Another Character Generator

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

On 4/12/2020 at 1:31 PM, Ebak said:

Loadouts / Varients

Some adversaries, and starships are sometimes equipped with different weaponry. For example the new Onager-class star destroyer is either equipped with a Forward-mounted heavy mass driver cannons, or the Forward-mounted composite beam turbolaser.

Having two copies of this ship in the generator with either weapon seems a little clunky. Similar to the All Terrain Anti-Aircraft and now the AT-ST (which can be equipped with a mortar launcher).

Furthermore, there are ships with 'varients' in the game, the most infamous being the Mandalorian Fang Starfighter. The LAAT/i, the Artiquens which have different stats in different eras.

Would it be better if when selecting the ship there is a drop down that allows you to filter through the different variants of each ship? You could even then filter it into the unique vehicle system so when you select the YT-1300 it offers you the chance to add the stock YT or the Millennium Falcon (Han or Landos).

There are also quite a few of adversaries (usually minion groups) that say something like: "They may carry this, or this" maybe there can be a symobol added to the stat block to indicate that they either have one of the other?

Again, this is more of a "Is it possible?" and "Is this a better way of doing it than what is currently being done?

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It's possible, but if I had variants, then the easiest way for them to show up would be to pick your variant from a list. And if you're doing that anyway, why not just have different files for the same vehicle with different loadouts? I guess what I'm trying to say is that there's not really any gain for the time and effort to do something like that. Unless you can convince me 🙂

On 4/12/2020 at 1:31 PM, Ebak said:

Qualities

As a GM Grant, could we create and add our own qualities to add to weapons if we wanted to? More to mark our own custom qualities but maybe we can also program them to adhere to certain rules, such as requiring a certain characteristic level (other than Brawn and Agility) for example and if not a defined penalty is given?

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You can do this now. Just not from the data editor. And that's because item descriptors can be kind of complicated, and I just haven't written an editor for it.

Just create a file in your DataCustom directory called ItemDescriptors.xml. Put something like the following in it:

<?xml version="1.0" encoding="utf-8" ?>
<ItemDescriptors>
  <ItemDescriptor>
    <Key>MYQUALITY</Key>
    <Name>MyQuality Quality</Name>
    <Description></Description>
    <Sources>
      <Source>My Own Qualities</Source>
    </Sources>
    <Custom>AddedItem</Custom>
    <Type>Weapon</Type>
    <ModDesc>MyQuality {0}</ModDesc>
    <QualDesc>MyQuality {0}</QualDesc>
    <IsQuality>true</IsQuality>
  </ItemDescriptor>
</ItemDescriptors>

You should then be able to access them from the weapon editor and add them to your own weapons. While descriptors themselves may have limitations or requirements in code, there's currently nothing that will automatically add or remove them based on characteristics.

Qualities are just one type of item descriptor. You can add others in the same way. However, they have to be ones that use current rules and features, such as choosing defense zones, vehicle weapons, weapon upgrades, or storage options for certain types of items. A lot of the item descriptors in the main file are referenced in code and have their own custom code behind it, which you wouldn't be able to do if you just add them yourself. That's another reason I don't have an editor for them.

On 4/12/2020 at 1:31 PM, Ebak said:

Bug

This is more of a personal problem, but recently I took it upon myself to 'standardise' a lot of the generators language. This is no ones fault, the books are merely inconsistent with how some items are presented. I will take an example. The ATAT.

Across multiple books it might appear named differently:

  • AT-AT
  • AT-AT Walker
  • All Terrain Armored Transport
  • All-Terrain Armored Transport
  • KYD All-Terrain Armored Transport

Same thing with the '-class' suffix, sometimes its capitalised and sometimes it is not.

So I went through and changed all of them. It did mean editing some ships that otherwise had no other problems turning them into "custom items". However, sometimes I'd shut down the generator, restart it and the formatting would be back to the old way. The only way I could solve the issue is go into the actual data folder and rename all the XMLs manually so the program thought they were always done that way.

I think its because when it saves the custom XML in the custom folder, the name of that ship is then different compared to the original. So the program then gets confused over which one to refer to and defaults to the main data folder? Only a guess.

What might be going on here is that you have multiple datasets that are stepping on one another. You could try consolidating your datasets, or removing all but one of them and see if that makes a difference. Named datasets should always be applied after the default dataset.

Edited by OggDude

Thanks Oggdude!

It´ s probably a dumb question.

How do I update my SW Character Generator?

Currently I´ ve got version 2.3.3.0

5 minutes ago, dreenan said:

It´ s probably a dumb question.

How do I update my SW Character Generator?

Currently I´ ve got version 2.3.3.0

The pre-release is a manual-only ZIP file. If you want to test the pre-release, you can just unzip it into a directory and run it from there. It should be able to run side-by-side with the web install or manual install of 2.3.3. If you're using the web install, it will automatically update itself once the new version is actually released.

Thanks

4 hours ago, dreenan said:

It´ s probably a dumb question.

How do I update my SW Character Generator?

Currently I´ ve got version 2.3.3.0

Depends on how you installed it. If youndid thenweb install when Ogg releases the update the software will detect there is an update and ask if.you want to install it. If you did the manual install you will have to download the new install when he releases it.

You have the latest release version.

Minor change, the X5R Heavy Demolition Kit is incorrectly down in the generator as XSR Heavy Demolitions Kit

and Cortosis Reforging should be Cortosis Forging?

The Z-6 Rotary Blaster Cannon already apperad in Forged in Battle and is duplicated in Rise, so now there are two copies of it in the generator.

The Undicur-Class Jumpspeeder is now duplicated in the generator as it previously appeared in Endless Vigil.

The LAAT/i is not listed as being from Rise of the Seperatists, instead the LAAT/c from forged in battle has been listed despite a considerable number of differences.

Is it worth having the Sheathipede Spy Shuttle as a seperate stat block?

AAT-1 Silhouette image is backwards.

Edited by Ebak
11 hours ago, Ebak said:

Minor change, the X5R Heavy Demolition Kit is incorrectly down in the generator as XSR Heavy Demolitions Kit

and Cortosis Reforging should be Cortosis Forging?

The Z-6 Rotary Blaster Cannon already apperad in Forged in Battle and is duplicated in Rise, so now there are two copies of it in the generator.

The Undicur-Class Jumpspeeder is now duplicated in the generator as it previously appeared in Endless Vigil.

The LAAT/i is not listed as being from Rise of the Seperatists, instead the LAAT/c from forged in battle has been listed despite a considerable number of differences.

Is it worth having the Sheathipede Spy Shuttle as a seperate stat block?

AAT-1 Silhouette image is backwards.

All fixed! This was gold, thanks.

4 hours ago, OggDude said:

All fixed! This was gold, thanks.

Boot Blade attachment mods are not transferring to the weapon profile on the weapon list. it is only showing the base weapon

4 hours ago, OggDude said:

All fixed! This was gold, thanks.

Really? Sometimes I think I am more annoying than anything.

1 hour ago, Daeglan said:

Boot Blade attachment mods are not transferring to the weapon profile on the weapon list. it is only showing the base weapon

I just tried it and it worked. Added all optional mods and they showed up in the weapon profile.

4 minutes ago, OggDude said:

I just tried it and it worked. Added all optional mods and they showed up in the weapon profile.

I have added the mods and removed them and added them back and at no point did the reduced crit rating show up or the vicious of pierce qualities

I also just tried it and it does show the reduced crit rating and increased vicious or pierce qualities.

The armor is equipped, correct? Have you tried removing datasets to see if that helps?

It is equipped

I've tried to follow the link in the user manual to the web installer but it appears to be a broken link. Where is the current location for this? The link in post 1 only goes to the manual install.

Thanks!

Edited by punisher5150
2 minutes ago, punisher5150 said:

I've tried to follow the link in the user manual to the web installer but it appears to be a broken link. Where is the current location for this? The link in post 1 only goes to the manual install.

Thanks!

The about page for ogg here

One thing I forgot to mention @OggDude , the LAAT/i in the Rise book seems to have EMP missiles as an option so you might need to create a variant for that.

@OggDude

Protective Talismans (under Alchemy Crafting from Unlimited Power) don't list the wearer's ability to survive vacuum.

So @OggDude , is there any sort of time table as to when you'd be able to get the material from Dawn of Rebellion implemented?

1 hour ago, Donovan Morningfire said:

So @OggDude , is there any sort of time table as to when you'd be able to get the material from Dawn of Rebellion implemented?

I'm still recovering from Rise of the Separatists 🙂 I was teaching my wife how to enter NPCs, which she did for one evening, but hasn't done it since. So I have a feeling I'll have to do it myself. A majority of the work in supporting new splat books is in the data entry.

I'll take a look at it again, see how much work it's going to be.

Edited by OggDude
7 minutes ago, OggDude said:

I'm still recovering from Rise of the Separatists 🙂 I was teaching my wife how to enter NPCs, which she did for one evening, but hasn't done it since. So I have a feeling I'll have to do it myself. A majority of the work in supporting new splat books is in the data entry.

I'll take a look at it again, see how much work it's going to be.

I know some pehave done that data entry people should email you files

@OggDude I noticed today that weapons I've had equipped on characters for many months have disappeared from the window and subsequently from the character sheet after printing to pdf. Has anyone else experienced this?

2 hours ago, OggDude said:

I'm still recovering from Rise of the Separatists 🙂 I was teaching my wife how to enter NPCs, which she did for one evening, but hasn't done it since. So I have a feeling I'll have to do it myself. A majority of the work in supporting new splat books is in the data entry.

I'll take a look at it again, see how much work it's going to be.

Hey Ogg.
I've already entered all the adversaries for Rise of the Seperatists, Collapse of the Republic, Allies and Adversaries, and Dawn of Rebellion into my generator. If you want I will be happy to share them so you or your wife don't have to do it? Will save you a lot of time.

Edited by Ebak
23 minutes ago, Ebak said:

Hey Ogg.
I've already entered all the adversaries for Rise of the Seperatists, Collapse of the Republic, Allies and Adversaries, and Dawn of Rebellion into my generator. If you want I will be happy to share them so you or your wife don't have to do it? Will save you a lot of time.

That would be awesome! What about equipment, vehicles, specs, species, etc? If I'm going to be lazy, I might as well ask 😄