Another Character Generator

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

3 hours ago, OggDude said:

As for the other ones, most of the names used by improvements aren't actually added to the item by name, but the effect is added. For instance, you can tell if "Two-Handed" has been added if the weapon shows up as a two-handed weapon. You don't need a specific " Two-Handed : This is a two-handed weapon" feature, as it's redundant and needlessly takes up display space without providing any new information. This would be especially true if every single improvement had a separate feature line; it would be way too busy-looking and take up way too much space on the character sheet, as well as making it harder to read. If an improvement represent unusual or very specific features, especially things that are situational, it might have the improvement name in the description. Otherwise, improvements just add the listed effects.

I'm only pushing for those two changes (Two-Handed and Fine-Tuned Emitter) because of the inconsistency in the way the Features information is displayed in the Special column on the Inventory page when the character sheet is printed out. All the other features whose effects are listed in the "Features" section (e.g., Personalised Design, Disguised) get their bolded title listed before the description of said feature's effects.

In other words, I'm not angling for " Two-Handed : This is a two-handed weapon".

What I am angling for is " Two-Handed: 1 damage +1 Mod" and " Fine-Tuned Emitter: Add 1 Advantage to Combat Check Mod", where the underlined text is the additional text. (And maybe the removal of "Mod" in those two pre-existing descriptions.)

Currently there's no way to see that such a lightsabre is two-handed in the standard printed out version of the character sheet (unless the user chose to print out the additional item description page before finishing the crafting process).

2 hours ago, Bellona said:

I'm only pushing for those two changes (Two-Handed and Fine-Tuned Emitter) because of the inconsistency in the way the Features information is displayed in the Special column on the Inventory page when the character sheet is printed out. All the other features whose effects are listed in the "Features" section (e.g., Personalised Design, Disguised) get their bolded title listed before the description of said feature's effects.

In other words, I'm not angling for " Two-Handed : This is a two-handed weapon".

What I am angling for is " Two-Handed: 1 damage +1 Mod" and " Fine-Tuned Emitter: Add 1 Advantage to Combat Check Mod", where the underlined text is the additional text. (And maybe the removal of "Mod" in those two pre-existing descriptions.)

Currently there's no way to see that such a lightsabre is two-handed in the standard printed out version of the character sheet (unless the user chose to print out the additional item description page before finishing the crafting process).

You brought up a good point. The only place handedness was being displayed was in the long description in the equipment pane. It'll now be displayed in the shown weapon on the front sheet, as well as the weapon list in the back. It'll also show up in the compact sheet.

On 4/12/2020 at 12:14 AM, OggDude said:

Here are the latest changes. Let me know if there's anything else that needs getting done.

Hi Oggy,

the H-7 "Equalizer" blaster pistol's innate Superior quality increases its damage to 8, although it should only have 7. (This was confirmed in the devs answered questions.)

I see you already fixed this, I must have started the wrong version, excuse me please.

Cheers

Edited by Rogues Rule

I've accumulated a number of new fixes. Let me know if you find anything else. If not, I'll probably release by Saturday.

Release 2.3.4 (Upcoming Changes)

New/Changed Data:

  • Added all new information from the "Rise of the Separatists" sourcebook, including species, careers, specializations, talents, equipment, vehicles, NPCs, etc.
  • For talisman crafting, added the ability to survive in a vacuum to the protective talisman.
  • Added the new "Light" category to all armor with a soak of 0 or 1 and a defense of 0. This category is also automatically added to crafted armor if the finished piece qualifies.
  • The Armor Insert attachment can only be applied to armor with the "Light" category.
  • Fixed base mods of the dataspike, which had accidentally been given the mods of the data breaker.
  • Fixed the Reflec Adaptive Skin attachment to add the proper number of boosts for its optional mods.
  • The H-7 "Equalizer" Blaster Pistol had the incorrect damage and did not take into consideration its Superior quality. It now has the correct damage.

New Features/Enhancements:

  • To support the Republic Representative specialization, added feature to choose one or more career skills. When you first purchase the specialization, you are allowed to choose a knowledge skill. A new button "Choose Career Skill" appears on the Specialization tab that allows this skill to be changed. Selectable career skill choice is also supported in the specialization editor, and will be displayed as the proper choice type when you print specialization trees in GM Tools.
  • Added support for the Jedi Knight specialization's Force rating requirement. This specialization will only be selectable if the Force Rating requirement is met. If you already purchased it and your Force Rating is lowered, it will remain on your character until you remove it. It will then not be available until the Force Rating requirement is met. Minimum Force rating is also supported in the specialization editor.
  • To support Geonosians, the skill choice option has been expanded to allow you to choose any starting skill, not just career, non-career, or specialization skills. The skill can be based on type (general, knowledge, etc) or apply to any skill. Skill training is now fully supported in the species option editor.
  • To support the Renegade Form talent, there is now an option to choose any characteristic as a skill characteristic, not just one specified characteristic. This is also supported in the talent editor.
  • For adversary stat blocks, the Strain panel is now hidden for minion and rival adversaries, and the other three are spaced evenly, similar to the stat blocks in the books.
  • Added item descriptors for adding automatic Force pips (light, dark, and generic) for skill checks.
  • Inventory stat blocks will now work for purchased equipment. They will include attachments and other customizations.
  • In the adversary dialog, custom items may now include mods, including die modifiers.
  • Added more mod support for adversaries, including mods that add Force abilities.
  • When displaying adversaries, skills are now sorted alphabetically, regardless of the order selected.
  • Raised the weapon system count maximum in the weapon editor to 100000 to support Death Stars and the like.
  • Vehicles now have a maximum silhouette of 25 when created in the data editor.
  • All items (weapons, armor, gear, and vehicles) now have a "unique" flag settable in the data editor. When set, this item has no real price. All places where price would be displayed will have "Unique". Unique items cannot be purchased or sold, only added and removed.
  • For crafting, in some cases, improvements that reduced encumbrance (such as Lightweight) would not always work as expected. This was because such effects were applied generically to all item types before type-specific improvements were applied. If the specific type had an effect that raised encumbrance, it could cancel out the previous effect. To fix this, all type-specific effects are now applied first, followed by generic item effects, that include lowering encumbrance.
  • Handedness of a weapon was only being displayed in the long description of the weapon in the equipment pane, assuming it was something other than "unknown". It will now be displayed with shown weapons on the first sheet of the character sheet, in weapon grids, and on the compact sheet, again, only if it's something other than "unknown". For unknown handedness, it's irrelevant and is not displayed.

Bug Fixes:

  • For crafting, duplicate droids will now be properly created.
  • In vehicle stat blocks, fixed an issue with the display of Handling.
  • With a fresh install, launching the GM Tools before the Character Editor, then trying to add an adversary would cause an exception. This was caused because the source filters were only being initialized in the Character Generator, not the GM Tools or the Data Editor. They are now being initialized in all three apps, so this will no longer happen.
  • Adding a custom reward in the data editor would cause a crash when finished. This has been fixed.
  • When both setting soak/defense and adding/subtracting soak/defense, the setting was being applied after the adding/subtracting, causing the adding/subtracting to be ignored. It is now applied first before adding or subtracting.
  • In crafting, the Efficient Construction improvement, which lowers the material cost, will no longer also lower the final price of the crafted item.
  • In crafting, Delicate Balance was adding 2 encumbrance. This is because I had copied the code from Counterweight and forgot to remove the encumbrance change. This has been fixed.

When you add a crystal attachments to a lightsaber hilt's with a base Defensive quality value (Guard shoto hilt, Temple guard lightsaber hilt, Lightsaber pike hilt) the original defensive value is not calculated. Any other defensive quality attachment is calculated correctly together with the hilt's base defensive quality.

I have tested it with the Lorrdian gemstone and defensive is not additive, but replaces the original quality.

When a Curved hilt is added as an attachment to the same hilts the defensive quality is additive.

Tested with the same hilts with the Deflection quality (Guard shoto) and it works correctly as adding a Lorrdian gemstone with additional deflection quality added it together nicely.

35 minutes ago, DerWish said:

When you add a crystal attachments to a lightsaber hilt's with a base Defensive quality value (Guard shoto hilt, Temple guard lightsaber hilt, Lightsaber pike hilt) the original defensive value is not calculated. Any other defensive quality attachment is calculated correctly together with the hilt's base defensive quality.

I have tested it with the Lorrdian gemstone and defensive is not additive, but replaces the original quality.

When a Curved hilt is added as an attachment to the same hilts the defensive quality is additive.

Tested with the same hilts with the Deflection quality (Guard shoto) and it works correctly as adding a Lorrdian gemstone with additional deflection quality added it together nicely.

I believe this is how it's supposed to work. For instance, the Lorridan crystal's description says that the lightsaber gains the Defensive 1, Breach 1, and Sunder qualities. If the hilt already has Defensive 1, nothing happens. The optional mod for Curved Hilt says that it applies Defensive +1, which is additive.

Anyone else wake up everyday and start the generator in hopes of it being updated. I know Ogg said Saturday, but I am still excited lol!

Hopefully this will solve some of the fits it's been giving my group. I made a custom Jedi career that works fine on my veersion, but when I export it and someone else tries to install it, it crashes their version of the generator as soon as they try to apply it.

1 hour ago, Kaytarn said:

Hopefully this will solve some of the fits it's been giving my group. I made a custom Jedi career that works fine on my veersion, but when I export it and someone else tries to install it, it crashes their version of the generator as soon as they try to apply it.

I just hope the issue with importing whole datasets has been resolved. I tried following all the unzip, rename, rezip steps but they didn't work.

2.3.4 is ready! Download here:

Manual Install Web Install Documentation FAQ

Release 2.3.4.0

New/Enhanced Data:

  • Added all new information from the "Rise of the Separatists" sourcebook, including species, careers, specializations, talents, equipment, vehicles, NPCs, etc.
  • Added the new "Light" category to all armor with a soak of 0 or 1 and a defense of 0. This category is also automatically added to crafted armor if the finished piece qualifies.

New Features/Enhancements:

  • To support the Republic Representative specialization, added feature to choose one or more career skills. When you first purchase the specialization, you are allowed to choose a knowledge skill. A new button "Choose Career Skill" appears on the Specialization tab that allows this skill to be changed. Selectable career skill choice is also supported in the specialization editor, and will be displayed as the proper choice type when you print specialization trees in GM Tools.
  • Updated the documentation to reflect changes made to the last couple of versions of the software. Also changed it to use more official-looking fonts.
  • Added support for the Jedi Knight specialization's Force rating requirement. This specialization will only be selectable if the Force Rating requirement is met. If you already purchased it and your Force Rating is lowered, it will remain on your character until you remove it. It will then not be available until the Force Rating requirement is met. Minimum Force rating is also supported in the specialization editor.
  • To support Geonosians, the skill choice option has been expanded to allow you to choose any starting skill, not just career, non-career, or specialization skills. The skill can be based on type (general, knowledge, etc) or apply to any skill. Skill training is now fully supported in the species option editor.
  • To support the Renegade Form talent, there is now an option to choose any characteristic as a skill characteristic, not just one specified characteristic. This is also supported in the talent editor.
  • For adversary stat blocks, the Strain panel is now hidden for minion and rival adversaries, and the other three are spaced evenly, similar to the stat blocks in the books.
  • Added item descriptors for adding automatic Force pips (light, dark, and generic) for item mods.
  • Added die modifiers for adding automatic Force pips (light, dark, and generic) to skill checks. The character or adversary must have a Force rating in order for the pips to display.
  • Inventory stat blocks will now work for purchased equipment. They will include attachments and other customizations.
  • In the adversary dialog, custom items may now include mods, including die modifiers.
  • Added more mod support for adversaries, including mods that add Force abilities.
  • When displaying adversaries, skills are now sorted alphabetically, regardless of the order selected.
  • Raised the weapon system count maximum in the weapon editor to 100000 to support Death Stars and the like.
  • Vehicles now have a maximum silhouette of 25 when created in the data editor.
  • All items (weapons, armor, gear, and vehicles) now have a "unique" flag settable in the data editor. When set, this item has no real price. All places where price would be displayed will have "Unique". Unique items cannot be purchased or sold, only added and removed.
  • Handedness of a weapon was only being displayed in the long description of the weapon in the equipment pane, assuming it was something other than "unknown". It will now be displayed with shown weapons on the first sheet of the character sheet, in weapon grids, and on the compact sheet, again, only if it's something other than "unknown". For unknown handedness, it's irrelevant and is not displayed.
  • In keeping with "Dawn of Rebellion" (although the data has not yet been included), there is now a new option to allow universal specializations to be used as starting specializations for characters. If "Allow Universal Starting Specializations" is checked from the options dialog, all universal specs will be displayed in the career spec dropdown in the career pane, along with actual starting specs for the career.

Data Fixes:

  • For talisman crafting, added the ability to survive in a vacuum to the protective talisman.
  • The Armor Insert attachment can only be applied to armor with the "Light" category.
  • Fixed base mods of the dataspike, which had accidentally been given the mods of the data breaker.
  • Fixed the Reflec Adaptive Skin attachment to add the proper number of boosts for its optional mods.
  • The H-7 "Equalizer" Blaster Pistol had the incorrect damage and did not take into consideration its Superior quality. It now has the correct damage.

Bug Fixes:

  • In vehicle stat blocks, fixed an issue with the display of Handling.
  • With a fresh install, launching the GM Tools before the Character Editor, then trying to add an adversary would cause an exception. This was caused because the source filters were only being initialized in the Character Generator, not the GM Tools or the Data Editor. They are now being initialized in all three apps, so this will no longer happen.
  • Adding a custom reward in the data editor would cause a crash when finished. This has been fixed.
  • When both setting soak/defense and adding/subtracting soak/defense, the setting was being applied after the adding/subtracting, causing the adding/subtracting to be ignored. It is now applied first before adding or subtracting.
  • For crafting, duplicate droids will now be properly created.
  • For crafting, the Efficient Construction improvement, which lowers the material cost, will no longer also lower the final price of the crafted item.
  • For crafting, Delicate Balance was adding 2 encumbrance. This is because I had copied the code from Counterweight and forgot to remove the encumbrance change. This has been fixed.
  • For crafting, in some cases, improvements that reduced encumbrance (such as Lightweight) would not always work as expected. This was because such effects were applied generically to all item types before type-specific improvements were applied. If the specific type had an effect that raised encumbrance, it could cancel out the previous effect. To fix this, all type-specific effects are now applied first, followed by generic item effects, that include lowering encumbrance.
  • For crafting, when adding integral attachments to items, the price of the crafted item will now take into account the price of the attachments as well. Attachment price will be added after the final price is figured out so modifiers will only be applied to the actual base price of the item.
  • In the data editor, the Signature Ability Node editor had some incorrect labels. These have been fixed.
  • The Die Modifier control had some issues that prevented counts of many modifiers from being read properly. It should now work properly.
  • The display of still blocks in many locations did not always include some more recent die modifiers, such as abilty or difficulty upgrades. All special symbols for skill blocks should now show up everywhere.

I will do this tomorrow. Now, I'm mostly computer illiterate, so what's the easiest way to update, manual or web, and do I need to do anything with old characters before or after updating?

Thank you for holding my hand 😋

6 minutes ago, bsmith23 said:

I will do this tomorrow. Now, I'm mostly computer illiterate, so what's the easiest way to update, manual or web, and do I need to do anything with old characters before or after updating?

Thank you for holding my hand 😋

With web install, it will check for updates whenever you open the software, and if one is available, ask if you’d like to update. Manual install requires you to stay abreast of updates, then manually download and install them.

Characters (and other custom data) are saved in a location outside the software, and so should not be affected when updating.

If, you’ve added custom data, and you’ve happened to choose the same item key as Ogg, your data could conflict with the new default. If you didn’t choose the same item key, you can end up with duplicate data that might require some editing of characters (and pruning of custom data). Personally, when I add data, I use a system that guarantees the data will be duplicated. Yes, it will require more work on my part to clean things up after an update, but I trust Ogg to know the mechanics of the software better than me, so I think it’s worth that effort in the long run.

8 hours ago, OggDude said:

In keeping with "Dawn of Rebellion" (although the data has not yet been included), there is now a new option to allow universal specializations to be used as starting specializations for characters. If "Allow Universal Starting Specializations" is checked from the options dialog, all universal specs will be displayed in the career spec dropdown in the career pane, along with actual starting specs for the career

I didn't know a section talked about doing that. Does anyone have the page number this is on?

On 4/11/2020 at 8:37 AM, Nytwyng said:

Something else new to consider while you look for a copy of Collapse of the Republic (or for one of us to send you the info from it ;) ) is that it introduces an optional, GM-discretion character creation rule called The Short Path to Power, allowing a player to spend 30 starting XP to purchase one rank of Force Rating, effectively bringing it to 2, because the player can jump straight to either Jedi Knight or Jedi General as a starting Specialization.

I was just trying to create a Jedi Knight and ran across this limitation. Did Oggdude ever make any mention of this?

29 minutes ago, AustinKatan said:

I was just trying to create a Jedi Knight and ran across this limitation. Did Oggdude ever make any mention of this?

that rule is in collapse and is not in Rise of Seperatist

1 hour ago, Ebak said:

I didn't know a section talked about doing that. Does anyone have the page number this is on?

Dawn of Rebellion, pg. 97, third paragraph under "New Universal Specializations".

14 minutes ago, Daeglan said:

that rule is in collapse and is not in Rise of Seperatist

Yeah, I'll deal with it after I add Collapse.

11 hours ago, OggDude said:

2.3.4 is ready! Download here:

Manual Install Web Install Documentation FAQ

Release 2.3.4.0

New/Enhanced Data:

  • Added all new information from the "Rise of the Separatists" sourcebook, including species, careers, specializations, talents, equipment, vehicles, NPCs, etc.
  • Added the new "Light" category to all armor with a soak of 0 or 1 and a defense of 0. This category is also automatically added to crafted armor if the finished piece qualifies.

New Features/Enhancements:

  • To support the Republic Representative specialization, added feature to choose one or more career skills. When you first purchase the specialization, you are allowed to choose a knowledge skill. A new button "Choose Career Skill" appears on the Specialization tab that allows this skill to be changed. Selectable career skill choice is also supported in the specialization editor, and will be displayed as the proper choice type when you print specialization trees in GM Tools.
  • Updated the documentation to reflect changes made to the last couple of versions of the software. Also changed it to use more official-looking fonts.
  • Added support for the Jedi Knight specialization's Force rating requirement. This specialization will only be selectable if the Force Rating requirement is met. If you already purchased it and your Force Rating is lowered, it will remain on your character until you remove it. It will then not be available until the Force Rating requirement is met. Minimum Force rating is also supported in the specialization editor.
  • To support Geonosians, the skill choice option has been expanded to allow you to choose any starting skill, not just career, non-career, or specialization skills. The skill can be based on type (general, knowledge, etc) or apply to any skill. Skill training is now fully supported in the species option editor.
  • To support the Renegade Form talent, there is now an option to choose any characteristic as a skill characteristic, not just one specified characteristic. This is also supported in the talent editor.
  • For adversary stat blocks, the Strain panel is now hidden for minion and rival adversaries, and the other three are spaced evenly, similar to the stat blocks in the books.
  • Added item descriptors for adding automatic Force pips (light, dark, and generic) for item mods.
  • Added die modifiers for adding automatic Force pips (light, dark, and generic) to skill checks. The character or adversary must have a Force rating in order for the pips to display.
  • Inventory stat blocks will now work for purchased equipment. They will include attachments and other customizations.
  • In the adversary dialog, custom items may now include mods, including die modifiers.
  • Added more mod support for adversaries, including mods that add Force abilities.
  • When displaying adversaries, skills are now sorted alphabetically, regardless of the order selected.
  • Raised the weapon system count maximum in the weapon editor to 100000 to support Death Stars and the like.
  • Vehicles now have a maximum silhouette of 25 when created in the data editor.
  • All items (weapons, armor, gear, and vehicles) now have a "unique" flag settable in the data editor. When set, this item has no real price. All places where price would be displayed will have "Unique". Unique items cannot be purchased or sold, only added and removed.
  • Handedness of a weapon was only being displayed in the long description of the weapon in the equipment pane, assuming it was something other than "unknown". It will now be displayed with shown weapons on the first sheet of the character sheet, in weapon grids, and on the compact sheet, again, only if it's something other than "unknown". For unknown handedness, it's irrelevant and is not displayed.
  • In keeping with "Dawn of Rebellion" (although the data has not yet been included), there is now a new option to allow universal specializations to be used as starting specializations for characters. If "Allow Universal Starting Specializations" is checked from the options dialog, all universal specs will be displayed in the career spec dropdown in the career pane, along with actual starting specs for the career.

Data Fixes:

  • For talisman crafting, added the ability to survive in a vacuum to the protective talisman.
  • The Armor Insert attachment can only be applied to armor with the "Light" category.
  • Fixed base mods of the dataspike, which had accidentally been given the mods of the data breaker.
  • Fixed the Reflec Adaptive Skin attachment to add the proper number of boosts for its optional mods.
  • The H-7 "Equalizer" Blaster Pistol had the incorrect damage and did not take into consideration its Superior quality. It now has the correct damage.

Bug Fixes:

  • In vehicle stat blocks, fixed an issue with the display of Handling.
  • With a fresh install, launching the GM Tools before the Character Editor, then trying to add an adversary would cause an exception. This was caused because the source filters were only being initialized in the Character Generator, not the GM Tools or the Data Editor. They are now being initialized in all three apps, so this will no longer happen.
  • Adding a custom reward in the data editor would cause a crash when finished. This has been fixed.
  • When both setting soak/defense and adding/subtracting soak/defense, the setting was being applied after the adding/subtracting, causing the adding/subtracting to be ignored. It is now applied first before adding or subtracting.
  • For crafting, duplicate droids will now be properly created.
  • For crafting, the Efficient Construction improvement, which lowers the material cost, will no longer also lower the final price of the crafted item.
  • For crafting, Delicate Balance was adding 2 encumbrance. This is because I had copied the code from Counterweight and forgot to remove the encumbrance change. This has been fixed.
  • For crafting, in some cases, improvements that reduced encumbrance (such as Lightweight) would not always work as expected. This was because such effects were applied generically to all item types before type-specific improvements were applied. If the specific type had an effect that raised encumbrance, it could cancel out the previous effect. To fix this, all type-specific effects are now applied first, followed by generic item effects, that include lowering encumbrance.
  • For crafting, when adding integral attachments to items, the price of the crafted item will now take into account the price of the attachments as well. Attachment price will be added after the final price is figured out so modifiers will only be applied to the actual base price of the item.
  • In the data editor, the Signature Ability Node editor had some incorrect labels. These have been fixed.
  • The Die Modifier control had some issues that prevented counts of many modifiers from being read properly. It should now work properly.
  • The display of still blocks in many locations did not always include some more recent die modifiers, such as abilty or difficulty upgrades. All special symbols for skill blocks should now show up everywhere.

So what is next on the docket?

@OggDude

I was in a hurry to print out a character sheet on Saturday, so I skipped the offer to update the web install version and then closed the program. Now that I have more time on my hands, I don't see any button/option to update. Am I overlooking something?

1 hour ago, Bellona said:

@OggDude

I was in a hurry to print out a character sheet on Saturday, so I skipped the offer to update the web install version and then closed the program. Now that I have more time on my hands, I don't see any button/option to update. Am I overlooking something?

Unfortunately, no. It's just how Click Once installs work. If you refuse a request to update, it'll ask again in two weeks. It's kind of lame, but I guess they didn't want to nag you about it every time you ran the app or something.

You can get around this by uninstalling the app from the Control Panel, then installing again.

1 hour ago, Daeglan said:

So what is next on the docket?

Well... I'm thinking Dawn, since it came out before Collapse. One of the two. Any preference?

45 minutes ago, OggDude said:

Unfortunately, no. It's just how Click Once installs work. If you refuse a request to update, it'll ask again in two weeks. It's kind of lame, but I guess they didn't want to nag you about it every time you ran the app or something.

You can get around this by uninstalling the app from the Control Panel, then installing again.

I can wait two weeks (I'm worried about losing modified data if I try the uninstall/reinstall route, as I'm a total noob when it comes to dealing with datasets).

5 hours ago, Bellona said:

I can wait two weeks (I'm worried about losing modified data if I try the uninstall/reinstall route, as I'm a total noob when it comes to dealing with datasets).

You wont. It ks stored seperate for this reason.

5 hours ago, OggDude said:

Well... I'm thinking Dawn, since it came out before Collapse. One of the two. Any preference?

if we all send you data so you dont have to do data entry would the mechanics of both not be extensive?

Edited by Daeglan

My vote is for Collapse of the Republic. I don't think Dawn has as much value.