Another Character Generator

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

2 hours ago, SladeWeston said:

True, but brawl weapons only augment brawl attacks replacing the players unarmed stats with their own if they are better (see brawl weapon description). That means that Iron Body indeed improves the players base unarmed attack first, then a brawl weapon comes in and overwrites the base stats with its own (when they are better). They may seem subtle, but it's dramatically changes the power level of Iron Body. In one instance, two ranks in Iron Body take Vambracers to Crit 1 and in the other they stay crit 3 for example. I would encourage you to reread the brawl weapon description, as my brawler would love it if I was wrong on this account.

Regardless, I plan on submitting the question on the ND edition of the Order 66 podcast and hope for some clarification.

You know, I think you're absolutely right. I may just send a dev question about this to verify.

On ‎3‎/‎20‎/‎2017 at 3:46 AM, ep41 said:

Does anyone have version 1.7 available for download? I’ve been running this on an ancient, non-Internet-connected Windows XP partition and the new version is (sensibly enough) XP-incompatible.

I will only keep this up for 24 hours, I don't need everyone hitting my dropbox for older versions. OK taken down.

Edited by SilindeT

If anyone is interested I wrote a best practices for using the Character Generator with DropBox and similar services.

Best Practices with OneDrive, Dropbox, and Google Drive (from here out called CloudDrive).

If you can share subfolders that is the best way, I believe that with dropbox you need a paid account to share subfolders.
Use the manual install method.
Copy it to your CloudDrive.
Share that folder with everyone that you want to share with.
The reason for this is that in this case you only upload the latest working version for everyone to use.
You can vet the release by using the webinstall, and when everything you need works use the manual install
to install to your CloudDrive.
Run the launcher
Click "More Options"
Click [Data Path]
Click [Choose]
Browse to your CloudDrive
Right Click to Create a folder on your CloudDrive such as "CharGenerator"
Select the new folder click [OK]
Run the Character Generator.
Exit the character generator
Go to your CloudDrive and share the following folders with the rest of the players
Characters
DataCustom
Groups
StockVehicles
It is not advisable to share Adversaries or Encounters. If you do this everyone will be able to see all of the encounters and adversaries that
the GM sets up.
I don't know about reports as I don't use them. If you do use them and would like to share with the rest of the party then by all means share away.
Last I checked some of these services only allow sharing of subfolders if you have a paid account in that case just make the root of your CloudDrive
and share out the same folders listed above. This can also greatly increase the amount of trafic to your CloudDrive.
Tell everyone else to set there Data Path to the same location you did above. Either CharGenerator or the root of your CloudDrive.
Your all set.

Thx for the tip.

Google Drive have can sync folder structure (including shared) for free.

7 hours ago, SilindeT said:

If anyone is interested I wrote a best practices for using the Character Generator with DropBox and similar services.

Best Practices with OneDrive, Dropbox, and Google Drive (from here out called CloudDrive).

If you can share subfolders that is the best way, I believe that with dropbox you need a paid account to share subfolders.
Use the manual install method.
Copy it to your CloudDrive.
Share that folder with everyone that you want to share with.
The reason for this is that in this case you only upload the latest working version for everyone to use.
You can vet the release by using the webinstall, and when everything you need works use the manual install
to install to your CloudDrive.
Run the launcher
Click "More Options"
Click [Data Path]
Click [Choose]
Browse to your CloudDrive
Right Click to Create a folder on your CloudDrive such as "CharGenerator"
Select the new folder click [OK]
Run the Character Generator.
Exit the character generator
Go to your CloudDrive and share the following folders with the rest of the players
Characters
DataCustom
Groups
StockVehicles
It is not advisable to share Adversaries or Encounters. If you do this everyone will be able to see all of the encounters and adversaries that
the GM sets up.
I don't know about reports as I don't use them. If you do use them and would like to share with the rest of the party then by all means share away.
Last I checked some of these services only allow sharing of subfolders if you have a paid account in that case just make the root of your CloudDrive
and share out the same folders listed above. This can also greatly increase the amount of trafic to your CloudDrive.
Tell everyone else to set there Data Path to the same location you did above. Either CharGenerator or the root of your CloudDrive.
Your all set.

Thx for the tip.

Google Drive have can sync folder structure (including shared) for free.

Just added a base Lorrdian Gem to a Guard Shoto Hilt and it did not increase the Defensive quality to 2

Edit: also If I add a Rapid-Recharge XCiter to a Blaster pistol the 2 Decrease Inaccurate quality mods change the stat block for the weapon but they do not reduce the Black dice added to the dice pool on the char sheet

Edited by cacmonkey
3 hours ago, cacmonkey said:

Just added a base Lorrdian Gem to a Guard Shoto Hilt and it did not increase the Defensive quality to 2

Edit: also If I add a Rapid-Recharge XCiter to a Blaster pistol the 2 Decrease Inaccurate quality mods change the stat block for the weapon but they do not reduce the Black dice added to the dice pool on the char sheet

For the Lorrdian crystal, that's what it's supposed to do. The lightsaber "gains" Defense 1, it's not +1 Defense. This is true for all crystals except for the Krayt Dragon Pearl, which out-and-out replaces qualities.

For the XCiter, there was a bug in my descriptor count routine that didn't take into account final counts for qualities. It now special-cases quality descriptors and returns final count.

4 hours ago, Delirium_Sidhe said:

Thx for the tip.

Google Drive have can sync folder structure (including shared) for free.

Thanks for the info. I have been using Dropbox for a while now, and as I said when I last checked you couldn't share subfolders without sharing the top level folder unless you paid for the service.

It seems I've stumbled on a small bug on GMTools>Groups. Whenever I try to award XP or credits using the Award button in the Characters tab, I get an error (see below in the hidden section) and the characters are not updated.

Consulte o final desta mensagem para obter detalhes sobre como chamar a
depuração just-in-time (JIT) em vez desta caixa de diálogo.

************** Texto de Exceção **************
System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
em SWCharGen.frmAddGroup.CharacterButtonClick(Object sender, EventArgs e)
em System.Windows.Forms.Control.OnClick(EventArgs e)
em SWCharGen.ImageButton.OnClick(EventArgs e)
em System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
em System.Windows.Forms.Control.WndProc(Message& m)
em SWCharGen.ImageButton.WndProc(Message& m)
em System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
em System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
em System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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************** Depuração JIT **************
Para habilitar a depuração just-in-time (JIT), o arquivo .config deste
aplicativo ou computador (machine.config) deve ter o valor
jitDebugging definido na seção system.windows.forms.
O aplicativo também deve ser compilado com a depuração
habilitada.

Por exemplo:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Quando a depuração JIT está habilitada, qualquer exceção sem tratamento
será enviada ao depurador JIT registrado no computador,
em vez de ser tratada nesta caixa de diálogo.

Edited by Alryon

Okay so here is my dilema/bug/find Pardon the length

So I built a repeat saber hilt as I had made built in endless vigil into the program as best as I could (for myself as player and my players that I gm). This saber was crafted with the Fine tuner that should have added an advantage to the saber hilt. It then had an illum crystal paired weapons and reflexive grip installed onto it. By my counts this should have added 2 automatic advantages to the sabers Combat check. When I Build this with the new creator, that first advantage is not showing up.

Here is the first picture 4 pictures of my project in the creator. So as you can see The saber hilt has all the on board goodies.

Continued next post.

saber1.PNG

saber2.PNG

saber3.PNG

saber4.PNG

When I come to the last pic/print out and do a show weapons on it you can see the saber hilts show three different versions

The green is my custom built back in 1.7

purple is the 2.0 with all the goodies built in

red is just another hilt built the same way as purple no goodies.
17457940_1345563592158133_52515601039881

Thoughts?

For those with questions regarding unarmed, brawl, and the new talents, I believe there is a QA in the developers thread above that addresses this very same issue. Might be worth checking out.

27 minutes ago, Arrakus said:

For those with questions regarding unarmed, brawl, and the new talents, I believe there is a QA in the developers thread above that addresses this very same issue. Might be worth checking out.

I assume you are referring to the post here :

Sadly, while the questions Kaosoe asks are good the Dev's answers, though true, are more than a little vague. While Sam's answer does agree with my views on the matter, it would be nice if they shed a little light into the corner cases, of which there are many.

I just used this wonderful program. Thank you very much for it.

Unfortunately I can't add a campaign. How can I do that?

Edit: Found it. Somehow the Launcher was deleted.

Edited by Seam

Hey Oggy,

Any reason for the font style change in the Character Generator? I noticed the font size is a little larger and different to v1.7.0.0. Is there a way to change it back at all?

MS.

Edited by masterstrider
2 hours ago, masterstrider said:

Hey Oggy,

Any reason for the font style change in the Character Generator? I noticed the font size is a little larger and different to v1.7.0.0. Is there a way to change it back at all?

MS.

If I recall correctly, the old font was causing compatibility issues with Windows 10 and perhaps Macs. He changed to a similar font that was more universally compatible.

On a separate note: @OggDude I think I found a random bug with the KS-23 Hammer. I noticed it had the Overcharged Actuating Module listed as an attachment option. I'm pretty sure that the Hammer is a slugthrower and OAM is limited to Blaster Pistols and Blaster Carbines. I think this is because you have the Hammer listed as a carbine, likely because the description text includes the word carbine when comparing its size. A minor bug of course but since it affects a damage boosting attachment I figured it was worth mentioning.

20 hours ago, Alryon said:

It seems I've stumbled on a small bug on GMTools>Groups. Whenever I try to award XP or credits using the Award button in the Characters tab, I get an error every time (see below in the hidden section) and the characters are not updated.

Consulte o final desta mensagem para obter detalhes sobre como chamar a
depuração just-in-time (JIT) em vez desta caixa de diálogo.

************** Texto de Exceção **************
System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
em SWCharGen.frmAddGroup.CharacterButtonClick(Object sender, EventArgs e)
em System.Windows.Forms.Control.OnClick(EventArgs e)
em SWCharGen.ImageButton.OnClick(EventArgs e)
em System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
em System.Windows.Forms.Control.WndProc(Message& m)
em SWCharGen.ImageButton.WndProc(Message& m)
em System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
em System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
em System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblies Carregados **************
mscorlib
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----------------------------------------
SWCharGenGMTools
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System
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----------------------------------------
HtmlRenderer
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----------------------------------------
Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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************** Depuração JIT **************
Para habilitar a depuração just-in-time (JIT), o arquivo .config deste
aplicativo ou computador (machine.config) deve ter o valor
jitDebugging definido na seção system.windows.forms.
O aplicativo também deve ser compilado com a depuração
habilitada.

Por exemplo:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Quando a depuração JIT está habilitada, qualquer exceção sem tratamento
será enviada ao depurador JIT registrado no computador,
em vez de ser tratada nesta caixa de diálogo.

I encountered the same problem on two different systems after attempting to do this last night for my group using the English language version.

Also, when crafting an Energy Rifle, I can apparently add a Ghostfire crystal to it as an attachment. :)

2 hours ago, SJanson said:

I encountered the same problem on two different systems after attempting to do this last night for my group using the English language version.

Also, when crafting an Energy Rifle, I can apparently add a Ghostfire crystal to it as an attachment. :)

I noticed that the Ghostfire crystal was also available for an energy pistol I was crafting.

When the item creator is calculating the value of a newly crafted item, I don't think that the value should be increases for spending advantages on "Practice makes Perfect" or on "Lessons Learned" as those don't actually improve the item crafted.

I just attempted to add an inbuilt weapon to a custom gadget and it gave me an error and kicked me out of the program.

Edited by Dakkar98

As I said before, I forgot to flag the Ghostfire crystal as a crystal, so it's being treated as just another attachment.

Exactly what did you do to get the error with the inbuilt weapon? I just created a gadget with an inbuilt holdout blaster and it worked. What weapon were you attempting to in-build?

Ogg, sorry to be a pain in the backside. but in racer, I am seeing Adversary but no Freerunner

Ok I sorted it no problem, nothing to see here.....

Edited by djshadowcat

The problem with Award has been there awhile. I switched from keeping references to character objects to just keeping their keys (why load them when they probably won't be used) probably around 1.5 or so. But I didn't update that part of the code, so it was still expecting a character object. So that's fixed, but it's not updating the display with the new experience and credits, so I'll work on that. Guess it's not used a lot :)

I also added support for items that can store other items for 0 encumbrance, like cargo clothing and the holster attachment. It'll bring up a dialog and allow you to choose the items being stored, then adjust encumbrance accordingly. And because mods that require user interaction are no longer just part of attachments, you can now configure these types of mods from the equipment pane.

Oh, and I also added cancel threat and upgrade difficulty as die modifiers. And you can use the symbols in descriptions as well.

6 hours ago, OggDude said:

As I said before, I forgot to flag the Ghostfire crystal as a crystal, so it's being treated as just another attachment.

Exactly what did you do to get the error with the inbuilt weapon? I just created a gadget with an inbuilt holdout blaster and it worked. What weapon were you attempting to in-build?

it was a custom blaster pistol being added to the gadget.

1 hour ago, OggDude said:

The problem with Award has been there awhile. I switched from keeping references to character objects to just keeping their keys (why load them when they probably won't be used) probably around 1.5 or so. But I didn't update that part of the code, so it was still expecting a character object. So that's fixed, but it's not updating the display with the new experience and credits, so I'll work on that. Guess it's not used a lot :)

I also added support for items that can store other items for 0 encumbrance, like cargo clothing and the holster attachment. It'll bring up a dialog and allow you to choose the items being stored, then adjust encumbrance accordingly. And because mods that require user interaction are no longer just part of attachments, you can now configure these types of mods from the equipment pane.

Oh, and I also added cancel threat and upgrade difficulty as die modifiers. And you can use the symbols in descriptions as well.

Man, you totally rock! Thanks!

On 3/22/2017 at 2:28 PM, Cev Lost said:

Okay so here is my dilema/bug/find Pardon the length

So I built a repeat saber hilt as I had made built in endless vigil into the program as best as I could (for myself as player and my players that I gm). This saber was crafted with the Fine tuner that should have added an advantage to the saber hilt. It then had an illum crystal paired weapons and reflexive grip installed onto it. By my counts this should have added 2 automatic advantages to the sabers Combat check. When I Build this with the new creator, that first advantage is not showing up.

Here is the first picture 4 pictures of my project in the creator. So as you can see The saber hilt has all the on board goodies.

Continued next post.

saber1.PNG

saber2.PNG

saber3.PNG

saber4.PNG

I created a standard hilt just like what you did (except I didn't have enough HP to add all four attachments), with fine-tuned and superior, and I'm showing two advantages. I also removed and added the attachments in different order and I'm still seeing two advantages. Did you do anything else? How did you get the extra HP so you can add all four attachments at the same time?

nsaber.PNG.528d906eabd1d6765e296b5b1267961f.PNG

Superior came from the attachment? Not through the crafting
I didn't realize there was a feature for doing superior in the crafting aspects?

I had 3 adv and 1 tri though, spent 3 on the hp bringing the standard saber to 6 hp, and the tri on the emitter.

Or am I reading something wrong here?

(update)

I read your message wrong east coast time here, I've tried redoing the hilt on another character I still show it only being one. I also tried the no HP, and a full saber not a hilt, same result.
Another thing I noticed is that on the equipment section, it doesn't report the crafting results along with the attachments (though it is done in the sheet for the printed finalized item) any chance we can get that possibly put into gear?

Again big thanks in advance.

nsaber.PNG.528d906eabd1d6765e296b5b1267961f.PNG

Edited by Cev Lost
Tired oops