Another Character Generator

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

Spending a rainy Saturday entering in the fluff from Savage Spirits while I wait for the comic store to open to pick up Disciples of Harmony.

Am I just overlooking it, or is the Pannier Modular Cargo Handling System (p46) missing from the gear?

Never mind...found it. Was looking under gear instead of attachments.

Edited by Nytwyng

Trying to access data editor to add a custom Miraluka species but when I click it nothing happens.

Minor Bug: Changing the Note on a piece of equipment does not enable the Save button.

Workaround: Just change something else to enable the Save button to save your change to the Note.

My character has purchased Makashi Duelist as a second specialization. I have bought down to Makashi Technique, however it won't give me the option to change the LS skill from Brawn to Presence.

17 minutes ago, Jedifish said:

My character has purchased Makashi Duelist as a second specialization. I have bought down to Makashi Technique, however it won't give me the option to change the LS skill from Brawn to Presence.

There is a little play button next to the cost of the talent, click that and it lets you switch it.

Oggdude,

Regarding cybernetic enhancements, I've noticed the Devs consider the entry for legs to be a single leg. Is the entry in the character generator a single leg? If so, why does it give the +1 characteristic boost? If it isn't, why does it only cost 1 cybernetic slot?

Hey, OggDude.

First of all, please let me pass on my thanks for your character generator. It is hands-down one of the single most useful products I've used in gaming. If you have a spot for donations, I'd gladly contribute.

Secondly, might I suggest a couple of features that would make life a lot easier for someone like me, who has a visual impairment? One would be the ability to increase the size of the data entry boxes in the data editor. As they are, even if you maximise the application window, the actual textboxes remain the same size. Connected to this, it would be great to increase the font size for the data entry.

Cheers, and thanks again!

I think there might be an error with the Aka'jor Starfighter from Friends Like These. When I strip everything off, and count the number of Hard Points, I get 9, not 6.

Base: 1

M. Lasers: 1

Proton Torp: 1

HyperDrive Mod: 2

Shield Mod: 2

Astromech Socket: 2

Good afternoon. Minor bug report.

I tried to add a modded (for vigilance) Sonic Scope to a droid companion directly from the companion's equipment screen and got an error following adding the mod. Next I tried to transfer it to the droid and the weapon transferred fine but the skill rank granted by the gear was not showing up. I minor inconvenience which was easily worked around, but one I thought was worth mentioning.

13 hours ago, Daronil said:

Hey, OggDude.

First of all, please let me pass on my thanks for your character generator. It is hands-down one of the single most useful products I've used in gaming. If you have a spot for donations, I'd gladly contribute.

Upper right corner of the character generator window.

On 2017-5-31 at 5:37 PM, Donovan Morningfire said:

A request for the next update.

With the Data Editor, the Filter by Source defaults to Age of Rebellion Core Rulebook. Can this be changed to instead default to <All Sources>? Trying to update some homebrew stuff, and having to constantly reset the Filter by Source after each update is kinda aggravating.

Thanks.

Mine defaults to Dangerous covenants on most of the entries though on key ones like skills it goes to all sources, but definately a little annoying when your entering stuff.

8 hours ago, Arrakus said:

I think there might be an error with the Aka'jor Starfighter from Friends Like These. When I strip everything off, and count the number of Hard Points, I get 9, not 6.

Base: 1

M. Lasers: 1

Proton Torp: 1

HyperDrive Mod: 2

Shield Mod: 2

Astromech Socket: 2

If the fighter comes pre loaded with an astromech socket it isn't counted as a Hard point likewise if the base version already has Lasers and/or torps it wouldn't be counted as HP's. I seem to remember a dev post or something that stated you couldn't gain HP's by removing weapons from a ship that came with them. Though you can of course upgrade them. So if it is a MODDED out starfighter only the differences from the stock version should take up HP's. Other than that, is it a npc's signature vehicle / modders vehicles stats. I haven't got Friends like these to hand to check.

In the book, the ship is modified and there is no un-modified stat block. This has stirred a bit of conversation amongest fans. The developers have been silent on what a un-modified ship looks like. It appears Oggdude has took a neutral stance and has stripped everything and added hard points in its place. Giving people flexibility to make their own choices on what is and is not an un-modified version.

I am merely commenting that if my presume is correct and that is what he did, than the math is off.

2 hours ago, Arrakus said:

I am merely commenting that if my presume is correct and that is what he did, than the math is off.

Since there's no unmodded version of the ship that's been officially available, his math is just as valid as yours, as there's no way to determine what weapons come as stock and what weapons were added using hard points. And as Aluthin77 noted, the devs have clarified that you don't get hard points refunded for stripping out a ship's base weapons.

Agreed, but I am not refunding. I am building. Apologizes if I miss communicated that.

To build the ship as written in the module using what is currently in the program as the start point, the program is off by 3 hard points.

If it is the intent to get to a common denominator (a flying piece of metal) and then build up. One would need at least 9 hard points to match what is in the book.

Edited by Arrakus
 bmmcwhirt > 1 > mono -V
Mono JIT compiler version 5.0.1.1 (2017-02/5077205 Thu May 18 16:11:37 EDT 2017)
Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
        TLS:           normal
        SIGSEGV:       altstack
        Notification:  kqueue
        Architecture:  x86
        Disabled:      none
        Misc:          softdebug
        LLVM:          yes(3.6.0svn-mono-master/8b1520c)
        GC:            sgen (concurrent by default)

Error:

 bmmcwhirt > mono SWCharGen.exe

Unhandled Exception:
System.TypeInitializationException: The type initializer for 'SWCharGen.EmbeddedFonts' threw an exception. ---> System.EntryPointNotFoundException: AddFontMemResourceEx
  at (wrapper managed-to-native) SWCharGen.EmbeddedFonts:AddFontMemResourceEx (byte[],int,intptr,uint&)
  at SWCharGen.EmbeddedFonts.AddFont (System.Byte[] font, System.Boolean addFont, System.String fontName) [0x00058] in <3159bba83af543c499c24b923b908267>:0
  at SWCharGen.EmbeddedFonts..cctor () [0x00196] in <3159bba83af543c499c24b923b908267>:0
   --- End of inner exception stack trace ---
  at SWCharGen.DpiForm..ctor () [0x00022] in <6f1c856f781f4683ad2a6f158cf86dad>:0
  at SWCharGen.frmSWCharGenMain..ctor () [0x0001d] in <e99035b50287417a99e55c17a8721f2d>:0
  at (wrapper remoting-invoke-with-check) SWCharGen.frmSWCharGenMain:.ctor ()
  at SWCharGen.Program.Main () [0x00006] in <e99035b50287417a99e55c17a8721f2d>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.TypeInitializationException: The type initializer for 'SWCharGen.EmbeddedFonts' threw an exception. ---> System.EntryPointNotFoundException: AddFontMemResourceEx
  at (wrapper managed-to-native) SWCharGen.EmbeddedFonts:AddFontMemResourceEx (byte[],int,intptr,uint&)
  at SWCharGen.EmbeddedFonts.AddFont (System.Byte[] font, System.Boolean addFont, System.String fontName) [0x00058] in <3159bba83af543c499c24b923b908267>:0
  at SWCharGen.EmbeddedFonts..cctor () [0x00196] in <3159bba83af543c499c24b923b908267>:0
   --- End of inner exception stack trace ---
  at SWCharGen.DpiForm..ctor () [0x00022] in <6f1c856f781f4683ad2a6f158cf86dad>:0
  at SWCharGen.frmSWCharGenMain..ctor () [0x0001d] in <e99035b50287417a99e55c17a8721f2d>:0
  at (wrapper remoting-invoke-with-check) SWCharGen.frmSWCharGenMain:.ctor ()
  at SWCharGen.Program.Main () [0x00006] in <e99035b50287417a99e55c17a8721f2d>:0
 bmmcwhirt > uname -a
Darwin Bryans-MacBook-Pro.local 16.5.0 Darwin Kernel Version 16.5.0: Fri Mar  3 16:52:33 PST 2017; root:xnu-3789.51.2~3/RELEASE_X86_64 x86_64

Hey, OggDude, I have a question regarding Mentor NPCs as they appear in Disciples of Harmony, and how they'll be implemented in your Generator.

Are you planning to do what you did with Inquisitor NPCs, using various steps to assemble the general Mentor, then allowing for background and/or more detailed edits? Or do you have something else in mind?

Edited by Takeshi Yamato
On 6/2/2017 at 7:59 PM, TheAzure said:

... That makes no sense. Is there a source for this (Dev post / podcast ep. number)? I ask because Reconstruct the Scene is a talent that appears in the Skip Tracer tree of the Bounty Hunter career. Force talents can only be used by people with a Force Rating of 1 or more, so if this were such a talent, it would mean a Bounty Hunter tree has a talent a Bounty Hunter can't normally use, and that would just be a poor and nonsensical design choice.

There's a similarly named talent called Sense the Scene, which is a force talent. Maybe they were mixing the two up?

On a more on-topic note: I have the self-updating version of the program, but last it asked about applying an update, I accidentally hit cancel. Now it will no longer bring up the dialog. Could we perhaps have a button somewhere that forces the launcher to check for and apply updates? (Or is it already there and I'm just blind?)

Either way, thank you so much for an amazing - essential, really - tool for this system. All the props to ya!

Reconstruct the Scene was in Endless Vigil, but yeah, since it's also in Skip Tracer, it wouldn't be a Force talent. Already changed it.

I don't have any control over how the ClickOnce install is done, other than what it installs and where. When you skip an update, it'll ask again in two weeks. Thus is the wisdom of Microsoft.

On 6/2/2017 at 8:02 AM, Volt80 said:

Ah, so the published books have an error in them for those talents. Got it, thanks.

For Essential Kill, the only condition is "making a non-Gunnery combat check". Are there checks you can use Ranged-Light, Ranged-Heavy for that are not combat checks?

You have a point. I suppose I could add Force to the pool for Melee, Brawl, Ranged Light, and Ranged Heavy. Can anyone think of a down side to this, or an instance where this wouldn't work?

On 6/4/2017 at 3:23 PM, GroggyGolem said:

Oggdude,

Regarding cybernetic enhancements, I've noticed the Devs consider the entry for legs to be a single leg. Is the entry in the character generator a single leg? If so, why does it give the +1 characteristic boost? If it isn't, why does it only cost 1 cybernetic slot?

I think I have to make a couple of changes for cybernetics. For legs, the easiest thing to do is have them purchased as a pair for 20,000 and take two cybernetics slots. For others (such as arms), I'll need to have a duplicate check and only provide bonuses for one of them.

However, it's workable as-is for now (and as it's been for almost 4 years). Just buy one arm and one leg and keep cybernetics down to limit - 2. Cybernetics limit, like most limits in the generator, is there as a guideline. It'll tell you when you're over, but won't do anything about it, just in case your GM allows going over.

On 6/5/2017 at 6:03 AM, SladeWeston said:

Good afternoon. Minor bug report.

I tried to add a modded (for vigilance) Sonic Scope to a droid companion directly from the companion's equipment screen and got an error following adding the mod. Next I tried to transfer it to the droid and the weapon transferred fine but the skill rank granted by the gear was not showing up. I minor inconvenience which was easily worked around, but one I thought was worth mentioning.

That is a bug. To get around it, add Vigilance to your droid's skill list. I'll see about doing this automatically when an adversary does not have the appropriate skill granted by an item.

Edit: On second thought, what I'll do is ignore any skill enhancements to skills that are not defined for the adversary. This will avoid other issues. If you want to give an adversary an item that enhances a skill, just add the skill (it can be added as rank 0).

Edited by OggDude
14 hours ago, Arrakus said:

Agreed, but I am not refunding. I am building. Apologizes if I miss communicated that.

To build the ship as written in the module using what is currently in the program as the start point, the program is off by 3 hard points.

If it is the intent to get to a common denominator (a flying piece of metal) and then build up. One would need at least 9 hard points to match what is in the book.

What I attempted to do is create an unmodded version of the ship, add the mods that make it look like what was in the book, then make sure the leftover HP's matched the book. Since the book didn't say what an unmodded version would look like, I just added what I thought was appropriate, based on the descriptions of the mods made. The stock vehicle version should match the HP's in the book.

Of course, there's a number of different ways this can be done, what what's in the data is my interpretation of it. If at some other time, an actual unmodded version of the ship shows up in an official publication, I'll replace my version with it.

12 hours ago, bmmcwhirt said:

 bmmcwhirt > 1 > mono -V
Mono JIT compiler version 5.0.1.1 (2017-02/5077205 Thu May 18 16:11:37 EDT 2017)
Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
        TLS:           normal
        SIGSEGV:       altstack
        Notification:  kqueue
        Architecture:  x86
        Disabled:      none
        Misc:          softdebug
        LLVM:          yes(3.6.0svn-mono-master/8b1520c)
        GC:            sgen (concurrent by default)

Error:


 bmmcwhirt > mono SWCharGen.exe

Unhandled Exception:
System.TypeInitializationException: The type initializer for 'SWCharGen.EmbeddedFonts' threw an exception. ---> System.EntryPointNotFoundException: AddFontMemResourceEx
  at (wrapper managed-to-native) SWCharGen.EmbeddedFonts:AddFontMemResourceEx (byte[],int,intptr,uint&)
  at SWCharGen.EmbeddedFonts.AddFont (System.Byte[] font, System.Boolean addFont, System.String fontName) [0x00058] in <3159bba83af543c499c24b923b908267>:0
  at SWCharGen.EmbeddedFonts..cctor () [0x00196] in <3159bba83af543c499c24b923b908267>:0
   --- End of inner exception stack trace ---
  at SWCharGen.DpiForm..ctor () [0x00022] in <6f1c856f781f4683ad2a6f158cf86dad>:0
  at SWCharGen.frmSWCharGenMain..ctor () [0x0001d] in <e99035b50287417a99e55c17a8721f2d>:0
  at (wrapper remoting-invoke-with-check) SWCharGen.frmSWCharGenMain:.ctor ()
  at SWCharGen.Program.Main () [0x00006] in <e99035b50287417a99e55c17a8721f2d>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.TypeInitializationException: The type initializer for 'SWCharGen.EmbeddedFonts' threw an exception. ---> System.EntryPointNotFoundException: AddFontMemResourceEx
  at (wrapper managed-to-native) SWCharGen.EmbeddedFonts:AddFontMemResourceEx (byte[],int,intptr,uint&)
  at SWCharGen.EmbeddedFonts.AddFont (System.Byte[] font, System.Boolean addFont, System.String fontName) [0x00058] in <3159bba83af543c499c24b923b908267>:0
  at SWCharGen.EmbeddedFonts..cctor () [0x00196] in <3159bba83af543c499c24b923b908267>:0
   --- End of inner exception stack trace ---
  at SWCharGen.DpiForm..ctor () [0x00022] in <6f1c856f781f4683ad2a6f158cf86dad>:0
  at SWCharGen.frmSWCharGenMain..ctor () [0x0001d] in <e99035b50287417a99e55c17a8721f2d>:0
  at (wrapper remoting-invoke-with-check) SWCharGen.frmSWCharGenMain:.ctor ()
  at SWCharGen.Program.Main () [0x00006] in <e99035b50287417a99e55c17a8721f2d>:0

 bmmcwhirt > uname -a
Darwin Bryans-MacBook-Pro.local 16.5.0 Darwin Kernel Version 16.5.0: Fri Mar  3 16:52:33 PST 2017; root:xnu-3789.51.2~3/RELEASE_X86_64 x86_64

I did my best to make this work with Mono, but after installing the PC version, I realized that I'd have to make a ton of changes to get it to work. As you see, it doesn't support fonts as resources, and it also doesn't support SQL CE databases. There's probably a bunch more that Mono doesn't currently support. And I'm not even sure that, if I did go through all of my code and remove an non-Mono reference, that it would even work the same.

So, at this time, I'm not making any more Mono changes. Hopefully, Mono (at least the Mac version) will someday become more enhanced and support more features of the MS .NET framework to the point where modifying the code will become feasible.

17 minutes ago, OggDude said:

I did my best to make this work with Mono, but after installing the PC version, I realized that I'd have to make a ton of changes to get it to work. As you see, it doesn't support fonts as resources, and it also doesn't support SQL CE databases. There's probably a bunch more that Mono doesn't currently support. And I'm not even sure that, if I did go through all of my code and remove an non-Mono reference, that it would even work the same.

So, at this time, I'm not making any more Mono changes. Hopefully, Mono (at least the Mac version) will someday become more enhanced and support more features of the MS .NET framework to the point where modifying the code will become feasible.

Any chance of allowing someone to port your code to JavaFX or Python. Unfortunately because of Microsoft's odd practices with .Net, it and thus Mono are pretty much dead outside of Windows. Or even writing something from scratch that uses your data files?

On 6/5/2017 at 8:25 AM, Aluthin77 said:

Mine defaults to Dangerous covenants on most of the entries though on key ones like skills it goes to all sources, but definately a little annoying when your entering stuff.

It was a bug. It wasn't supposed to work like that. I fixed it so that it will now save "all sources" if that was the last one selected.