Another Character Generator

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

I haven't tried it but can you edit the XML file of the talent outside of the editor to keep these settings?

Is it possible in the editor to create a species with starting skill ranks and sub-species of same with additional skills, some that may even stack? How is this done? I haven't figured it out. Thanks.

E

On 5/29/2019 at 10:16 AM, Rozial said:

I added a new vehicle to the generator but whenever I select it the thing crashes. I looked at the error report and couldn't find what was causing the issue.

************** Exception Text **************
System.ArgumentException: Parameter is not valid.
at System.Drawing.Bitmap..ctor(String filename)
at SWCharGen.MyGlobals.LoadBitmap(String filePath)
at SWCharGen.MyGlobals.GetPicture(String location, String filename, String defaultName)
at SWCharGen.frmCreateVehicle.UpdateSummPanel()
at SWCharGen.frmCreateVehicle.dvgVehicles_SelectionChanged(Object sender, EventArgs e)
at System.Windows.Forms.DataGridView.OnSelectionChanged(EventArgs e)
at System.Windows.Forms.DataGridView.FlushSelectionChanged()
at System.Windows.Forms.DataGridView.set_NoSelectionChangeCount(Int32 value)
at System.Windows.Forms.DataGridView.OnCellMouseDown(HitTestInfo hti, Boolean isShiftDown, Boolean isControlDown)
at System.Windows.Forms.DataGridView.OnCellMouseDown(DataGridViewCellMouseEventArgs e)
at System.Windows.Forms.DataGridView.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(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)


************** Loaded Assemblies **************
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----------------------------------------
SWCharGen
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----------------------------------------
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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.

For example:

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

I have figured out that it has to do with ground vehicles. I added a second that's also a ground vehicle and it's crashing with that one too.

Is there a way to easily give species qualities to an adversary created in the GM Tools? At the moment, I kludge it together by first creating a PC of the appropriate species in the character creator and copying that one, but this seems needlessly complicated.

Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks. Let me know if anyone finds any issues with it.

Pre-release 2.3.3.0

New/Changed Data:

  • Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc.

New Features/Enhancements:

  • In the Adversary/Companion editor, custom weapons may now specify a scale. This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks".
  • In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense. To do this, check the box next to the value. Whenever a value is greater than 0, this box will always be automatically be checked. If unchecked, a 0 will continue to mean that there is no min/max value.

Bug Fixes:

  • An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements. This has been fixed. Also, if no rewards are available after source filtering, the Rewards button will be hidden.
  • If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected. It will no longer do this.
  • On the Specialization pane, the title appeared too small. This has been fixed.
  • On the Signature Ability pane, the title appeared too small. This has been fixed.
  • In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons. It will now do this.
  • In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional). This will now work.
  • In the Data Editor, the Talent editor did not update the talent properly. New and modified talents will now be updated correctly.
  • In all forms, font sizes would sometimes appear too small. This was due to a modification in the way fonts sizes were validated. This should no longer happen.
  • The unarmed weapon was not being properly updated when an all-skill weapon modifier was available. This has been fixed.
  • If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons. This has been fixed.
  • The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity. This has been fixed.
  • The Lightly Armored hull attachment for crafting had an incorrect optional mod. This has been fixed.
  • In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic. They will now retain the selected characteristic for that skill as set in the character generator.
  • In the Mod Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown. It will now switch to weapon mods, then switch back if the box is unchecked.
  • Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied. They should now be applied properly.

@OggDude
Any idea when the issue of data entered for talents in the Data Editor not being saved will be addressed?

That is a pretty big stumbling block in allowing folks to enter data from the new splats without having to wait for you to provide updated data files.

Thanks.

1 hour ago, Donovan Morningfire said:

@OggDude
Any idea when the issue of data entered for talents in the Data Editor not being saved will be addressed?

That is a pretty big stumbling block in allowing folks to enter data from the new splats without having to wait for you to provide updated data files.

Thanks.

It should be fixed in the pre-release. Is it still not working?

35 minutes ago, OggDude said:

It should be fixed in the pre-release. Is it still not working?

I didn't see it listed among the bug-fixes, but seems i just overlooked it on the list.

Not tried the pre-release version, so can't tell if it's working or not.

Fingerprint masque is now duplicated. It has appeared in Fly Casual previously.

Edit: Also, is it worth adding the redirection crystal from the sidebar on page 39

Edited by Ebak
7 hours ago, Ebak said:

Fingerprint masque is now duplicated. It has appeared in Fly Casual previously.

Edit: Also, is it worth adding the redirection crystal from the sidebar on page 39

Both done.

I cant wait for some of the nightsister stuff in the second book for the clone war era

26 minutes ago, kiranar said:

I cant wait for some of the nightsister stuff in the second book for the clone war era

I'm looking forward to the rest of the Clone specializations like the ARC Trooper and the Phase 2 armors.

Does Oggdude work on MAC computers?

Edited by Rebel dude
2 hours ago, Rebel dude said:

Does Oggdude work on MAC computers?

No. It is .net

6 hours ago, Rebel dude said:

Does Oggdude work on MAC computers?

you can do it in a virtual machine on a mac

1 minute ago, Daeglan said:

you can do it in a virtual machine on a mac

What do you mean?

1 minute ago, Rebel dude said:

What do you mean?

you can run windows on a mac using something like VMware

Ok thank you @Daeglan .

Super minor, but the talent from Special Modifications "Overcharge (Supreme)" is listed as "Supreme Overcharge."

(2.3.3)

A quick question if anyone wants to help: When making an attachment with the data editor, how do you go about adding something like "Set Cumbersome to 3 if lower, otherwise add Cumbersome +1."?

Also, I can't work out how to make a weapon attachment add a boost die to checks with a particular skill.

Edited by penpenpen

Will Dawn of Rebellion be the next book?? :) :) :) 😀 😀 😁

On 6/9/2019 at 9:17 PM, OggDude said:

Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks. Let me know if anyone finds any issues with it.

Idk if this is a me problem or a 2.3.3 problem, but I don't see the additional specializations for spies the chargen. I can see it in the data editor though.

23 minutes ago, SacredRebirth said:

Idk if this is a me problem or a 2.3.3 problem, but I don't see the additional specializations for spies the chargen. I can see it in the data editor though.

Make sure cyphers and masks is turned on in the ootions

11 minutes ago, Daeglan said:

Make sure cyphers and masks is turned on in the options

Both AoR Core and Cyphers and Masks are on. 👍

46 minutes ago, SacredRebirth said:

Idk if this is a me problem or a 2.3.3 problem, but I don't see the additional specializations for spies the chargen. I can see it in the data editor though.

Ok, so I think I managed to figure it out. I had a custom class that I made while I was waiting on C&M. I'm guessing to avoid over-writing it, it didn't edit the file that I would've previously edited to associated my custom class with the Spy career. I went in and manually associated the specializations to the Spy career and it's working fine now. 🙂