Another Character Generator

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

Release 1.0.0.5 is now available. This one should correct all of the graphical issues that people have seen when using a 120 DPI desktop.

Release 1.0.0.5
  • Fixed an issue where printing would crash if you added force powers.
  • Fixed another force power issue where unselected abilities wouldn't stay unselected if you switched between powers.
  • Fixed all scaling issues by making both the generator and the editor DPI-aware. No matter what your DPI setting, everything should look good, including the character sheet. If you find the application is too large, check your DPI setting (Right-click your desktop, click "Personalize", click on Font Size (DPI) to the left). If it's set to 120, try making it 96, which is the default. Either way, all windows should scale properly now.
  • When choosing a portrait, the stock image combo box defaulted to no selection. If you clicked "Choose" at that point, the program would crash. The combo box will now default to the first species.
  • Added the following additional species (from Menagerie 2.0): Kubaz, Mon Calamari, Nagai, Nautolan, Neimoidian, and Nikto.
Data File Changes:
Added the following Species files under Data\Species:
Kubaz.xml
Mon Calamari.xml
Nagai.xml
Nautolan.xml
Neimoidian.xml
Nikto.xml
Added the following image files under Data\SpeciesImages:
KUBAZ.png
MONCAL.png
NAGAI.png
NAUTOLAN.png
NEIM.png
NIKTO.png

Just curious, but which versions of the Duros, Ithorian, and Mon Cal did you load?

I ask because the official versions listed in the AoR Beta differ on a few points from what Cyril and I came up with. Shoot me a PM if you want the official versions for inclusion in your next update.

A small issue, when I try to type in the obligation note for a character, the focus goes out of the textbox after each key stroke, Some event must be set on the _onChange event ;)

i gotta say this is awesome,

one things i have noticed though, is that you have used the camassi society, homeworld and language to describe the cathar

but again, great work

That's what happens when you copy from one file to another to save time, and then forget to update the complete description :) Here's the corrected file: Cathar.xml

just a small note, the updated cathar.xml file wasnt included with the latest release

A small issue, when I try to type in the obligation note for a character, the focus goes out of the textbox after each key stroke, Some event must be set on the _onChange event ;)

It's a conditional issue. If you run the program and start typing an obligation note, it works fine. If you then click the description box (actually a web browser control), then click back in the obligation note text box, THEN it'll do that. If you never click in the description box, it works fine.

I ran into this before with one of the other screens. It's some kind of weird issue with the web browser control. I'll fix it for the next release.

i gotta say this is awesome,

one things i have noticed though, is that you have used the camassi society, homeworld and language to describe the cathar

but again, great work

That's what happens when you copy from one file to another to save time, and then forget to update the complete description :) Here's the corrected file: Cathar.xml

just a small note, the updated cathar.xml file wasnt included with the latest release

Dopey me. I just copied it to my staging area, so it'll be in the next release.

Just curious, but which versions of the Duros, Ithorian, and Mon Cal did you load?

I ask because the official versions listed in the AoR Beta differ on a few points from what Cyril and I came up with. Shoot me a PM if you want the official versions for inclusion in your next update.

First off, thanks for putting that PDF together. Very cool! In case anyone doesn't know, you have Donovan here to thank for all the nifty new races I've been adding to the generator.

Yeah, if you have the "official" version of the races, that would be great. I don't have the AoR beta materials.

Looks great just seems to be missing the Jedi exile I see it in the data folder but not in the drop down menu.

Looks great just seems to be missing the Jedi exile I see it in the data folder but not in the drop down menu.

Which drop-down menu? Force-Sensitive Exile needs to be purchased from the specialization pane. Then it'll show up in the list.

First off, thanks for putting that PDF together. Very cool! In case anyone doesn't know, you have Donovan here to thank for all the nifty new races I've been adding to the generator.

Yeah, if you have the "official" version of the races, that would be great. I don't have the AoR beta materials.

You're welcome on the Species Menagerie, though I can't take all the credit, as there several other folks, particularly Cyril, who contributed a number of species.

Sent you a PM with the "official" versions. They may very well change during the Beta period, but those updates should be available from the AoR page once FFG starts releasing them.

ok thanks

Maybe I missed it, but it would be great if you noted on the "Official Races", that they are official. That way GMs like me who only want to use RAW materials can easily know. Maybe have them sorted on the drop down in two sections. Official races alphabetized and then a line with unofficial races alphabetized?

Otherwise, just amazing!

You see which are the official races because they are the ones with just a page reference to the core book.

I'd like to see some separators in the gear lists. Particularly when new gear gets added (either from sourcebooks or user input), it will be important to have categories for everything to help the user find what they want. Maybe make the category part a drop-down above the item list.

I'd also like a check-box to filter out items that the character can't afford to buy.

I'd like to see some separators in the gear lists. Particularly when new gear gets added (either from sourcebooks or user input), it will be important to have categories for everything to help the user find what they want. Maybe make the category part a drop-down above the item list.

I'd also like a check-box to filter out items that the character can't afford to buy.

There's categories now. When adding or editing gear, you can pick one of the stock categories (such as Communications, Cybernetics, etc), or you can type in your own category if what you're adding doesn't fit into one of the stock ones. When you run the generator, you can then click on the "Type" header in the appropriate gear list to sort it by type.

I like the not-enough-credits filter idea :)

Maybe I missed it, but it would be great if you noted on the "Official Races", that they are official. That way GMs like me who only want to use RAW materials can easily know. Maybe have them sorted on the drop down in two sections. Official races alphabetized and then a line with unofficial races alphabetized?

Otherwise, just amazing!

I suppose I could have some sort of "Official" flag show up, but technically, you're supposed to own the Core Rulebook when using the generator :) And if you do, you'll know what the official species are (there's only a handful of them). In other words, I'm trying my hardest not to antagonize FFG and King George with this generator, and adding a feature that would specifically help people that don't have the rule book might raise some eyebrows. More than likely, nobody would really care either way, but I'm trying to play nice.

Is there an "easy" way to make a Mac version? :)

Is there an "easy" way to make a Mac version? :)

I use Bootcamp so far, but that's one of the reasons I was going to post now.

How is this one made? I have never programmed anything with user interfaces, but I have done a lot of coding in C, python etc, maybe I could reengineer it to a MAC friendly one if I knew how it was made.

Also, I see that there seem to not be any of the species from https://www.dropbox.com/sh/f8i1potcpdk3x57/0WvUJ8HjLu/Star%20Wars/Species in the generator, if I wanted to include them should I just copy an existing xml file and change the various info? Would anything break by just adding xml files like that (and images etc)?

Edited by Morridini

Thank you very much for all your work in creating this generator. It is a great help and addition to the community.

Is there an "easy" way to make a Mac version? :)

I use Bootcamp so far, but that's one of the reasons I was going to post now.

How is this one made? I have never programmed anything with user interfaces, but I have done a lot of coding in C, python etc, maybe I could reengineer it to a MAC friendly one if I knew how it was made.

Also, I see that there seem to not be any of the species from https://www.dropbox.com/sh/f8i1potcpdk3x57/0WvUJ8HjLu/Star%20Wars/Species in the generator, if I wanted to include them should I just copy an existing xml file and change the various info? Would anything break by just adding xml files like that (and images etc)?

As far as running on a Mac, a Windows Virtual PC should do the trick, or if there's some sort of software that supports the .NET CLR and allows you to run .NET apps, that should work as well. I just did a Google search and came up with something called Mono that looks promising. Unfortunately, I'm not up on all of the Windows to Mac interop software, so someone else would know this better than I.

As for the species, I've only been working off of the Menagerie 2.0 that Donovan Morningfire and his buddy Cyril have created. Version 1.0.0.4 of the editor includes a GUI for species entry, so you don't have to do it by hand anymore. But copying an existing species XML file and changing the data (especially the key) and name will work just as well. You may have to go through a few of them to see how I perform specific functions such as adding ranks in skills and talents, or adding optional choices, or human- and droid-style skill training. The GUI takes care of all of this for you. In fact, I actually used the GUI to create the species that I included in the last release, and it took me all of 30 seconds to create a species! That doesn't include adding the description from Wookieepedia, of course. Add about 10-15 minutes for that :)

Out of curiosity, has anyone had problems merging their data files with files modified by other people? I was contemplating adding some sort of merge capability that might make this easier, and ensure data integrity. For instance, say you added some skills and species yourself, and then a friend wants to give you his own skills file that contains other skills, but not the skills you added, and a species or two that reference his new skills. What you would need to do is merge the two Skills.xml file yourself, making sure that all of the ones that you added AND the ones that he added are both there, so both your species, and the ones that he gives you, will both work. It would be better if the software did that for you.

If this is an issue, I'll look into adding merge capability. However, what would be a preferred process for doing this? What I was thinking is having something like a "Merge Data" directory where you could add all of the files that you want merged into yours. When the generator runs, it would then look at this directory and then merge all of the files it contains with the ones in your own "Data" directory. It could do this automatically, or prompt you if it finds duplicates that contain slightly different information.

A common example of a merge conflict like this would be the key values. The editor currently creates a unique key for everything you add in the format "USER<type><count>", so the first skill you add will have the key "USERSKILL1". If someone sends you a Skills.xml file that contains a skill with the key USERSKILL1, but the name of the skill is different from your own USERSKILL1 skill, you'd be prompted to either replace your skill with the new one, or to add the new skill with a different key value.

Another common example would be with descriptions. Say, a friend has entered in all skill descriptions and you want to use his descriptions. You could just copy over your own Skills.xml file, but again, if you added your own skills, they'd be wiped out. In this case, you'd want to retain all of your own custom skills, while at the same time grabbing all of the descriptions from the other file.

Merging can get quite complicated, so if this isn't a major issue for anyone, I'd rather not tackle it right now :) I'm just throwing out the idea to see how well it would be received.

You see which are the official races because they are the ones with just a page reference to the core book.

That's not a good way to handle it, I mean the player really has to select every race to see if there's a page number. Not very efficient. It would be much better if as I mentioned official and unofficial races were separated.

Edited by archon007

Maybe I missed it, but it would be great if you noted on the "Official Races", that they are official. That way GMs like me who only want to use RAW materials can easily know. Maybe have them sorted on the drop down in two sections. Official races alphabetized and then a line with unofficial races alphabetized?

Otherwise, just amazing!

I suppose I could have some sort of "Official" flag show up, but technically, you're supposed to own the Core Rulebook when using the generator :) And if you do, you'll know what the official species are (there's only a handful of them). In other words, I'm trying my hardest not to antagonize FFG and King George with this generator, and adding a feature that would specifically help people that don't have the rule book might raise some eyebrows. More than likely, nobody would really care either way, but I'm trying to play nice.

I get it. I do own it all. I'm also thinking as the other for books come out and as more unofficial races are made the lists are going to get long. A flag or divider/separator of official races at top then unofficial listed below would be helpful. Thanks for your response and hard work.

Out of curiosity, has anyone had problems merging their data files with files modified by other people? I was contemplating adding some sort of merge capability that might make this easier, and ensure data integrity. For instance, say you added some skills and species yourself, and then a friend wants to give you his own skills file that contains other skills, but not the skills you added, and a species or two that reference his new skills. What you would need to do is merge the two Skills.xml file yourself, making sure that all of the ones that you added AND the ones that he added are both there, so both your species, and the ones that he gives you, will both work. It would be better if the software did that for you.

If this is an issue, I'll look into adding merge capability. However, what would be a preferred process for doing this? What I was thinking is having something like a "Merge Data" directory where you could add all of the files that you want merged into yours. When the generator runs, it would then look at this directory and then merge all of the files it contains with the ones in your own "Data" directory. It could do this automatically, or prompt you if it finds duplicates that contain slightly different information.

A common example of a merge conflict like this would be the key values. The editor currently creates a unique key for everything you add in the format "USER<type><count>", so the first skill you add will have the key "USERSKILL1". If someone sends you a Skills.xml file that contains a skill with the key USERSKILL1, but the name of the skill is different from your own USERSKILL1 skill, you'd be prompted to either replace your skill with the new one, or to add the new skill with a different key value.

Another common example would be with descriptions. Say, a friend has entered in all skill descriptions and you want to use his descriptions. You could just copy over your own Skills.xml file, but again, if you added your own skills, they'd be wiped out. In this case, you'd want to retain all of your own custom skills, while at the same time grabbing all of the descriptions from the other file.

Merging can get quite complicated, so if this isn't a major issue for anyone, I'd rather not tackle it right now :) I'm just throwing out the idea to see how well it would be received.

This would be a great feature, but I wouldn't worry too much about adding it. There is usually just one person in a given gaming group willing to go to the trouble of using the Data Editor. I added all the skill descriptions and pictures for the gear and stuff, and just tell my players to copy my Data folder over theirs. This will work for 99% of gaming groups I would guess.

Don't get me wrong it's a cool idea and would be great, I would just rather see an NPC or Vehicle app first :D

Tried it some more, and I noted that one of the fields for either Motivation or Obligation wouldn't allow me to write more than one letter at a time into the description before the field got "unselected". Anyone else experienced that?

The solution was of course to write everything somewhere else and then ctrl+v it in as the one character allowed.

Also just some thoughts: I see skills can increase beyond 2, which is fine if you're houseruling, but maybe we could have a flag or something telling them that the RAW says that the limit at creation is 2?

Also, whats the difference between "Add" and "Purchase" when buying equipment?