Another Character Generator

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

If you're adding FD to the dice pool for Mechanics with the "Control: Mechanics" talent, can you look into adding it to the Vigilance and Perception dice pools for "Control: Vigilance" under Farsight. Assuming I'm interpreting it right, that is.

11 hours ago, Zero Trellian said:

Just to clarify, you specifically mention here IF encumbrance changes. Is this in reference to adding an inbuilt weapon? Specifically in regards to a cybernetic appendage or implant, shouldn't that encumbrance become absorbed into the function of the cybernetic, and therefore show no encumbrance value?

As examples, I would point to the Repulsor Fist, Implant Armor, Cybernetic Weapon Implant, and Cyberscanner Limb, all of which have inbuilt "items" that would normally add encumbrance, but do not appear to do so in cybernetic form. Is there information somewhere that states otherwise?

Thanks again for your incredible work with the generator.

I read through it again, and it seems that, because of the encumbrance limits for both inbuilt weapon and the lightsaber's inbuilt effect, I think you're right about the encumbrance issue. So this is what I'm going to do:

Inbuilt Weapon: Won't add its encumbrance to the item.

Lightsaber's Inbuilt effect: the lightsaber's encumbrance is replaced by the encumbrance of the item, not added to it.

I believe this is more in line with the intent of the rules.

12 hours ago, Arrakus said:

I did not see a "New Features" section. So I am curious on if this was able to be successfully implemented.

Other than that, as always, outstanding job. Truely impressive.

Meaning to ask this. Sometime ago, you asked if there was a desire to have this program be compatible with Roll20. I am forsure interested and would very much like to see this happen. There is a popular character sheet app on Roll20 and I know of the author. I can reach out to make contact if that has not been done already.

Just not sure how much of priority this would be.

The talent tooltips are currently set when the tree is created. I would have to generate them on the fly whenever talents changed. The other tool tip suggestion would be kind of cool.

I'll into this for the release after this upcoming one.

Is it possible to edit the features of Crafted items? I would like to give crafted Combat Armor the same physical attributes (Full Body, Hard, Hard Full Body, Heavy, Resistant, Sealable) as Laminate, as this appears to be what it is based on, but I'm not finding the crafted items in Data Editor.

Thanks

6 hours ago, OggDude said:

The talent tooltips are currently set when the tree is created. I would have to generate them on the fly whenever talents changed. The other tool tip suggestion would be kind of cool.

I'll into this for the release after this upcoming one.

Awesome. What are your thoughts regarding Roll20? Is that still a feature you wish to persu? Or has this been previously determined incompatible?

19 hours ago, OggDude said:

Data Fixes:

  • The Menace talent was incorrectly set as a Force talent. This has been fixed.

I saw this and double-checked the Order 66 podcast covering Savage Spirits, and both Harass and Menace are supposed to be Force talents.

Yeah, I re-listened to it as well, so its back to being a Force talent.

Oh, and while I was at it, I realized that, although I keep track of starting Conflict from Force talents such as "Terrifying Kill", I didn't display it anywhere. Now, if you have such starting conflict, it'll be displayed on Page 2 of the standard character sheet, right under the Morality/Conflict panel.

5 hours ago, Arrakus said:

Awesome. What are your thoughts regarding Roll20? Is that still a feature you wish to persu? Or has this been previously determined incompatible?

I have no issue with helping anyone who wants to use the generator for Roll20. I'm just not sure if it has any special features that can make use of output from the generator. That is, I have no idea what "supporting Roll20" actually entails :)

What would be helpful is if someone who uses Roll20 all the time and knows its ins and outs could give me a wish list of cool features that they'd like for making use of the generator. I've only used Roll20 maybe a handful of times. About all I did was paste pictures of NPCs, a few maps and diagrams, and drew little boxes around things. I'm sure I only took advantage of a minuscule amount of the site's potential. As I don't have time to mess with it, I would need input from an expert.

2 minutes ago, OggDude said:

What would be helpful is if someone who uses Roll20 all the time and knows its ins and outs could give me a wish list of cool features that they'd like for making use of the generator. I've only used Roll20 maybe a handful of times. As I don't have time to mess with it, I would need input from an expert.

Maybe in another thread? This one gets busy enough as it is.

Hah! The perfect solution, thank you Ogg! Your continue to character creator continues to be fantastic.

On 5/17/2017 at 10:14 AM, OggDude said:

Since this seems to be a contentious topic:

OptionsDef.png

2 hours ago, OggDude said:

I have no issue with helping anyone who wants to use the generator for Roll20. I'm just not sure if it has any special features that can make use of output from the generator. That is, I have no idea what "supporting Roll20" actually entails :)

What would be helpful is if someone who uses Roll20 all the time and knows its ins and outs could give me a wish list of cool features that they'd like for making use of the generator. I've only used Roll20 maybe a handful of times. About all I did was paste pictures of NPCs, a few maps and diagrams, and drew little boxes around things. I'm sure I only took advantage of a minuscule amount of the site's potential. As I don't have time to mess with it, I would need input from an expert.

So, the desired feature I am looking for is a data export with incremental change version control that can be imported into the Roll20 character sheet. The most popular Roll20 character sheet (IMO) is this one: https://wiki.roll20.net/SWRPG-API-Compatible This sheet allows players to roll SW RPG specific dice by clicking on button's next to skills, talents, weapons, etc in the character sheet.

What I would love is to be able to export a character file from your character creator and import it into the Star Wars character sheet. The SWRPG API Compatible Roll20 character sheet already has fields for almost everything the OggDude character generator has, the key would be to easily copy the generator to the Roll20 sheet. So basically a Roll20 specific export that maps all of the OggDude generator fields to the Roll20 character sheet fields.

Things I would watch out for would be incremental changes in the characters, as they gain experience or modify equipment. For example, if you add a weapon mod or upgrade an en existing weapon mod to an existing weapon, when the file is re-exported to an existing character on Roll20, make sure it does not create a NEW weapon but modifies the existing weapon.

Honestly, it is possible that the existing character export files OggDude's character generator already has might be used for this, but I expect a conversation between the two developers would be required to ascertain the exact specifics. Arrakus, can you bring the developer from Roll20 into the conversation or get them into direct contact with OggDude? If he is willing to consider the feature, then our best bet is to get them talking to figure out scope, existing assets, and potential bridges.

If there is any way I can help (mapping fields, etc.) I am down like a clown. I have a Roll20 Pro license and am willing to create whatever sandbox games we might need for testing purposes.

Just noticed that morality wasn't set to the 1-100 range. Looks like to be 0-no limit

5 hours ago, Zero Trellian said:

So, the desired feature I am looking for is a data export with incremental change version control that can be imported into the Roll20 character sheet. The most popular Roll20 character sheet (IMO) is this one: https://wiki.roll20.net/SWRPG-API-Compatible This sheet allows players to roll SW RPG specific dice by clicking on button's next to skills, talents, weapons, etc in the character sheet.

What I would love is to be able to export a character file from your character creator and import it into the Star Wars character sheet. The SWRPG API Compatible Roll20 character sheet already has fields for almost everything the OggDude character generator has, the key would be to easily copy the generator to the Roll20 sheet. So basically a Roll20 specific export that maps all of the OggDude generator fields to the Roll20 character sheet fields.

Things I would watch out for would be incremental changes in the characters, as they gain experience or modify equipment. For example, if you add a weapon mod or upgrade an en existing weapon mod to an existing weapon, when the file is re-exported to an existing character on Roll20, make sure it does not create a NEW weapon but modifies the existing weapon.

Honestly, it is possible that the existing character export files OggDude's character generator already has might be used for this, but I expect a conversation between the two developers would be required to ascertain the exact specifics. Arrakus, can you bring the developer from Roll20 into the conversation or get them into direct contact with OggDude? If he is willing to consider the feature, then our best bet is to get them talking to figure out scope, existing assets, and potential bridges.

If there is any way I can help (mapping fields, etc.) I am down like a clown. I have a Roll20 Pro license and am willing to create whatever sandbox games we might need for testing purposes.

Assuming the exported character has everything you need, it sounds like you might be able to get away with an XSLT/XPath transform of the original XML. I didn't see anywhere on that wiki about the actual format of the various character sheets, so I don't know what they're supposed to look like. Are they XML? JSON? Something else?

On 5/18/2017 at 11:47 AM, OggDude said:

If there's any last minute bugs to report, now's the time. The release is ready, just giving it a bit of a shakedown. I may release tomorrow unless something comes up.

Oh, and I fixed the Control: Mechanics ability. In fact, here's everything I fixed for this release. If you've found something that's not here, please let me know:

Data Fixes:

  • Unmatched Devastation was misspelled. If this signature ability has been purchased for a character, it'll need to be purchased again.
  • 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.
  • The Mk. III Modular Backpack increased encumbrance threshold by 3. It is now properly set to 2.
  • The Mk. IV Modular Backpack was misspelled. It is now spelled correctly.
  • 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.
  • The Burly talent was lowering Cumbersome qualities, but not encumbrance. It is now also lowering encumbrance.
  • The Tarvix adversary from the "Chronicles of the Gatekeeper" import directory had a formatting issue in its special ability. This has been fixed.
  • Added "Powered Melee" to the available categories of the "Custom Grip" attachment.
  • Crash Gear from "Endless Vigil" had an incorrect soak value. It is now correctly set to 1.
  • Added weapon effects to the Powerful Blast talent. Any weapon with the Blast quality will now get a +1 to Blast, and all mines and charges will get a +1 to damage. Items must be held or equipped to get these bonuses.
  • Changed the Armored Drop Suit vehicle's silhouette to 1.
  • The "Control: Mechanics" Force ability of Manipulate was missing the die modifier for the Mechanics skill. If purchased, it will now show Force dice for the Mechanics dice pool.

Code Fixes:

  • The default work directory in AppData was, once again, not being created when needed. This was due to the major changes I made in settings and data paths. This has been fixed once again.
  • 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.
  • In the Career pane, you could resize the columns of the career skill list. You can no longer do this.
  • In Encounter in GM Tools, 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. Gunner positions are now displayed properly.
  • In Encounters in GM Tools, minion pips in rosters would show a destroyed ship at trauma threshold, instead of trauma threshold + 1. This has been fixed.
  • In Encounters in GM Tools, minion ship thresholds and counts in rosters showed an ellipse instead of a circle. This has been fixed.
  • In Encounter in GM Tools, if you created a roster, and then modified the alternative name of an adversary in the roster, the new name would not show up in the roster. The roster will now be updated after any alternate name change.
  • In GM Tools, numeric up/down controls inside grids were using an older version of the control that requires a click outside the control before value changes take effect. This old version has been removed and GM Tools grids are now using the proper control. This means that value changes take effect as soon as the value of the up/down control is changed.
  • 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 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.
  • In the Crafting dialog, fixed a few issues with the "Two-Handed" Lightsaber craft effect.
  • 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.
  • Using GM Grants on a character with obligation or duty options would reset the options the first time GM Grants was used. After that, it kept the setting. This odd behavior has been resolved.
  • In the Droid Tech specialization, there should have been a line from Hidden Storage to Deft Maker on the right of the tree. This has been fixed.
  • In the Crafting Dialog, 0 encumbrance items from templates would always end up with 1 encumbrance, even if encumbrance didn't change. Encumbrance will now only be updated if there was an actual change.

I am finding a bug with vehicle Ordinance. When I add the Decoy Buoy launcher to a ship as an attachment it will print the vehicle sheet fine. But when I add the Decoy Missiles as Ordinance when I go to print I receive an error code

<div id="spoiler" style="display:none"> 

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.CharCtlTalents.GridHeightForItems(DataGridView grid, Boolean setHeight)
   at SWCharGen.CharCtlTalents.Initialize[T](IEnumerable`1 equip, Character myChar, String title, Boolean bw, Int32 testBot, Int32 startIndex, Boolean ordnanceOnly, Boolean hideHeld)
   at SWCharGen.frmPrintVehicle.DoVehiclePages(List`1 pages, Boolean bw)
   at SWCharGen.frmPrintVehicle.GenerateVehicleSheet(Boolean noPageNumber)
   at SWCharGen.frmPrintVehicle.CreateVehicleSheet(CharVehicle cveh, SheetStyleEnum sheetStyle)
   at SWCharGen.frmPrintCharacter.DoVehicles(List`1 pages, Boolean bw)
   at SWCharGen.frmPrintCharacter.GenerateCharSheet()
   at SWCharGen.frmPrintCharacter.myDoc_PrintPage(Object sender, PrintPageEventArgs e)
   at System.Drawing.Printing.PrintPageEventHandler.Invoke(Object sender, PrintPageEventArgs e)
   at System.Drawing.Printing.PrintDocument.OnPrintPage(PrintPageEventArgs e)
   at System.Drawing.Printing.PrintDocument._OnPrintPage(PrintPageEventArgs e)
   at System.Drawing.Printing.PrintController.PrintLoop(PrintDocument document)
   at System.Drawing.Printing.PrintController.Print(PrintDocument document)
   at System.Drawing.Printing.PrintDocument.Print()
   at SWCharGen.CoolPrintPreviewControl.RefreshPreview()
   at SWCharGen.CoolPrintPreviewControl.set_Document(PrintDocument value)
   at SWCharGen.CoolPrintPreviewDialog.OnShown(EventArgs e)
   at System.Windows.Forms.Form.CallShownEvent()
   at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbacks()


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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.

</div> 
<button title="Click to show/hide content" type="button" onclick="if(document.getElementById('spoiler') .style.display=='none') {document.getElementById('spoiler') .style.display=''}else{document.getElementById('spoiler') .style.display='none'}">Show/hide</button>

Edited by LegendsoftheGalaxy
On 5/19/2017 at 8:46 PM, OggDude said:

Assuming the exported character has everything you need, it sounds like you might be able to get away with an XSLT/XPath transform of the original XML. I didn't see anywhere on that wiki about the actual format of the various character sheets, so I don't know what they're supposed to look like. Are they XML? JSON? Something else?

Looks like it's just a combination of Javascript and HTML. There's links to the source in the article itself.

Stable version:

Quote

And test version:

Quote

The formatting should be easy, the only thing is I don't see an Import option. So you may create a nice export, but I don't know if the sheet can do anything with it. I didn't look too hard, so I may have missed something though.

Oggdude,

First of all thank you for your product, it's awesome!

I am getting an error on my characters, and when it pops up my vehicles disappear from the vehicle tab. This is the error:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.CharVehicle.ToString()
at SWCharGen.CharRigger.GetVehicleList()
at SWCharGen.CharRigger.get_allVehicles()
at SWCharGen.CharRigger.SetSigVehicleAttachments()
at SWCharGen.frmSWCharGenMain.CharacterButtonClick(Object sender, EventArgs e)
at SWCharGen.frmSWCharGenMain.dvgCharacters_CellDoubleClick(Object sender, DataGridViewCellEventArgs e)
at System.Windows.Forms.DataGridView.OnCellDoubleClick(DataGridViewCellEventArgs e)
at System.Windows.Forms.DataGridView.OnDoubleClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.DataGridView.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)

What does this mean? And how could I fix it?

16 hours ago, LegendsoftheGalaxy said:

I am finding a bug with vehicle Ordinance. When I add the Decoy Buoy launcher to a ship as an attachment it will print the vehicle sheet fine. But when I add the Decoy Missiles as Ordinance when I go to print I receive an error code

I just tried adding a ship with a decoy attachment and a decoy missile as ordnance, and it printed fine. Is it only with the one character or ship, or does it do the same on any character or ship?

In the books all I can find for Shock Gloves are that the qualities are Stun 3. However in the sheets this is appearing with the qualities Stun 3, Disorient 1, Knockdown, Stun Setting. Where did these additional qualities come from?

1 hour ago, illenvillen said:

In the books all I can find for Shock Gloves are that the qualities are Stun 3. However in the sheets this is appearing with the qualities Stun 3, Disorient 1, Knockdown, Stun Setting. Where did these additional qualities come from?

It comes from the basic unarmed attack that all Brawl attacks spawn from. Read the last paragraph on page 211 of the EotE CRB.

To keep you up to date, the new release is ready, but as I test it, I'm finding some minor and not-so-minor issues still. These are being cleaned up as they are found. When I can go a day without finding anything new, I'll release. This could be tomorrow or Wednesday, or maybe later, I'm not sure.

OggDude, program is amazing!

qq, is there a way to print out a character sheet from GM Tools, specifically for the Nemesis and creatures I have input? Thanks

Looking for guidance.

I have created the A280-CFE that Cassian used in Rogue One. I am trying to load it into the creator to give to my character. What I can't work out is a way to have all 3 configurations under the one weapon? Is my only option perhaps to list them as 3 separate weapons and and lower the encumbrance and cost to 0 for 2 of them so it doesn't affect the character's Encumbrance and Credits?

Displaying image.png

6 hours ago, Andreievitch said:

Looking for guidance.

I have created the A280-CFE that Cassian used in Rogue One. I am trying to load it into the creator to give to my character. What I can't work out is a way to have all 3 configurations under the one weapon? Is my only option perhaps to list them as 3 separate weapons and and lower the encumbrance and cost to 0 for 2 of them so it doesn't affect the character's Encumbrance and Credits?

Displaying image.png

So far, weapons with multiple configurations (such as, for example, the Dragoon blaster) have separate entries for each configuration. The encumbrance remains the same for them. You can work around that by only carrying/equipping one, but still selecting to show all configurations.

Let me know about issues, and as always, give it about 10-15 minutes to finish uploading.

Release 2.2.0.0

New/Changed Data:

  • Added all adversaries, encounters, and stock vehicles to "Imports" from the "Friends Like These" adventure module.
  • Added equipment and vehicles from the "Friends Like These" adventure module.
  • Added named weapons from adversaries found in "Friends Like These", such as the GHOVOR-22 Blaster Pistol and GALAAR-15 Blaster Carbine. Because they are found only on adversaries, certain values, such as rarity and price, needed to be estimated for these items.
  • The Floating Fortress in "Friends Like These" is significantly different from the HAVr A9 Floating Fortress from "Forged in Battle". Therefore, it has been added again as "Imperial Floating Fortress".
  • The Zygerrian freighter from "Friends Like These" has been added twice, once as "Aurore-Class Freighter" and again as "YV-865 Freighter". The only difference is that the YV-865 does not have the grappling turrets.
  • Unmatched Devastation was misspelled. If this signature ability has been purchased for a character, it'll need to be purchased again.
  • 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.
  • The Mk. III Modular Backpack increased encumbrance threshold by 3. It is now properly set to 2.
  • The Mk. IV Modular Backpack was misspelled. It is now spelled correctly.
  • The Saber Throw (Improved) talent was incorrectly set to be an action. It is now passive.
  • The Burly talent was lowering Cumbersome qualities, but not encumbrance. It is now also lowering encumbrance.
  • The Tarvix adversary from the "Chronicles of the Gatekeeper" import directory had a formatting issue in its special ability. This has been fixed.
  • Added "Powered Melee" to the available categories of the "Custom Grip" attachment.
  • Crash Gear from "Endless Vigil" had an incorrect soak value. It is now correctly set to 1.
  • Added weapon effects to the Powerful Blast talent. Any weapon with the Blast quality will now get a +1 to Blast, and all mines and charges will get a +1 to damage. Items must be held or equipped to get these bonuses.
  • Changed the Armored Drop Suit vehicle's silhouette to 1.
  • The "Control: Mechanics" Force ability of Manipulate was missing the die modifier for the Mechanics skill. If purchased, it will now show Force dice for the Mechanics dice pool.
  • The "Control: Vigilance" Force ability of Farsight was missing die modifiers for Perception and Vigilance. If purchased, it will now show Force dice for the Perception and Vigilance dice pools.
  • The Combat Armor crafting template now has the same categories as Laminate armor.
  • Added "Bludgeoning Melee" to the categories of the Shield craft template.

New Features/Enhancements:

  • Relative data paths are now relative to the install directory instead of the install drive. Changed Data Location dialog to reflect this change.
  • Completely restructed the way printing is done. It should take less memory and release all used system resources when finished.
  • In Encounters in GM Tools, additional spacing has been added to gunner positions so the text isn't so close to the weapon number.
  • In Encounters in GM Tools, Force-using adversaries now support more Force abilities before the encounter becomes unprintable.
  • In Encounters in GM Tools, adversaries now support more talents before the encounter becomes unprintable.
  • In Encounters in GM Tools, current adversaries may now be reordered using drag/drop when adding an encounter.
  • In Encounters in GM Tools, when adding a roster position, the alternative name will also be displayed for the adversary.
  • 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 Data Editor, you may now filter data items by both source and a name filter.
  • In Reports pane in GM Tools, modified "special" column to make the report row grow to the height of the resulting description.
  • In Reports pane in GM Tools, changed "QualitiesSpecial" for weapons to return both qualities and base mods.
  • In the Adversary dialog, custom weapon qualities had a maximum value of 10. This has been raised to 99.
  • In the Options dialog, you may now choose to use the "alternative" calculation for melee and ranged defense. This calculation will add up all mods and qualities that add to melee and ranged defense, rather than just use the mods from a single item that has the highest values (the latest "official" method, according to the developers). The alternative method tends to give much higher values for ranged and melee defense, but can also be more easily abused by players. Unchecking this value will use the "official" calculation.
  • In the Data Editor, when changing the description, you may now press control-A to select the entire description.
  • In the Data Editor, when selecting the entire description, you may now type in a new description without the base description immediately being tagged onto the end (and yes, I found this very annoying, too). If the description is deleted completely, it will still be replaced by the original description.
  • In the generator, when printing a standard character sheet, if the character has any Conflict-inducing talents, the total number of Conflict the character must start a session with is displayed on page 2 under the Morality/Conflict panel.
  • Talent name tool tips in the Specialization pane will now include total ranks (from all specializations) for ranked talents.
  • Printing errors are now captured and displayed in the print preview dialog.

Bug Fixes:

  • The default work directory in AppData was, once again, not being created when needed. This was due to the major changes I made in settings and data paths. This has been fixed once again.
  • 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.
  • In the Career pane, you could resize the columns of the career skill list. You can no longer do this.
  • In Encounter in GM Tools, 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. Gunner positions are now displayed properly.
  • In Encounters in GM Tools, minion pips in rosters would show a destroyed ship at trauma threshold, instead of trauma threshold + 1. This has been fixed.
  • In Encounters in GM Tools, minion ship thresholds and counts in rosters showed an ellipse instead of a circle. This has been fixed.
  • In Encounter in GM Tools, if you created a roster, and then modified the alternative name of an adversary in the roster, the new name would not show up in the roster. The roster will now be updated after any alternate name change.
  • In GM Tools, numeric up/down controls inside grids were using an older version of the control that requires a click outside the control before value changes take effect. This old version has been removed and GM Tools grids are now using the proper control. This means that value changes take effect as soon as the value of the up/down control is changed.
  • 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 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.
  • 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.
  • Using GM Grants on a character with obligation or duty options would reset the options the first time GM Grants was used. After that, it kept the setting. This odd behavior has been resolved.
  • In the Droid Tech specialization, there should have been a line from Hidden Storage to Deft Maker on the right of the tree. This has been fixed.
  • In the Crafting dialog, 0 encumbrance items from templates would always end up with 1 encumbrance, even if encumbrance didn't change. Encumbrance will now only be updated if there was an actual change.
  • In the Crafting dialog, fixed a few issues with the "Two-Handed" Lightsaber craft effect.
  • In the Crafting dialog, inbuilt weapons no longer add to the encumbrance of the crafted item.
  • In the Crafting dialog, when a lightsaber is built into another piece of equipment, it's encumbrance now becomes that of the item, rather than being added to it.
  • In the Crafting dialog, when crafting a fortification, both standard weapon and custom weapon effects only allowed for a single weapon, even if the purchased count was greater than 1. You can now properly select multiple weapons for each effect. Weapons selected or created in this way are limited to a count of 1, but may be linked (at GM's discression).
  • The numeric up/down control in the Morality pane of the generator can now be set from 1 to 100 only.
  • When purchasing a new specialiation tree with a top-row unranked talent that has already been purchased in another tree, the talent was correctly showing up as auto-selected, but any attached talents did not become available for selecting. This has been fixed.
  • Tool tips for talents, Force abilities, and signature abilities should now better align themselves with their tree item.
  • When creating a vehicle weapon in the custom weapon dialog, if the "Vehicle Properties" button was not clicked, vehicle properties would not be created, which caused an exception when the code attempted to access the properties. Now, if vehicle properties are not created upon exit of the dialog, they are set to the default values.
54 minutes ago, OggDude said:

The Combat Armor crafting template now has the same categories as Laminate armor.

Thank you !