having a problem with modifying a vehicle, in this case a Baudo class yacht. I want to modify it's armor, hull trauma, and system strain. I see that to do this I have to go to the data editor. I do this and copy the Baudo class ship which is already in the database. The database one has the baudo class portrait and a baudo silhouette in the "fore defense and aft defense" diagram. However, the "copy" I make of the one in the database has all the details except the portrait and the silhouette.The portrait changes to the default portrait and the "fore defense and aft defense" diagram silhouette is the default YT-1300 one. Why is this? I know it is a relatively minor detail, but would like the silhouette to be the appropriate one for the Baudo. I can change the portrait with no problem.

Edited by Greenspectre

I still love the builder and I`m gonna press that donate button again pretty soon!

Will the force powers and the new specs be included in the next version? :)

Which Force powers? If for Savage Spirits, no, that'll be in the release after this one. Special Modifications will be in there, but I'm reworking how crafting will function, so most of the crafting will also be in the release after this one as well. The big effort for this release is reporting, which was actually pretty darned complex to accomplish.

As I said, the only thing holding up this release is some translations. I only need part of the Spanish translation now. I've been itching to add a bunch of new stuff, but I can't because I don't want to mess up the code and I'm not using source control or anything. My source control currently consists of me making occasional copies of the source code to DropBox.

I highly recommend using VisualStudio.com for free source control. It'll make your life -soooooooo- much easier if you want to try some major changes to code without the possibility of losing things.

https://www.visualstudio.com/products/free-developer-offers-vs

I've used it for several of my projects (both professional and personal) and it's integration with VS 2015 is seamless. It even works with git, if you prefer using that as your SC platform....

Or one could use Github and with a project on there, it also allows for things like bug reports, feature requests, discussions, etc... Which would be much better organized than what this thread currently has.

I am having a problem with modifying a vehicle, in this case a Baudo class yacht. I want to modify it's armor, hull trauma, and system strain. I see that to do this I have to go to the data editor. I do this and copy the Baudo class ship which is already in the database. The database one has the baudo class portrait and a baudo silhouette in the "fore defense and aft defense" diagram. However, the "copy" I make of the one in the database has all the details except the portrait and the silhouette.The portrait changes to the default portrait and the "fore defense and aft defense" diagram silhouette is the default YT-1300 one. Why is this? I know it is a relatively minor detail, but would like the silhouette to be the appropriate one for the Baudo. I can change the portrait with no problem.

Here ya go. :)

Hey Ogg Dude, How do you change the picture of the ship that appears in the defense/shield arcs diagram. My players have a heavily modified Consular Class cruiser, but when I copied it and change the stats of the copy, the shield arc ship outline picture switched to a YT-1300.

Like others said, when you copy a ship in the data editor, the Key changes, which disassociates it from the portrait and silhouette images. You just need to make a copy of each and rename them to the new key. You can find the original in <install>/Data/VehicleImages and <install>/Data/VehicleSilhouettes named <Key>.png. The copy should go into the <data>/DataCustom/VehicleImages or <data>/DataCustom/VehicleSilhouettes directories, or in the respective directories if you're using a data set, using the new key as the name.

I am having a problem with modifying a vehicle, in this case a Baudo class yacht. I want to modify it's armor, hull trauma, and system strain. I see that to do this I have to go to the data editor. I do this and copy the Baudo class ship which is already in the database. The database one has the baudo class portrait and a baudo silhouette in the "fore defense and aft defense" diagram. However, the "copy" I make of the one in the database has all the details except the portrait and the silhouette.The portrait changes to the default portrait and the "fore defense and aft defense" diagram silhouette is the default YT-1300 one. Why is this? I know it is a relatively minor detail, but would like the silhouette to be the appropriate one for the Baudo. I can change the portrait with no problem.

I asked this myself not long ago an got a cryptic answer

there is this thing called a "vehicle key" and the silhouettes are keyed to that, and when you copied the vehicle it got names something like USERVEHICLE1

so here's how you fix it

when you installed the character generator and other tools, they made some files that while not truly "hidden" are difficult to find

on my computer the directory containing the vehicle silhouettes is located at

C:\Users\<MYWINDOWSUSERNAME>\AppData\Local\Apps\2.0\6ER7PYGR.V9O\HWPXG3EM.0XB\swch..tion_0000000000000000_0001.0006_e7f2ca33d94ec618\Data\VehicleSilhouettes

where <MYWINDOWSUSERNAME> gets replaced by your windows username... note that AppData probably won't be visible but if type all the way down to Apps\2.0 in the address bar of the file explorer (open a folder by double clicking it and click in the file path and you can type the path in there) and then you should be able navigate the rest of the way to the VehicleSilhouettes fold if you have trouble, use the file browser window to search for VehicleSilhouettes

in this directory, copy the png file named BAUDOYACHT to USERVEHICLE1 (or whatever your vehicle key was) and the next time you open the GM Tools/character generateor the image will appear, you can set the other photo for the baudo through the gmtools so I wouldn't worry about that.

Thanks for this awesome tool! After using it and inputting a lot of the books, I would like to make a couple feature requests:

- the option to turn on Morality for any and all characters, not just those with a Force Specialization

- the option to add Jury-rigging and extra hardpoints for all characters (simulating lending such a weapon temporarily)

- some form of export so I can post character sheets online

I am impressed with the stability of this tool (never had it crash or cause problems) and appreciate your dedication to making this!

OggDude, question for you that I posted in a previous post., I did not see a reply, so I apologize if I missed it:

Not sure if this topic has been mentioned before. I have a group of players that have created characters in a version of the character generator older than the most recent one. I have imported their files into the most recent version of the tool, their characters show that they have spent 20 more xp than they were allotted. Is this a known bug, and if so is there a fix for this?

Thanks for this awesome tool! After using it and inputting a lot of the books, I would like to make a couple feature requests:

- the option to turn on Morality for any and all characters, not just those with a Force Specialization

- the option to add Jury-rigging and extra hardpoints for all characters (simulating lending such a weapon temporarily)

- some form of export so I can post character sheets online

I am impressed with the stability of this tool (never had it crash or cause problems) and appreciate your dedication to making this!

1. Go to Options, at the top, and check "Ignore Force rating requirement for Morality".

2. If you're part of a group, you should be able to trade a jury-rigged item to another character in that group.

3. If you use a PDF printer driver, you could post PDFs of your character sheets.

OggDude, question for you that I posted in a previous post., I did not see a reply, so I apologize if I missed it:

Not sure if this topic has been mentioned before. I have a group of players that have created characters in a version of the character generator older than the most recent one. I have imported their files into the most recent version of the tool, their characters show that they have spent 20 more xp than they were allotted. Is this a known bug, and if so is there a fix for this?

Not sure, but it might have to do with career/non-career skills. Older versions didn't keep track of how many ranks of a skill were purchased as non-career or career. So, for instance, if they put ranks into non-career skills, then purchased a specialization that made those skills career skills, they'd get the difference in XP "refunded" to them. To fix this, I added a column to the skills pane that let's you choose how many ranks of a skill were purchased as non-career. In later versions, it keeps track of this automatically, but for older characters, you might have to adjust it by hand.

More than likely, they purchased 4 ranks-worth of non-career skills that were later turned into career skills. To fix it, just adjust the non-career skill ranks of the skills.

Really sorry for the delays with this. Also, keep in mind that some of the changes I wanted to get done with this version will be delayed to the next (1.8), including Savage Spirits.

As always, allow 15 minutes or so for DropBox to update, and enjoy!

Release 1.7.0.0
New/Changed Data:
  • Added all backgrounds, obligations, species, specializations, talents, motivations, signature abilities, weapons, armor, gear, vehicles, and attachments for the "Special Modifications" sourcebook. Also included preliminary crafting for weapons. However, tool, cybernetics, and droid crafting are not included in this release. Crafting in general will be reworked in an upcoming release.
  • Added special bases (workshops) for technicians from the "Special Modifications" sourcebook. These can be found under Groups in GM Tools.
  • Added sample reports to the "Imports" directory.
  • Added the proper categories to the VCX-100.
  • Updated all translation files for the new Edit Reports dialog and other assorted phrases.
New Features/Enhancements:
  • Added reporting to GM Tools. You can now create reports based on the master data to do anything from creating a master index, to listing inventory items, or even finding very specific items, such as vehicles with forward shielding greater than 1, or gear that contains built-in weapons. Please see the documentation for instructions on how to create reports, especially for information on the filtering language.
  • Modified edit vehicle pane to allow 0-HP attachemts to be applied to vehicles without HP. To be more precise, it now determines if any attachment can be applied to the vehicle, rather than just checking whether or not it has HP.
  • Added a "Sealed" descriptor for the Vacuum Sealed armor attachment. This allows attachments with the "Sealed" category to, then, be applied to the armor. Armor must still have the "Sealable" category in order to add Vacuum Sealed.
  • The print routines should now properly detect saved settings for an invalid printer and, instead, use the default printer.
  • All XML files will now be stored more efficiently, eliminating default or empty elements.
  • Vehicle weapon upgrades that come as part of an attachment (such as the Oversized External Weapons Mount) now save the upgrade information with the attachment instead of the info descriptor. This was done to prevent infinite recursion when defining property details of an object. As such, any vehicle currently with the Oversized External Weapons Mount attachment must select the weapon upgrade again.
  • The Equipment pane will now keep track of damage to items. Any item with Major damage will not contribute benefits to the character, even if the item is equipped. Minor and Moderate damage to weapons will add a setback or the new "increase difficulty" icon to dice pools when shown on the first page.
  • Added item descriptors to remove or decrease item qualities.
  • Added support for mods to be applied to a weapon modifier of an item, rather than the item itself.
  • Added item descriptors to add Class 4 and 8 hyperdrives to starships.
  • If a vehicle has the Defensive Driving talent, either through base mods or attachments, the defense zone changes are now automatically applied.
  • Modified how I did cross-thread locking for the SQL CE connection to the cache database. This should hopefully resolve any remaining crashes when two or more apps make changes to the cache at the same time. There's still some cache-related performance issues, especially when updating contribution rank in groups, that will be addressed in upcoming releases.
Bug Fixes:
  • In the data editor, damage add could not be below zero. This caused an error when attempting to edit the Gungan Personal Energy Shield. The range is now from -100 to 100.
  • In the data editor, adding a new Motivations would not display the available specific motivations. This has been fixed.
  • On the character sheet, shown weapons weren't displaying setback symbols for weapons with the Inaccurate quality. This has been fixed.
  • Skill choices for talents would sometimes show all General skills when it should only show a few selected skills. This was due to a recent change that made skill type's an enumeration instead of a string (for translation purposes). This issue should now be resolved.
  • Adding an innate weapon to a new species would cause an exception. This would not happen for an existing species. This has been fixed.
  • When creating inquisitors, if you chose to edit the inquisitor after creation, and filters were set that prevented the inquisitor from being displayed, an incorrect adversary was, instead, edited. This should no longer happen.
  • If an adversary had one of the Force technique talents where an alternate characteristic is chosen for the Lightsaber skill, the proper dice pool would show correctly for standard lightsaber weapons, but not for custom lightsaber weapons. This has been fixed.
  • When purchasing a new specialization, the cost displayed did not take into account free specializations from GM Grants. The actual XP cost was calculated correctly, however. The purchase dialog will now display the proper cost.
  • There was the possibility of a problem when calculating weapon qualities when combined with lightsaber gems, talents (such as Defensive Training), and other attachments. Under certain situations, the calculated quality ranks would be incorrect. This has been fixed.

- the option to add Jury-rigging and extra hardpoints for all characters (simulating lending such a weapon temporarily)

1. Go to Options, at the top, and check "Ignore Force rating requirement for Morality".

2. If you're part of a group, you should be able to trade a jury-rigged item to another character in that group.

3. If you use a PDF printer driver, you could post PDFs of your character sheets.

The Morality option helps a lot, thanks! Didn't understand what it was for, but it seems obvious now :-)

The PDF option is an option, and one I knew I could do, but not the one I was hoping for, though I understand it is probably a pain to generate the .xml format for so many different machines potentially. Nevermind...found the answer in the GM Tools...such a nice program

As to sharing jury-rigged items, this does not work. Once you Jury-rig an item and give it away it loses the ability and takes away one of the jury-rigged options for the jury-rigging character, even if you transfer the item back. Also, messing with this actually crashed the GM Tools which then crashed the character generator....

Thanks for the quick reply earlier!

Edited by mtowle

I installed the update this morning and the program overwrote my primary character with the base blank character and won't even let me load it now. Is there any way to fix this. I have a print out of the character so I should be able to reenter her.

Your character isn't overwritten since the update doesn't touch your characters. Exactly what issue are you experiencing?

It keeps telling me there is an error and the character cannot be opened.

Thank you, thank you, thank you. I'm starting to think that I just need to hit that donate button with every release. You've made the management of my campaigns SOOOO much easier. Please please please continue on...and once the new update finishes downloading for me...so too will I hit that donate button! :)

I encourage everyone...if you haven't donated lately...please do so...even a few dollars...I'm a firm believer this man should never ever have to purchase SWRPG material with his own money...and...should you ever have the opportunity to meet him....buy the man a drink! (Let me know if you're ever in the Lansing, MI area OggDude...and you sir will have no need to buy drinks).

Thanks again!

It keeps telling me there is an error and the character cannot be opened.

Clear the cache from the launcher, then try.

Thank you, thank you, thank you. I'm starting to think that I just need to hit that donate button with every release. You've made the management of my campaigns SOOOO much easier. Please please please continue on...and once the new update finishes downloading for me...so too will I hit that donate button! :)

I encourage everyone...if you haven't donated lately...please do so...even a few dollars...I'm a firm believer this man should never ever have to purchase SWRPG material with his own money...and...should you ever have the opportunity to meet him....buy the man a drink! (Let me know if you're ever in the Lansing, MI area OggDude...and you sir will have no need to buy drinks).

Thanks again!

Thanks :) Glad you like it! And thank you to everyone who's donated. I really do appreciate it!

That seems to have worked, thanks I would never have thought of it.

Is there any chance you'll make the source code public in the future? As a student programmer I would love to see how you designed your program.