Another Character Generator

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

Anyone else having trouble with the skin (EotE/AoR/FaD) not saving no matter what you click in the launcher?

59 minutes ago, scotter23 said:

Anyone else having trouble with the skin (EotE/AoR/FaD) not saving no matter what you click in the launcher?

Yes, with this latest release. Although the problem is only some times, on some systems. My Win7 system running a portable manual install works fine, but my Win10 systems seem to have the issue, one of which is running the web install and the other of which is running in Portability mode.

Edited by SJanson
Added additional information about the issue.

Mandalorian Protectorate Starfighter is missing from the vehicles list.

4 hours ago, Takeshi Yamato said:

Mandalorian Protectorate Starfighter is missing from the vehicles list.

I thought the same thing, too.

It's under "Fang fighter."

@Oggy How can I create an item in my dataset that when equipped gives a force sensitive character a force rating +1.

Context: In my campaign one of the PCs found an ancient Jedi artifact that grants this ability.

I can't find where it even lists what your force rating is, so at this point I would say it just "gives it to him" without being able to verify that an item works anyways. Have him write "force rating" somewhere on his character sheet, and add 1 to the current value.

11 minutes ago, DarkHayZe said:

I can't find where it even lists what your force rating is, so at this point I would say it just "gives it to him" without being able to verify that an item works anyways. Have him write "force rating" somewhere on his character sheet, and add 1 to the current value.

If you cannot find the Force Rating on the character sheet, it is probably because your character is not Force Sensitive.

24 minutes ago, KennyBu said:

@Oggy How can I create an item in my dataset that when equipped gives a force sensitive character a force rating +1.

Context: In my campaign one of the PCs found an ancient Jedi artifact that grants this ability.

So from what I understand, you are looking for an item to automatically increase your force rating for the character, and have the effect show up for dice pools, like how med pac can add a boost dice to the medicine roll, or an attachment alters the dice pool on the character sheet for a weapon (set trigger adds auto advantage)

I found it, hidden(ish).

So in your Data editor, Go down to 'Gear' and click 'Add'

Give it Gear Name and a Gear Key

Under Built-in Mods click 'New'

Select 'Add Force Rating Mod' under the pull down menu

Check the 'Other' Box and set count to '1'

Click Add

Click Add again

Click Save and reload the character generator. Make sure you add the new item to the inventory and equip it.

You should see your 'Force Rating' increase by 1, under the 'Force Powers' section.

Edited by DarkHayZe
On 4/16/2017 at 9:00 PM, Dakkar98 said:

Certain Item Attachments are not showing up for weapons created with the powered melee weapons template.

Weighted Head and Custom Grip for sure, not sure if there are others missing.

Also, the item crafter is allowing you to purchase the Defensive and Deflection Qualities more than their Max of 3.

The attachments would need to be for the "Powered Melee" or "Powered Brawl" category. If it's only for "Bludgeoning Melee" or "Bludgeoning Brawl", it won't show up.

The limit to Defense and Deflection is a maximum to the quality, not the effect. If, say, a weapon already has Defense 2, buying the Defensive effect more than once will have no... er, effect. You can still buy it, though.

On 4/15/2017 at 6:21 AM, Dakkar98 said:

Ogg,

Thanks! Those fixes were a lot easier than I thought they would be.

Is there a way to make the difficulty of a template include a challenge die? On of my players wants to re-engineer an existing suit of armor to make it better. I am going to make the Material cost be that they must possess the armor. and the difficulty would be upgraded for each feature the suit already possesses.

Edit: Would this be using the [UpDifficulty] mod that you mentioned?

Is there a way to make a crafting effect dependent on another crafting effect?

There would be two ways that I can think of that this might be achieved:

First Option, (and potentially more preferable), would be to have a certain effect not show up on the list unless the required effect was already selected.

Examples:

  • My Double-Ended effect would not show up in the list unless the player selected the Two-Handed effect.
  • This could also be used to have the Compact effect not show up unless the player selected the Lightweight effect enough times to reduce the encumbrance to 3 or less.

Second Option, would be to have a certain effect automatically be selected if it was not already.

  • For my Double-Ended effect, if the Double-Ended effect is selected, the Two-Handed effect is selected automatically if it wasn't already selected.
  • The Compact effect could trigger the Lightweight effect to reduce the encumbrance to 3 if it was not already 3 or less.

Is there way to create a new quality? I have created a Mandalorian Steel Upgrade. Instead of it granting the Cortosis Quality, I want to create the Mandalorian Steel Quality.


I did send you a donation right after you released 2.0.0.0. Not a lot, but something for all your hard work.

Thanks Oggy!!!

For the most part, the crafting dialog supports all the different situations in the source books. I don't think the RAW has dependencies (like, "you can only buy x if you already bought y"), so no, you can't do that.

Yes, you can create new qualities, but it's so rare I don't have an editor for it. Also, such a quality would not have any code behind it, so it would just show up on the weapon; the player would need to know what to do with it :)

Just create a file called ItemDescriptors.xml in your DataCustom directory (or a data set directory). What you're looking for would be something like this:

<?xml version="1.0" encoding="utf-8" ?>
<ItemDescriptors>
  <ItemDescriptor>
    <Key>MANDOSTEEL</Key>
    <Name>Mandalorian Steel Quality</Name>
    <Custom>AddedItem</Custom>
    <Description></Description>
    <Type>Weapon</Type>
    <ModDesc>Mandalorian Steel</ModDesc>
    <QualDesc>Mandalorian Steel</QualDesc>
    <IsBoolean>true</IsBoolean>
    <IsQuality>true</IsQuality>
  </ItemDescriptor>
</ItemDescriptors>

You can look through the ItemDescriptors.xml file that comes installed with the app to get a better feel for how they work.

On 4/16/2017 at 8:21 AM, Ebak said:

Bug Report: @OggDude

In encounters, it seems the 'Gunner' rosters are not being filled out. This was tested with a custom encounter, and an import: Fight over Flight.

Also, feature request in encounters, could it be possible to install a way for us to re-order vehicles and minions? Sometimes I add the nemesis first and then add the fodder, but in the end I want the nemesis in the last slot. Or i just want to reorganize the various enemies around.

Furthermore, when we are rostering our ships, it reads the generic name and not the 'alternate name' which is difficult when I am outfitting sevearl squadrons of TIE Fighters with TIE pilots and I am trying to find "Black Squadron TIE Pilot" to put him in "Black Squadron TIE" and ending up with "Obsidian Squadron TIE Pilot" in said ship instead. :P

The gunner problem is fixed. My new HTML renderer is a bit more of a stickler for formatting than the old web control from previous versions.

Both are good ideas. I'll look into adding them.

Finally playing in a group large enough to have obligation starting size of 5, noticed a bug:

Obligation starting of 5, no matter the amount of obligation chosen won't allow the '10 extra' bonus (e.g 15 total starting obligation). Have to put obligation start at 10 (and make the total 20) for this to work.

20 minutes ago, phelgon said:

Finally playing in a group large enough to have obligation starting size of 5, noticed a bug:

Obligation starting of 5, no matter the amount of obligation chosen won't allow the '10 extra' bonus (e.g 15 total starting obligation). Have to put obligation start at 10 (and make the total 20) for this to work.

This is not a bug. Max obligation allowed to be taken above the starting obligation is equal to the group's starting obligation size. I.e. if starting obligation is 5 per PC, you may only take up to 5 more obligation for a total of 10.

However, if the GM allows more obligation, there is an option to ignore starting obligation limits.

Edited by Randy G
56 minutes ago, Randy G said:

This is not a bug. Max obligation allowed to be taken above the starting obligation is equal to the group's starting obligation size. I.e. if starting obligation is 5 per PC, you may only take up to 5 more obligation for a total of 10.

However, if the GM allows more obligation, there is an option to ignore starting obligation limits.

Oh, wow, thanks I didn't realize that since I've never had a large group previously. Thanks!

9 hours ago, DarkHayZe said:

I found it, hidden(ish).

So in your Data editor, Go down to 'Gear' and click 'Add'

Give it Gear Name and a Gear Key

Under Built-in Mods click 'New'

Select 'Add Force Rating Mod' under the pull down menu

Check the 'Other' Box and set count to '1'

Click Add

Click Add again

Click Save and reload the character generator. Make sure you add the new item to the inventory and equip it.

You should see your 'Force Rating' increase by 1, under the 'Force Powers' section.

Thanks @DarkHayZe , this worked!

Does anyone know if the editor works on chrome OS? I was thinking of getting a cheap chromebook to run my character info and audio off of. Was just about to buy one when it struck me, Will the editor even run on that?

I would assume the answer is no but it never hurts to ask.

This tool is fantastic! I only wish this could somehow be imported into Roll20. I know it's something that's not going to happen unless I want to learn JSON and figure it out myself (hint, I do not) and if that even works with the current Roll20 sheet.

Anyway, love this thing, had been using it for a couple years.... and I just figured out that the adversaries and encounters are there, but need to be imported first (I started creating them by hand :-( )

On 4/17/2017 at 7:23 AM, Gelanin said:

Possible Bug:

I open the GM tools, go to "Groups", Click on our Group, then click "Modify". Then i click "Bases", click on our Base, then click "Modify". Then I then click "Inventory".

Now, here i've used the "Transfer" button to transfer 2 items from one of the characters to this Base. Now, the 2 items in question are now removed from the Character-sheet, but does not show up under "Gear"/"Owned Gear:" in this windows.

If i look in the .xml file itself, i see one of the items seems to be there, but none of them are displaying. Also if i go back to the "Bases" screen to try and Print it, the items are not listed in the printed version either.

This was due to the base inventory code not knowing how to deal with custom items. Hopefully, this is the last place I need to make this change. Anyway, it's working now. Oh, and I also made it so that the generator will allow transferring items between characters in the same group.

On 4/17/2017 at 9:16 PM, Kesendeja said:

Possible bug, when I go to the craft Item button on equipment, it doesn't give a box to put advantage.

Also I have a talent from the artisan tree that lets me add up to two hardpoints to an item. How would I represent this?

Not a bug, you can only have threat or advantage, never both. So choose which one using the radio buttons, then select how many using the the numeric up/down control.

When you select Intuitive Improvements, you'll notice a new button called "Add HP" in the equipment pane. Use that button to add HP to an item.

On 4/19/2017 at 6:05 PM, Raiger said:

When I look up Thermal Detonator, it only appears to have Breach 1. It has Blast 15 though. So maybe Ogg capped it at 10 for whatever reason - breach 10 is pretty dang high it seems like to me.

10 was the max value for the up/down control in the grid. No reason for the cap, I think it was just the default or something. I raised it to 99.

On 4/22/2017 at 11:54 AM, Raiger said:

Crafting Lightsabers bug:

When I try crafting any of the one-handed lightsabers, if I select the "Two-Handed" option for 1 advantage it does not seem to increase the damage or encumbrance the way it's supposed to. Whenever I print out the character sheet it has the base damage without the +1 for two-handed and the encumbrance is 1. The stat block in the program does show a line with "Damage Mod: +1", but it doesn't seem to add that in ever and also doesn't show the higher encumbrance.

There were a couple of issues here. First, I had forgotten the encumbrance change value. Second, DamageAdd has no effect with lightsabers; the DAMADD mod should have been added instead. It's now doing what it's supposed to do.

17 hours ago, Nytwyng said:

I thought the same thing, too.

It's under "Fang fighter."

Gotcha, found it - thanks. :)

On 4/23/2017 at 7:08 PM, NGnear said:

I think I've (re-)found a bug with the Burly talent - from the forum search, a similar problem was found in an earlier version - I presume it was fixed, perhaps it has re-crept in?

- Create a new character, select Hired Gun / Heavy, and select the Burly talent (first row, left side)

- Go to Equipment, select the Z50 Grenade Launcher, Add, then Select "Carry/Equip/Show" checkboxes on the right

The Dangerous Covenants book lists the Z50 as Encumbrance 5, Cumbersome 3 (page 42)

- Check your Encumbrance, it shows 5/7. The Cumbersome quality on the weapon info panel shows as 2.

According to the text of the Burly talent, each rank reduces both the Cumbersome quality and the Encumbrance Rating of any carried weapon by 1 (to a minimum of 1). The Character Generator correctly reduces the Cumbersome rating of the weapon once you select the item as "carried", however it does not reduce the Encumbrance Rating - the grenade launcher is still listed as rating 5.

The encumbrance calculation routine was looking at the weapon's type, rather than verifying that it was a weapon. It's working now.

On 4/24/2017 at 1:41 PM, SJanson said:

Yes, with this latest release. Although the problem is only some times, on some systems. My Win7 system running a portable manual install works fine, but my Win10 systems seem to have the issue, one of which is running the web install and the other of which is running in Portability mode.

The issue was that the settings weren't being saved until after the launcher was closed. I changed it to save immediately after a skin change, so the next app to be run will use the selected skin.

Sorry if I've been sort of erratically answering days-old questions, but in the limited time I have to update the generator, I've been going through posts from about 3 or 4 pages back and checking on bugs. Some are easy to fix, others take time, so I answer them as I fix them. So I may have been sounding a little laggy :)

Here's what I have fixed so far for the next version. I haven't started Friends like These yet, however. If anyone has entered the adversaries and encounters for it already, it would be great if you can sent them to me. It would save me a lot of time and hasten the next release ;)

  • Forgot to fix the spelling for "Devastation" in a few place in ability nodes. This has been fixed.
  • In the Data Editor, when adding a custom skill, changing the source would cause an exception. This has been fixed.
  • In Item Attachments, when choosing a vehicle attachment that increases a defense zone, all such mods would be combined into a single selection. You may now, once again, make individual selections for each mod.
  • The Holocron of Outer Rim and Piloting Space had the wrong price. It is now 100,000.
  • Suljo Warde's Holocron also had an incorrect price. It, too, has been fixed.
  • Added the holocron found on the "Sanctuary" from the "Lessons from the Past" adventure in the back of the Force and Destiny Core Rulebook.
  • In the Career pane, you could resize the columns of the career skill list. You can no longer do this.
  • Completely restructed the way printing is done. It should take less memory and release all used system resources when finished.
  • In Encounter sheets, gunner roster positions were not being displayed. This was due to the new HTML processor being a lot more picky about structure than the old IE-based web control. The HTML has been cleaned up and gunner positions are now, once again, being displayed.
  • In Groups, base inventory did not support crafted items. This caused crafted items transferred to the base to disappear. This now works properly.
  • In the Equipment pane of the generator, you may now transfer equipment to and from other characters that are in groups that your character belongs to.
  • In the Morality pane, when changing morality, the pair grid would lose track of which pair was selected. This caused the notes section to disappear. This should no longer happen.
  • The Mk. III Modular Backpack increased encumbrance threshold by 3. It is now properly set to 2.
  • In the Adversary dialog, custom weapon qualities had a maximum value of 10. This has been raised to 99.
  • The Saber Throw (Improved) talent was incorrectly set to be an action. It is now passive.
  • The Menace talent was incorrectly set as a Force talent. This has been fixed.
  • Fixed a few issues with the "Two-Handed" Lightsaber craft effect.
  • The Burly talent was lowering Cumbersome qualities, but not encumbrance. It is now also lowering encumbrance.
  • When changing the skin from the launcher, the change would not take affect until after the launcher was closed. Skin changes will now take affect immediately.