11 minutes ago, Doctor X said:Thanks. I also saw a tree for Universal Talents but don't know how to bring that up in the chargen either.
I have no idea what you are talking about.
11 minutes ago, Doctor X said:Thanks. I also saw a tree for Universal Talents but don't know how to bring that up in the chargen either.
I have no idea what you are talking about.
I finished putting the Jedi Master spec into the data editor:
1. How do I program the app to recognize it as part of the Jedi Career?
2. Is there a way to share it with you (if you need it), @OggDude ?
3. Will future sheet printing options allow for empty characteristics spots for pencil entries/erasing/re-entries?
Edited by StriderZessei42 minutes ago, StriderZessei said:1. How do I program the app to recognize it as part of the Jedi Career?
Go to the Jedi Career, and click the checkbox for the spec.
23 hours ago, Doctor X said:Thanks. I also saw a tree for Universal Talents but don't know how to bring that up in the chargen either.
1: In the Character Generator, select a character. The character can be new or existing.
2: Click on the "Specializations" tab.
3: Click on the "Purchase" tab.
4: In the "Add New Specialization" box select "Show Universal Specializations". The drop down menu will show what Universal Specializations you have installed in your version of the Character Generator.
Edited by T70 DriverOn 4/23/2020 at 3:28 AM, OggDude said: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.
SO I realized something. there is no way to do clone wars era starting credits purchases. IE Jedi can get lights sabers for"2500" credits. etc. I am also sure some rarities are different in the clone wars. Maybe we can make an era drop down that could be poulated by eras that the GM creates using the data editor?
53 minutes ago, Daeglan said:SO I realized something. there is no way to do clone wars era starting credits purchases. IE Jedi can get lights sabers for"2500" credits. etc. I am also sure some rarities are different in the clone wars. Maybe we can make an era drop down that could be poulated by eras that the GM creates using the data editor?
I do seem to recall that there are a few rarities that are different in the Clone Wars books as well as prices. I like this idea. An argument could be made that it might be easier on the software to have multiple copies of an item or vehicle, but to add a dynamic pick/entry list (to allow for user-created eras, as well) that can allow an item’s information to apply to multiple eras like what already exists for some items and a filter to choose items from a given era. (Hopefully that description made sense.)
Not to mention it would future proof in the event we get reprinted items in a sequel trilogy book with a different price/rarity.
That being said there are also some items that are different. For example Mandalorian Armor is different between Collapse and No Disintegrations. I believe the Collapse version costs the same but is a lower rarity and comes vacuum sealed and with a rangefinder whereas the version in No Disintegrations comes with nothing.
The argument becomes, is it complicated to have a variant as a separate entry, but if the price/rarity is different have a drop down. Part of me feels a variant system would be better but I'm not Ogg.
1 hour ago, Ebak said:Not to mention it would future proof in the event we get reprinted items in a sequel trilogy book with a different price/rarity.
That being said there are also some items that are different. For example Mandalorian Armor is different between Collapse and No Disintegrations. I believe the Collapse version costs the same but is a lower rarity and comes vacuum sealed and with a rangefinder whereas the version in No Disintegrations comes with nothing.
The argument becomes, is it complicated to have a variant as a separate entry, but if the price/rarity is different have a drop down. Part of me feels a variant system would be better but I'm not Ogg.
I think the easiest way would be to have a era tag in the database and put price and rarity in a table that is called by that era tag. so when you create a new era it copies the base data allowing you to go in and change that data for that era with out harming base prices. We currently have 4 era. YOu can even have availability tag and thus make X-Wings not available in the clone wars and make clone wars ships more rare in the sequel era.
5 hours ago, Daeglan said:I think the easiest way would be to have a era tag in the database and put price and rarity in a table that is called by that era tag. so when you create a new era it copies the base data allowing you to go in and change that data for that era with out harming base prices. We currently have 4 era. YOu can even have availability tag and thus make X-Wings not available in the clone wars and make clone wars ships more rare in the sequel era.
Four eras?
I count the core rulebooks/Galactic Civil War/episodes 4-6, Dawn of Rebellion/between episodes 3 and 4, and the two Clone Wars books/episodes 1-3.
Are you counting the two CW books as separate eras, or is there enough information in the Force Awakens Beginner Box for that to count as an era?
2 hours ago, Bellona said:Four eras?
I count the core rulebooks/Galactic Civil War/episodes 4-6, Dawn of Rebellion/between episodes 3 and 4, and the two Clone Wars books/episodes 1-3.
Are you counting the two CW books as separate eras, or is there enough information in the Force Awakens Beginner Box for that to count as an era?
The Force Awakens would be another era we dont have much but it is there. Also Dawn has enough different stuff to be its own era
Edited by DaeglanWhat I'm thinking would be easier, from a software standpoint (and know that, after looking in the Data Editor, I was describing wrong) would be having individual "items" for items in different eras, but with an Era pick list like the Category pick list. Since the Category pick list is dynamic, it allows you to pick an existing Category or type your own in, which is then in the pick list as long as an item with that Category exists. (For example, I gave all of the "named" characters' items from Gadgets and Gear a Category of "Iconic.") You can also select multiple Categories, so if an item's information is the same in, say, the Clone Wars and Galactic Civil War eras, it can be assigned both.
The problem that I can foresee (and don't have a solution for) is when it comes to vehicles. Rather than populating a single vehicles.xml file like gear does, each vehicle gets its own .xml file, named after the vehicle name. So, if - for example - we've got the Arquitens in both the CW and GCW eras (which we do), the software would try to name both files "Arquitens-class Light Cruiser.xml."
From an infrastructure standpoint and intuitive use standpoint, that's still probably the easiest way to do it.
This morning, I tried an uninstall/reinstall to see if it would resolve the issue of the random invisible custom data. It did make all of the custom items (vehicles, in particular) show back up, but wouldn't read a bunch of the descriptions I've entered in. The descriptions are there in the xml files, but don't carry through to the software. Tried uninstalling the web install version and switching to manual install and, despite being in a different location, it was still recognizing the last "source" filter I'd applied with the web install (and, the "invisible" information was still not being read). Removed the manual install and reinstalled the web install, and random custom items were missing again.
I'd like to try reinstalling completely fresh, but I can't seem to find anything for the software in the registry editor. What does it write to in the registry so I can clear those items and restart fresh and clean?
Thanks!
3 hours ago, Nytwyng said:The problem that I can foresee (and don't have a solution for) is when it comes to vehicles. Rather than populating a single vehicles.xml file like gear does, each vehicle gets its own .xml file, named after the vehicle name. So, if - for example - we've got the Arquitens in both the CW and GCW eras (which we do), the software would try to name both files "Arquitens-class Light Cruiser.xml."
Good examples there as if you look at the Clone Wars and Galactic Civil War versions of the Arquitens, they are actually different stat wise.
12 hours ago, Daeglan said:I think the easiest way would be to have a era tag in the database and put price and rarity in a table that is called by that era tag. so when you create a new era it copies the base data allowing you to go in and change that data for that era with out harming base prices. We currently have 4 era. YOu can even have availability tag and thus make X-Wings not available in the clone wars and make clone wars ships more rare in the sequel era.
I'd like this too.
That being said it does raise some questions. For example. The Mandalorian Armor in Collapse, is the fact it comes Vacuum sealed and with a rangefinder an errata or part of the variant?
12 minutes ago, Ebak said:Good examples there as if you look at the Clone Wars and Galactic Civil War versions of the Arquitens, they are actually different stat wise.
I'd like this too.
That being said it does raise some questions. For example. The Mandalorian Armor in Collapse, is the fact it comes Vacuum sealed and with a rangefinder an errata or part of the variant?
The arquitens is a known error per the devs.
Mando armor they have.said are varients that the GM can choose
@OggDude You know what I would love to see? a Folio Cover page that could have a different character image and basic details about the character.
Trying not to panic here ... I did the web-based update, and my characters are no longer visible in the Character Generator, ditto for the CW (and other) material which I had entered previously in the Data Editor.
Where do I find them?
2 hours ago, Bellona said:Trying not to panic here ... I did the web-based update, and my characters are no longer visible in the Character Generator, ditto for the CW (and other) material which I had entered previously in the Data Editor.
Where do I find them?
From the launcher, verify that the data folder is the same as what it was. Nothing happened to your data, it probably just went back to the default data folder.
So, about era pricing...
I just went through everything in Rise of the Separatists that was also in other books. I did find a few differences, but nothing major. I'm wondering if it's worth putting something like this in.
If I did, it would look something like this:
<EraPricing> <Era> <Name>Clone Wars</Name> <Rarity>10</Rarity> <Price>8000</Price> <Restricted>false</Restricted> </Era> </EraPricing>
This would be part of all items. Again, I'm wondering if it's worthwhile, though. How many different prices do you see in the other Clone War-era books?
1 hour ago, OggDude said:So, about era pricing...
I just went through everything in Rise of the Separatists that was also in other books. I did find a few differences, but nothing major. I'm wondering if it's worth putting something like this in.
If I did, it would look something like this:
<EraPricing> <Era> <Name>Clone Wars</Name> <Rarity>10</Rarity> <Price>8000</Price> <Restricted>false</Restricted> </Era> </EraPricing>This would be part of all items. Again, I'm wondering if it's worthwhile, though. How many different prices do you see in the other Clone War-era books?
My thinking is that if you set it up right people can create their own eras. Like the old republic, high republic era, resistance era, custom eras etc
Edited by DaeglanI don't know if it's worth it.
Right now you can choose to pay a different price than the default (or even add an item for free), so I don't see it as worth the effort, especially for a handful of items.
Yeah, it's very easy to work around as it is - if it's going to cause a considerable amount of time or effort on @OggDude 's part, I say don't worry about it.
Thank you for the previous help (most of my data was recovered).
... And for the next version (I can't believe that I forgot to point this out before!): there's a spelling error under the Protective Amulet (alchemical crafting). The description has "gravitiy" instead of "gravity".
As always, thank you so much for your work on this program - it is a real time-/life-/sanity-saver!
I noticed on the Juyo Beserker they have a talent listed that they should have. I think it was called Dynamic fie, it was the 3rd slot on the far right side of the tree. When you read the description it refers to the age of Rebellion book.
Also is there any timeline on added The Dawn of Rebellion book to the Generator? We need the Padawan Survivor, or if anyone has the data for that tree so I can add it in for my players.
@OggDude Thank you for all of your Awesome work on this Generator! it is awesome and fantastic! We greatly appreciate all of your work on this!
I've been adding all the new stuff from Collapse of the Republic. When I add a new book, there's a chance that some talent, item, or whatnot does something that the generator doesn't support. This was the case with the Ichor Blade talent, where you choose a weapon and modifications are applied to it. This required a whole new feature to be added, which slowed things down. Sometimes, I think that they add things like this just to try and stump me 🙂
Anyway, that's working now. I think I have vehicles left to enter, plus assorted adversaries scattered around the remainder of the book. Oh, and for the option where you can spend 30 XP to get an extra Force rating when you start in the Jedi career, I'm handling that by having a special reward called "Jedi" that grants the talent, and shows up on your character sheet so you can track where it came from.
Anyway, still plugging along.
1 minute ago, OggDude said:Oh, and for the option where you can spend 30 XP to get an extra Force rating when you start in the Jedi career, I'm handling that by having a special reward called "Jedi" that grants the talent, and shows up on your character sheet so you can track where it came from.
Doing that as a reward is a simple and elegant way of doing it! I certainly wouldn’t have thought of it.