Another Character Generator

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

Refresh my memory...How do you put your custom droid into your vehicle on the sheet? I did it before but I forgot. I want to transfer it into the ship, I know how to w/ an astromech droid which is in the gear section, but how do you for a custom job?

10 hours ago, Lancer999 said:

Refresh my memory...How do you put your custom droid into your vehicle on the sheet? I did it before but I forgot. I want to transfer it into the ship, I know how to w/ an astromech droid which is in the gear section, but how do you for a custom job?

Only "standard" droids (one's that appear in books) have equivalent gear items representing them. They usually also enable a button that allows you to create a companion from the item.

If you want to add a custom droid as a gear item to a vehicle, add a generic item with the appropriate encumbrance, then rename it to the name of your droid.

So, any issues with the pre-release? Can I just do a formal release with it?

5 hours ago, OggDude said:

So, any issues with the pre-release? Can I just do a formal release with it?

Seems good to me

One thing to note for a future release...

Looking at the Ewok species stats from Allies & Adversaries, they have what amounts to four Option Choices (size = Sil 0, choice of free rank in one of two skills, scent-related ability, and a primitive trait similar to Dressellians), but the Data Editor caps out at being able to enter three Option Choices.

It's possible to work around it (the scent ability provides an always-on boost to the affected skills), but just something that OggDude might want to be aware of for down the road.

And apparently one of the specs in Rise of the Separatists allows the player to choose one Knowledge skill to be a career skill...

Republic Representative I think it's called.

Also Jawas get a species ability for optionally using Cunning as the base characteristic for Negotiation. Existing functionality allows for a wonky workaround, but it has to be added as a talent, then you have to switch to a spec with one of the saber form talents to get the "choose skill char" button to show up.

On 4/14/2019 at 8:58 AM, Donovan Morningfire said:

One thing to note for a future release...

Looking at the Ewok species stats from Allies & Adversaries, they have what amounts to four Option Choices (size = Sil 0, choice of free rank in one of two skills, scent-related ability, and a primitive trait similar to Dressellians), but the Data Editor caps out at being able to enter three Option Choices.

It's possible to work around it (the scent ability provides an always-on boost to the affected skills), but just something that OggDude might want to be aware of for down the road.

It should still work. Option "choices" with only one choice are listed in the species web panel. The ones for the buttons all have more than one choice. But... if it becomes an issue, I'll have to come up with another UI element for it, I guess.

On 4/14/2019 at 12:22 PM, salamar_dree said:

And apparently one of the specs in Rise of the Separatists allows the player to choose one Knowledge skill to be a career skill...

Republic Representative I think it's called.

23 hours ago, Matope said:

Also Jawas get a species ability for optionally using Cunning as the base characteristic for Negotiation. Existing functionality allows for a wonky workaround, but it has to be added as a talent, then you have to switch to a spec with one of the saber form talents to get the "choose skill char" button to show up.

The Knowledge skill one should work now. The other one... I think I can pre-set an alternate characteristic for a skill, but I'll have to look. If not, it shouldn't be too hard to implement.

Ogg, I know these type of posts are fairly frequent in here...but I just want to again toss out a huge THANK YOU!!! for working on and maintaining this tool. Its no exaggeration to say that having a robust chargen tool has dramatically improved my experience in playing this game.

19 hours ago, OggDude said:

The Knowledge skill one should work now. The other one... I think I can pre-set an alternate characteristic for a skill, but I'll have to look. If not, it shouldn't be too hard to implement.

There are ways to do the knowledge skill thing for a species or probably as a talent, but I don't see a way to do it for a spec, a lot less customization there, since all they've had in the past is set skills and force rating grants, but if you can mine existing functionality from elsewhere hopefully that won't be too weird.

For the Jawa thing, if it isn't too difficult, I'd suggest moving the "change skill char" button to the skills page, since it's no longer only the domain of spec talents, and when it is the talents themselves can still have the dropdown. If you have to hard-code it into Jawas that's probably not too bad, but if you can copy the functionality over from your talent menu to the species one that would be more future-proof. For more of a shortcut you could just treat it as a talent, which already mostly works, and just have the spec page always check if you have a valid talent rather than waiting for if you have one of the specs that have them like it does now.

On 2/25/2019 at 12:15 PM, Dakkar98 said:

Hey Oggy,

GM Grants for Specializations appear to have been broken in the latest release. - Corrected

My gaming group and I noticed a few things that seem to have been overlooked in previous releases.

The lightsaber crafting templates from Keeping the Peace for the Temple Guard Lightsaber Pike and the Guard Shoto.

From Beyond the Rim , there where two ISB Supervisors, Cal Alsen and Liers Ossnan. You only included one of them in the adversaries in the GM Tools

From The Jewel of Yavin , some of the racers were missing from the list of adversaries in the GM Tools.

Really loving the vehicle crafting, but I think that if you are customizing an existing craft that it should include the original value of the craft in the total. If you pay 30,000 credits for a cloud car and pay additional credits to rebuild the engines and the hull, its final value should be higher than the original, not less.

Looking forward to the next release!

Thanks, and keep up the great work!

I wanted to re-post this, because it appeared to get lost without being addressed.

Looking at the current page number 411 I was thinking there should be some awesome info here 😎

lets try to have it page 504 pop up on 5/4 as it is National Star Wars Day

Edited by kiranar
On 4/16/2019 at 9:10 PM, Dakkar98 said:

I wanted to re-post this, because it appeared to get lost without being addressed.

The lightsaber templates are there, they're just not specific for those lightsabers. The template description will tell you what sort of lightsabers can be created using that template.

I couldn't find any of those adversaries. Do you have page references?

The price of normal crafted items, including vehicles, is the cost of crafting them. However, for a custom frame that uses an actual vehicle, the cost of that "frame" should have been the original price of the vehicle when determining the crafted vehicle's price. I fixed this.

I also found a bug with the assembly template. If you select a custom vehicle, or any other frame type, the assembly template wasn't updated for that vehicle or frame until after the assembly was selected from the drop down. Since the default template upon entering the dialog is a speeder bike, if you selected a larger frame or vehicle, it would still use the silhouette 2 assembly template, rather than the proper template for its silhouette. Since there can only ever be one assembly template for a frame based upon silhouette, I now just set it when creating the vehicle, rather than waiting until the assembly grid is displayed to change it (which might never happen).

I had an odd bug several of the pc's I track changed their race to Aleena, some other pc's did not. For all of these characters the only things I have been editing are Skills, specializations , Equipment and force powers.

I have not been able to reproduce the bug or determine what I did to cause it. So this is not much use as a bug report

@OggDude

weird stuff concerning the engine dependent specs (e.g. strain drops from 35 to 15, and speed drops to 1) happens when I craft a custom frame ir-3f and only remove the hull. could you take a look at it?

It may relate to the ir-3f having an engine that the fully operational rules don't allow you to craft (speed 4 sil 5)

If that's the problem, then something similar should afflict the lancer class pursuit craft and hwk-1000 if the hull gets stripped off.

Thanks

Edited by EliasWindrider
On 4/20/2019 at 4:45 PM, EliasWindrider said:

@OggDude

weird stuff concerning the engine dependent specs (e.g. strain drops from 35 to 15, and speed drops to 1) happens when I craft a custom frame ir-3f and only remove the hull. could you take a look at it?

It may relate to the ir-3f having an engine that the fully operational rules don't allow you to craft (speed 4 sil 5)

If that's the problem, then something similar should afflict the lancer class pursuit craft and hwk-1000 if the hull gets stripped off.

Thanks

It's actually working correctly. You need to go to Vehicle Engines and select <No Engine> if you want to keep the built-in engine. Then you'll get your full 35 system strain. The reason is that removing engines and hulls is optional. You can take a ship as-is if you want, then replace the part with the appropriate attachment, which replaces the specified stats. What you're doing is removing the hull, but then replacing the existing engine with a new one (Single Ion Core by default), which drops the system strain (3 x silhouette (5) = 15). Changing to <No Engine> will keep the existing stats.

2 hours ago, OggDude said:

It's actually working correctly. You need to go to Vehicle Engines and select <No Engine> if you want to keep the built-in engine. Then you'll get your full 35 system strain. The reason is that removing engines and hulls is optional. You can take a ship as-is if you want, then replace the part with the appropriate attachment, which replaces the specified stats. What you're doing is removing the hull, but then replacing the existing engine with a new one (Single Ion Core by default), which drops the system strain (3 x silhouette (5) = 15). Changing to <No Engine> will keep the existing stats.

Thanks oggy!

16 hours ago, OggDude said:

It's actually working correctly. You need to go to Vehicle Engines and select <No Engine> if you want to keep the built-in engine. Then you'll get your full 35 system strain. The reason is that removing engines and hulls is optional. You can take a ship as-is if you want, then replace the part with the appropriate attachment, which replaces the specified stats. What you're doing is removing the hull, but then replacing the existing engine with a new one (Single Ion Core by default), which drops the system strain (3 x silhouette (5) = 15). Changing to <No Engine> will keep the existing stats.

OK I just tried it... and I have a feature request... the rule is against crafting a sil 5 ship/engine combo with speed greater than 3, but in the case of stripping the hull off a ir-3f you're not crafting that part of the ship (frame and engines), so to my thinking it should keep the speed of 4 rather than down grading it to 3, especially if you're going to replace it with the sleek carapace which is the lightest and therefore "fastest" hull.

Also, that seems to be part of what was done to the lancer class pursuit craft to get the shadow caster on page 89 of dawn of rebellion (it's hull seems to have been replaced with a sleek carapace to give it addition hard points, it's base speed of 5 is higher than the silhouette 4 limit of 4).

being a code monkey myself I suspect that the implementation would be something like if (engine!=no engine) then limit speed by silhouette, and you may need to switch the default engine to no engine to prevent a default engine from limiting the speed prematurely.

thanks for your consideration oggy even if the answer is "no"

Edited by EliasWindrider

Mildly off topic. Is there a site out there that shares Oggdude characters? I have several characters that I've created that I'd like to share the xml file.

6 hours ago, HessianAz said:

Mildly off topic. Is there a site out there that shares Oggdude characters? I have several characters that I've created that I'd like to share the xml file.

Not that I know of, but as a workaround for sharing updating character sheets, try getting a PDF Printer program setup (pretty simple), and upload that PDF to a dropbox account. You can create a permanent link to the PDF and overwrite it with a newer version every time it becomes important.

You could share the XML files for characters on the dropbox, onedrive, google drive folder just as easy PDFs. That would allow people to open up and view them although I would not store your primary sheet on a public folder or you could come back to find your character drastically altered.

Small quality of life suggestion: The ability to filter items by rarity. Or to have the option to track contribution level on the duty tracker and it could just filter things out when you select "purchasable items only".

Im playing in a rebellion game and it takes a while to sort through items according to our contribution rank.

6 hours ago, Varlie said:

You could share the XML files for characters on the dropbox, onedrive, google drive folder just as easy PDFs. That would allow people to open up and view them although I would not store your primary sheet on a public folder or you could come back to find your character drastically altered.

Reason I've started to print them as PDFs insteaf of saving them as XMLs is that a shocking amount of people seemingly can't figure out how to open an XML. It was simpler to save it in a format that can be opened by virtually anyone. Also yes, if you upload your sheet to a shared folder or whatever, make sure you only grant READ permissions, not write.