Another Character Generator

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

On 18/02/2017 at 10:10 PM, lupex said:

In dangerous covenants there is some guidance for retrofitting civilian vehicles with a paramilitary template. Is this option in the generator anywhere at the moment or would I need to create some attachments to replicate this?

An old question now that Ogg is back in the picture....

Ogg it would be really useful if you could add some search functions to the data editor as the number of entries is getting pretty big.

1 hour ago, Dakkar98 said:

After Release 2.0.0.5

Transferring items to and from groups works in the GM Tools.

However, even though it appears to work, when transferring items to the Group within the Character Generator, the items simply become lost. You transfer them from the character and they never appear in the equipment list for the group.

I just tried it and the item I transferred did appear in the group when I ran GM Tools. I basically added a piece of gear to a group member, then transferred it to the group. The group is being saved (after parsing the item back to the appropriate list), so I'm not sure what the problem is.

I've already started Endless Vigil and, I think, I only have vehicles, droid adversaries, and images to do. So that one will come out first. Then I'll tackle No Disintegrations.

Not sure if I'm missing something obvious, but I cannot see Droid as an option when using Craft Item in v2.0.0.5.

Also it is a little un-ergonomic to have to choose a skill when you select Gadget from the Craft Item dropdown, before you can select the item (or choose another item type from the dropdown). Minor quibble, though.

54 minutes ago, Darzil said:

Not sure if I'm missing something obvious, but I cannot see Droid as an option when using Craft Item in v2.0.0.5.

Also it is a little un-ergonomic to have to choose a skill when you select Gadget from the Craft Item dropdown, before you can select the item (or choose another item type from the dropdown). Minor quibble, though.

Droids are crafted from the Companion's pane. Read the crafting section in the documentation for more info.

Skills are chosen immediately because they're required for the item.

Cool, thanks.

I guess as Droids are listed under Gear in Equipment I thought they'd be there.

I was wrong.

Minor bug.

If I click Add in Equipment section, to add a new item, the dialog that opens asks for Quantity to Sell, rather than Quantity to Add. It does however add them.

Also it only comes up on some items. For example, clicking Add with Holdout Blaster or TT24 Holdout Blaster selected just adds 1, clicking it with Military Holdout Blaster or Variable Holdout Blaster asks how many.

2 hours ago, Darzil said:

Cool, thanks.

I guess as Droids are listed under Gear in Equipment I thought they'd be there.

I was wrong.

No, but when you purchase a droid as gear, generally the "Add Companion" button becomes available. Clicking that will add the adversary version of the droid to your companions list. I say "generally" because not all droids will necessarily have this feature :) This also works for riding mounts found as gear.

17 hours ago, OggDude said:

When you customize a species, you can add option choices or options to it. Because they require keys, I run the new/modified species through a routine that adds keys with standard names. I was trying to look at the old species and match the same names so I could reuse keys, which normally works. But the droid has several option choices with the same name ("Droid"). That caused it to match the first name and replicate identical keys.

Anyway, I'm now ignoring the original version and just updating empty keys. That seems to work.

Thanks a lot!

On 3/17/2017 at 10:51 AM, OggDude said:

I just tried it and the item I transferred did appear in the group when I ran GM Tools. I basically added a piece of gear to a group member, then transferred it to the group. The group is being saved (after parsing the item back to the appropriate list), so I'm not sure what the problem is.

Immediately after downloading 2.0.0.5 I tested it. Using the new crafting tool I crafted armor with duplicates.

When I tried to move the duplicates to the group within the character generator, they disappeared.

Following that, I attempted the same thing in the GM Tools. I was able to transfer them into the group inventory. With the drop down box, I was able change characters and transfer them from the group inventory to the different character's inventory. However, once I hit update on the group inventory, anything left in the group inventory disappeared.

And, now that I think about it, everything that was in the group inventory prior to this update is now gone as well. Sorry, different group.

Edited by Dakkar98
On 17/03/2017 at 8:39 AM, OggDude said:

I wasn't planning on doing this, but as there's a bug in the current version that prevents new installs from working, I needed another bug release. Good news is that you'll be getting a bunch of other fixes, as well as a few bits of Endless Vigil that I've been working on :)

Speaking of which... 2.0.1 will only contain Endless Vigil. 2.0.2 will contain No Disintegrations, and 2.0.3 will contain Friends Like These. Doing three books for a single release would just take too long.

Anyway, here's what I've fixed for 2.0.0.5:

Release 2.0.0.5

  • There was an issue with the web install involving manifest files. This should be taken care of.
  • Another issue with web install was that Sql Server CE files were not being included, which caused an exception when the generator was run. This should be taken care of.
  • If you launched the character generator with no data (specifically, no characters), you'd get an exception in "CharShowInfo". This will no longer happen.
  • The Navigator specialization was missing Survival from its list of career skills. This has been fixed.
  • In the skills pane, the header of the skill grid was not the right size which caused some text to be partially obscured. This has been fixed.
  • In the Sources dialog, selecting or deselecting a source would cause an exception. This has been fixed.
  • In the Sources dialog, the "Core" cell was editable. It is now properly read-only.
  • The Bardottan species had "Aleena" in the description. This has been fixed.
  • The Farsight Force power was missing a connection between the bottom-row Mastery abiltiy and the Range ability to the right. This has been fixed.
  • When a new species was selected, the character was not being recalculated, so the change was not displayed. This has been fixed.
  • There were a few places in the generator where auto recalc had been turned off for the current character in order to save needless recalcs from happening. However, it wasn't always turned back on properly. This resulted in certain changes not being reflected in the character due to recalculations not being performed properly. These situations should be fixed.
  • There was an issue where the campaign setting for a character would be erased after the character was saved. This will no longer happen.
  • When printing a group sheet, character summaries all displayed "Test [Rival]". This was because the summary control was being translated when it was loaded, which occurred after everything had already been set. Translation now occurs before everything is set, so values are now what they should be.
  • In the data editor, adding a sub-species to a species would give an error dialog that the key was missing. It will no longer do this.
  • In the Options dialog, clicking "Select None" caused an exception. This no longer happens.
  • Standardized the max number of items in combo box drop down lists based on the height of the display.
  • The Vibro-Bayonet attachment was incorrectly applying its damage mods to the base weapon. It will now apply them properly to the bayonet.
  • In crafting, there was a logic error that prevented selection of integral attachments if the item's base HP was 0. It will now display all HP 0 and 1 attachments, regardless of the item's HP limit, assuming they're applicable to the crafted item.
  • In signature ability editor, added filter based on the Ability setting, so only nodes for a particular ability will show up in the drop down lists.
  • In the Transfer dialog, from the Equipment pane of the generator, group sources for equipment were not being found. This has been fixed.
  • In the Transfer dialog, from the Equipment pane in the group dialog, bases and vehicles had their transferred equipment updated properly, but characters did not. This has been fixed.
  • In the Crafting dialog, if you chose a droid directive that allowed skill choices, then selected all the skills, the "Choose" button would not allow you to change them. This has been fixed.
  • In the Crafting dialog, when adding the Unobtrusive effect to droids, the key for Indistinguisable wasn't set. If Behavioral Optimizations was then selected, Indistinguisable wasn't displayed in the list. This has been fixed.
  • In the Crafting dialog, when adding to droid characteristics using Superior Hardware, if you later lowered the count, it would retain all of the previous characteristic changes. It will now remove any excess characteristics until it matches the effect count.
  • After modifying a companion, any equipment changes to the companion were not showing up. This has been fixed.
  • After modifying a base NPC, any equipment changes to the NPC were not showing up. This has been fixed.
  • In the Data Editor, the last source list will now be automatically included when you add an item.
  • In the Data Editor, fixed issue with item attachment editor where changes to mods or limits weren't displayed immediately in the summary.
  • In the Data Editor, when modifying an existing species where option choice or option names were used multiple times, certain option choices or options could end up being repeated several times, while others were removed completely (this happened on the Droid species because more than one option choice was called "Droid"). This was due to the validation routine that made sure proper keys were in placer for options and option choices because it matched new names with existing names. It will now only update a key if one is missing.
  • Fixed an issue that prevented new users from running the programs.

Hey Oggy

I've been away for a while and I cannot find any link to the last version of your generator ; this was previously mentionned at the bottom of your posts but it seems gone now.

How can I get access to the download ling to your generator again ?

Thanks

16 minutes ago, RNST said:

Hey Oggy

I've been away for a while and I cannot find any link to the last version of your generator ; this was previously mentionned at the bottom of your posts but it seems gone now.

How can I get access to the download ling to your generator again ?

Go to Ogg's profile page. Click on the About Me tab at the upper right of the page. Click on a link and enjoy his app.

I found two issues with the item creator.

Compact: When crafting gadgets, compact is supposed to be limited to items with an encumbrance of 3 or less, and to a maximum of 3 setback dice. It does not limit you to 3 applications of compact. If the item's encumbrance is greater than 3, it will allow you to add it but not give the bonus, so that it probably working as intended.

Supreme Craftsmanship: If you apply Supreme Craftsmanship more than once, it keeps asking you to choose the skill that the supreme craftsmanship is going to apply to and will not allow you to proceed to step 3 and name and describe the item.

It's entirely possible I'm missing something, but just today I think I encountered a bug while cross-spec'ing into Gadgeteer. When I selected the Jury Rigged talent and went to add it to my weapons I couldn't find it in the attachments section. Now, if I recall correctly, it should have just appeared as a free attachment options but nothing was there. I then tried GM granting myself another rank, checked different weapons, and even built a new Gadgeteer, still couldn't get Jury Rigged to work. Finally I checked other classes like modder and outlaw tech and tried all the different weapon types. I even, <gasp>, pulled up the Documentation and FAQ to see if I was missing anything. Ohh and when I print the character it does show that Jury Jigged is one of his talents. Lastly, when I checked the data editor, Jury Rigged did have the Jury Rigged checkbox checked and the Jury Rigged Attachments both had their JR boxes checked.

Any ideas because I'm at a loss.

Edited by SladeWeston

You're not crazy. It's a bug. It'll be fixed in the next version.

Bug report: In the data editor, the Unmatched Courage, and Bigger They Are signature abilities are listed as 'Added Items'.

5 hours ago, Dakkar98 said:

I found two issues with the item creator.

Compact: When crafting gadgets, compact is supposed to be limited to items with an encumbrance of 3 or less, and to a maximum of 3 setback dice. It does not limit you to 3 applications of compact. If the item's encumbrance is greater than 3, it will allow you to add it but not give the bonus, so that it probably working as intended.

Supreme Craftsmanship: If you apply Supreme Craftsmanship more than once, it keeps asking you to choose the skill that the supreme craftsmanship is going to apply to and will not allow you to proceed to step 3 and name and describe the item.

The first one is working as designed. The second one is screwy, so I changed it so you can pick a different (or the same) skill for each count. So, if you bought it 3 times, you could choose, say, Charm 3 times, or Charm once and Negotiations twice, or three totally different skills. It'll show up in the gadget once for each unique skill.

16 hours ago, Dakkar98 said:

Immediately after downloading 2.0.0.5 I tested it. Using the new crafting tool I crafted armor with duplicates.

When I tried to move the duplicates to the group within the character generator, they disappeared.

Following that, I attempted the same thing in the GM Tools. I was able to transfer them into the group inventory. With the drop down box, I was able change characters and transfer them from the group inventory to the different character's inventory. However, once I hit update on the group inventory, anything left in the group inventory disappeared.

And, now that I think about it, everything that was in the group inventory prior to this update is now gone as well.

Here's what I did... ran GM Tools, checked an existing group. It still had inventory items. Then added a bunch of gear to the group, saved group, closed group, modified group, gear was still there. Transferred gear from group to a member. Saved group, closed group, modified group, inventory was there except item transferred. Closed GM Tools, ran generator, selected group member, checked inventory... transferred item was there.

Is there some other way I can replicate this? It appears to work for me.

The "Show Purchasable Items Only" checkbox doesn't seem to have any effect in the current version.

22 minutes ago, OggDude said:

Here's what I did... ran GM Tools, checked an existing group. It still had inventory items. Then added a bunch of gear to the group, saved group, closed group, modified group, gear was still there. Transferred gear from group to a member. Saved group, closed group, modified group, inventory was there except item transferred. Closed GM Tools, ran generator, selected group member, checked inventory... transferred item was there.

Is there some other way I can replicate this? It appears to work for me.

Here is what I did (first time and again just now)... ran character generator, loaded an existing character that was part of a group. used the craft item to create a suit of armor, decked it all out spent all of the triumphs and advantages including some duplicates. All of the copies of the armor were showing in his inventory, I clicked transfer and moved the duplicates into the group's inventory, once they were all there I clicked transfer to finalize the changes. It popped up "To continue with the transfer, the current character must be saved. Continue?" I clicked " Y es". The items were removed from the character's inventory. I clicked transfer again. I clicked The Armor tab to verify that they were there and ... nothing was in there. I launched the GM Tools. Selected the group. Clicked on the inventory tab and ... nothing was in there.

Here is what I did (second time and again just now)... ran character generator, loaded an existing character that was part of a group. used the craft item to create a suit of armor, decked it all out spent all of the triumphs and advantages including some duplicates. All of the copies of the armor were showing in his inventory, I closed the character generator and launched the GM tools. I Selected the group. Clicked on the inventory tab. I clicked transfer and moved the duplicates into the group's inventory, once they were all there I clicked the drop down arrow to switch to a different character. I transferred a suit of armor to that character, clicked the next character and did the same. Once the transfers were made, there were extra duplicates left in the group inventory. I clicked transfer to finalize the changes. It popped up "To continue with the transfer, the current group must be saved. Continue?" I clicked " Y es". The items were present in the group's inventory. I clicked update to save the group and exit. I reentered the Group, clicked on the Inventory tab, I clicked The Armor tab to verify that they were there and ... nothing was in there. I launched the Character Generator again selected each character that was part of that group. Clicked on the inventory tab, clicked on armor and ... the swapping that had been done remained intact. when I clicked transfer and clicked on the armor tab ... nothing was in the Group Inventory.

I can go into a character and add an item to the inventory from the "store" and then transfer it to the group and it will remain in the group inventory.

I can also go into the group and add an item from the "store: and then transfer it to a character and it will remain in the character inventory.

Created items seem to be what disappear from group inventory once it is updated.

I apologize, I did make a mistake in my earlier post about items that had been present in the inventory prior to the update that was for a different group and those items are still present, but ... I have not attempted any transferring of items between characters of that group and that group at all since this update. So, they may or may not lose things if I start messing with them. That group is my primary campaign and I don't want take a chance on messing with them until I can get the group inventory thing working properly with my secondary campaign group.

I also just noticed that for the integral attachment, it is not limiting the choices to attachments that are only 1 hard point.

If you only add the integral attachment it shows 1 hard point attachments as options for the integral attachment.

If you add 1 Hard Point and the the integral attachment it shows 1 and 2 hard point attachments as options for the integral attachment.

If you add 2 Hard Points and the the integral attachment it shows 1, 2 and 3 hard point attachments as options for the integral attachment.

Thanks,

Dakkar98

7 hours ago, Dakkar98 said:

I found two issues with the item creator.

Compact: When crafting gadgets, compact is supposed to be limited to items with an encumbrance of 3 or less, and to a maximum of 3 setback dice. It does not limit you to 3 applications of compact. If the item's encumbrance is greater than 3, it will allow you to add it but not give the bonus, so that it probably working as intended.

Supreme Craftsmanship: If you apply Supreme Craftsmanship more than once, it keeps asking you to choose the skill that the supreme craftsmanship is going to apply to and will not allow you to proceed to step 3 and name and describe the item.

1 hour ago, OggDude said:

The first one is working as designed. The second one is screwy, so I changed it so you can pick a different (or the same) skill for each count. So, if you bought it 3 times, you could choose, say, Charm 3 times, or Charm once and Negotiations twice, or three totally different skills. It'll show up in the gadget once for each unique skill.

Compact: If the item's encumbrance is greater than 3, it will allow you to add it but not give the bonus.

Understood that this is working as designed.

Compact: When crafting gadgets, compact is supposed to be limited to a maximum of 3 setback dice.

It does not limit you to 3 applications of compact. This still needs to be capped at 3.

Thanks,

Dakkar98

Edited by Dakkar98

An update on the data editor. Some items are appearing with Key tags of USER like custom items. As a result, they show up as items added by me when they were added by you Ogg. This was confirmed with a reinstall.

Items affected:

Item Attachments

Enhanced XCiter shows up as USERATTACH2

(AD-1S) Hyperdrive Class Module shows up as USERATTACH3. It is also incorrectly named as the AD-15 Hyperdrive class module.

Signature Abilities

Unmatched Courage has the correct key, but shows up as an added item.

Bigger They Are has the correct key, but shows up as an added item.

Vehicles

SC2-M Repulsor Tank, has correct key, but shows up as an added item.

Jetpack, has the correct key, but shows up as an added item.

This is what I've fixed so far since the last update:

  • Added all paramilitary conversion attachments from page 71 of "Dangerous Covenants". Each attachment will show up for the type of vehicle listed in the chart.
  • In Equipment pane, if you clicked Add to add a non-HP item, the dialog would say "Quantity to Sell". This has been fixed.
  • Certain types of items, such as double-bladed lightsabers, make attachments cost double the price. This is now supported.
  • When selecting item attachments, Jury Rigged was never showing up. It will now show up if the character has an available Jury Rigged talent rank.
  • In the Crafting dialog, Supreme Craftsmanship did not work as intended. It will now allow the user to choose a skill once for each purchased effect, so different skills may be chosen, or the same skill multiple times.
  • In the Crafting dialog, the Compact effect is now limited to three purchases. It still worked properly before, but extra purchases past three were ignored.
  • In the Data Editor, signature abilities Unmatched Courage and The Bigger They Are were listed as "added item". They are now flagged properly as base items.
  • In the Data Editor, the SC2-M tank was also showing up as "added item". It is now flagged properly as a base item.
  • In the Equipment pane, the "Show purchasable items only" check box stopped working. It is now working again.
  • Groups and vehicles did not support custom inventory items, which caused crafted items being transferred to them to disappear. Groups and vehicles have been updated to support custom inventory, so this now works properly.
  • In the Crafting dialog, there was still an issue with Integral Attachment not honoring the "1 or less HP" rule. It should now do so correctly.
  • The AD-1S starfighter and its varioius attachments had some naming issues still. These should be taken care of, although existing AD-1S's will probably be removed.

You're cranking up those updates, man. Right on.