Another Character Generator

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

Oggy my main concern is the Skill descriptions I have hand written in from the CRB. Will there be a checkbox for me to flag these as custom data? I don't want to have all Skill descriptions revert back to "see page xxx of the CRB" as a great use of this tool is introducing the game to new players and encouraging them to peruse the Skill list to understand how Skills work.

Thanks!

In step 2 of the conversion process, you'll just choose Skills from the dropdown, then click Select All to select all skills. After you select whatever else you want to save off, click the button and those items will become custom items stored in the DataCustom directory. After that, the program will use that data instead of stock data when it loads.

Hey Ogg is there any way to make a display character sheet link in the program for guys that bring their computers to the gaming table? My players and I love your program, but printing out the sheets to see them is a bit of a bother. Most of use just print to PDF then use that to display, so its not too bad. But I was wondering if you were ever going to have some sort of character sheet display right out of the program so it just eliminates that step.

Other then that, fantastic work. I can't wait for the new release so I can go through and start editing all the descriptions thus saving me having my book next to me at all times.

Oggy my main concern is the Skill descriptions I have hand written in from the CRB. Will there be a checkbox for me to flag these as custom data? I don't want to have all Skill descriptions revert back to "see page xxx of the CRB" as a great use of this tool is introducing the game to new players and encouraging them to peruse the Skill list to understand how Skills work.

Thanks!

In step 2 of the conversion process, you'll just choose Skills from the dropdown, then click Select All to select all skills. After you select whatever else you want to save off, click the button and those items will become custom items stored in the DataCustom directory. After that, the program will use that data instead of stock data when it loads.

Awesome

I think we can safely say this is not "Another Character Generator" but "THE Character Generator" :D

Edited by Conviction

Are there plans to include vehicles in the GM tools? My space battle was very clumsy compared to ground encounters since I didnt have sheets from encounter creator....well that and space involves both the ship & the crew...so lots of stats to keep track of.

Also, you need to make a cool name for your program!...something with starwars vibe to it.

Are there plans to include vehicles in the GM tools? My space battle was very clumsy compared to ground encounters since I didnt have sheets from encounter creator....well that and space involves both the ship & the crew...so lots of stats to keep track of.

Also, you need to make a cool name for your program!...something with starwars vibe to it.

Any suggestions for a name? I agree, "Character Generator" is pretty boring :)

Oh, and yeah, I decided to include a vehicle editor. I'll probably have it out either tonight or tomorrow morning.

I was pondering this for awhile......TOSCHE STATION!

" But I was going into Tosche Station to pick up some power converters character sheets!"
"You can waste time with your friends building characters you will never play when your chores are done.
"

Are there plans to include vehicles in the GM tools? My space battle was very clumsy compared to ground encounters since I didnt have sheets from encounter creator....well that and space involves both the ship & the crew...so lots of stats to keep track of.

Also, you need to make a cool name for your program!...something with starwars vibe to it.

Any suggestions for a name? I agree, "Character Generator" is pretty boring :)

Oh, and yeah, I decided to include a vehicle editor. I'll probably have it out either tonight or tomorrow morning.

EotE Game/Character Planner

Edited by archon007

I was pondering this for awhile......TOSCHE STATION!

" But I was going into Tosche Station to pick up some power converters character sheets!"

"You can waste time with your friends building characters you will never play when your chores are done."

Tosche Station...It has a nice sound to it. It could also be the name of a band. :D

The Forge?

Where all badass toys are made

The next version of the software is now released. Version 1.0.0.10 introduces the new way of saving customized data. READ THE NOTE BELOW BEFORE INSTALLING. You will need to convert your existing custom data before copying over the new base data.

Release 1.0.0.10:
  • When adding the Reinforced Shield Generator attachment, the firing arc wasn't being saved with the character. This has been fixed.
  • When selecting the Reinforced Shield Generator attachment, the choose arc dialog would always show all four arcs, even if the ship's silhouette was less than 5. This has been fixed.
  • When any attachment is now active and has a choice option for a mod (currently, only the defense shield mod has such an option), a "Choose" button will now appear at the top right. Clicking this will run down all choices for an attachment. For instance, if you have the shield attachment with one base defense shield mod and have also selected one additional shield mod, clicking "Choose" will bring up the dialog twice, once for each mod.
  • Changed the price of the vibro-knife to 250 credits.
  • The generator was needlessly saving vehicle attributes with the character. As this is calculated by the generator based on other data, it is not required to be saved. It no longer is.
  • The light blaster cannon (a vehicle weapon) had the same key as the light blaster pistol. Light blaster cannon has had its key changed to BLASTCANLT and heavy blaster cannon to BLASTCANHVY. All vehicles that use these weapons have had their keys modified.
  • Made a major change to the way data is customized. All customized data is now saved in separate files in the DataCustom directory. You can now copy new releases over old ones and still have your data saved. The data editor has also been enhanced to use this new model, and a facilty to convert older custom data to the new format is also included. SEE "SPECIAL NOTE" FOR IMPORTANT STEPS TO CONVERT YOUR CUSOM DATA.
  • Added a vehicle editor to the data editor app. You can now add your own vehicles and starships.
  • Added a column to the main grid of the editor to indicate if an item is custom or not. Blank means it's a base item, "DescOnly" means you've only changed the description, "CustomItem" means it will completely replace the base item, and "Added" means it's a new item.
  • The context menu for vehicle portraits would only work properly if you first visited the background pane. This has been fixed.
  • Starfighters weren't showing up in the vehicle summary on both the vehicle pane and in the new vehicle dialog. This has been fixed.
Special Note:
This release changes the way custom data is stored. You will need to convert your existing custom data before doing a complete install. If you have not updated descriptions, items, or added items, then you do not have to perform these steps. To convert your existing data, follow these steps:
  • Copy over the executables and DLL files from this release, but NOT the new data.
  • Run the data editor app
  • Click the "Convert" button to the top right of the main grid. This will bring up the conversion dialog.
  • Conversion has three steps. The first step will take USER items that you've added yourself, remove them from your current data, and add them to the "DataCustom" directory. Click the Step 1 button. These items will be marked as "Added" and saved to your "DataCustom" directory.
  • Step 2 involves you selecting base data that you've changed descriptions for, but nothing else. Go through all tables and select items for which you've ONLY modified descriptions and click the check box next to them. When you're done, click the Step 2 button. This data will be marked as "Description Only" and saved to your "DataCustom" directory.
  • Step 3 involves you selecting base data that you've custom modified (not just the description). Click "Unselect All Tables" to revert the grid back to everything being unselected, then go through everything again, selecting anything that you've customized beyond just changing descriptions. These items will completely override the base item of the same type. When you're done, click the Step 3 button. This data will be marked as "Custom Item" and saved to your "DataCustom" directory.
  • Exit the convert dialog and the data editor.
  • Check the "DataCustom" directory and make sure all of your changed items are there. If not, repeat the above steps until everything you want saved can be found in "DataCustom".
  • Copy over the "Data" directory with the data from the current release.
  • Run the apps as normal.
From now on, your custom data will be safe and you can always just copy over the base data with the latest from the release. If the release notes specifically mention a change to an item that you've already customized (beyond just changing the description), either make the change yourself, or remove your custom data.

Does the Conversion apply to new NPC's you have added, or only changes made with the Editor (which I have not done)

So... basically my question is if I have only made new NPC's and some PC's, I can just do the install process as normal?

The conversion only applies to main data, not characters or adversaries. If you haven't edited main data, or added descriptions, you don't need to do anything.

Nice. Thanks for your had work.

From now on, your custom data will be safe and you can always just copy over the base data with the latest from the release. If the release notes specifically mention a change to an item that you've already customized (beyond just changing the description), either make the change yourself, or remove your custom data.

YAY! THANK YOU =D!

Edited by verdantsf

Ogg seems the links aren't working for me: tried http://bit.ly/15dSR5g (original post) and http://bit.ly/15dSR5g (Sig). Am i doing something wrong by simply clicking on the link? it worked 2 versions ago for me just fine.

oh and 9001(Thank you!)'s this is great!

SS22

**Ignore this Its a problem on my end**

Edited by SilverSpider22

Since the new version did anyone create custom data for the AoR Beta content? Didn't want to do redundant work if someone has already gone to the trouble.

Since the new version did anyone create custom data for the AoR Beta content? Didn't want to do redundant work if someone has already gone to the trouble.

I had loaded up the Spy and related specializations and talents (Infiltrator stuff mostly) as well as the F/S Emergent, but that's about it for AoRBeta stuff I've done. But the bulk of that was under the 1.0.0.8 version, so not sure how much I'll be able to carry over and how much I'll have to rebuild.

I love this it's great, but I just may be overlooking something. Is there a wat to convert to convert .XML to an Adobe format??

I love this it's great, but I just may be overlooking something. Is there a wat to convert to convert .XML to an Adobe format??

By Adobe format you mean PDF or something else?

If you did mean PDF then install a software PDF printer (Google it) and just "Print" what you need to save.

Since the new version did anyone create custom data for the AoR Beta content? Didn't want to do redundant work if someone has already gone to the trouble.

I had loaded up the Spy and related specializations and talents (Infiltrator stuff mostly) as well as the F/S Emergent, but that's about it for AoRBeta stuff I've done. But the bulk of that was under the 1.0.0.8 version, so not sure how much I'll be able to carry over and how much I'll have to rebuild.

You should be able to carry over everything. There's three types of custom data now: added, description only, and custom item. Added items are ones that you've added yourself. Description only items for which you've only changed the descriptions. Custom items are items that replace existing items in both description and other properties. You can convert all of your existing data to one of these three types by clicking "Convert" from the data editor. The first type will convert by just clicking the Step 1 button. The other two types, you need to select the data you want to convert. Just go through the combo box and check the data you've customized in the grid. Then click the Step 2 button if you've just changed descriptions, or the Step 3 button if you've completely customized it. You can then exit the Convert dialog and check out the data from the main editor window. The grid now has a column that will tell you which type of customized data a particular item is. If you've forgotten something, just go back to the Convert dialog and and do steps 2 and/or 3 again until you've saved off all of your customized data. When you're sure, then copy over the "Data" directory from the last release. All of your custom data at this point will be found in the "DataCustom" directory.

Ogg - Can't promise anything right now but *if* someone was to add all the AoR data (following the reference style you've used for EotE) would you add it to the main distro? Also would you consider adding Duty support as well?

Would it be enough to just add this as custom data using the tools then export and send to you or should they follow a different way of adding the data?

Ogg - Can't promise anything right now but *if* someone was to add all the AoR data (following the reference style you've used for EotE) would you add it to the main distro? Also would you consider adding Duty support as well?

Would it be enough to just add this as custom data using the tools then export and send to you or should they follow a different way of adding the data?

I think the question is, how would you guys want the beta material to be done for the generator? My plan is to keep the current data pure to EotE, plus add additional material from the supplements as soon as they become available (or rather, as soon as I buy them :) ). When AoR officially comes out, I'll add the official data then. My main reasons for wanting to do this are 1) the product is still in beta and I don't want to have to re-modify data with all of the changes that are bound to happen, and 2) I'll probably have to introduce new features in code that the product currently doesn't support, and if the methodology changes, I don't want to have to restructure my code.

There's two ways to do this, I guess. First would be for someone to enter the data as custom data and then make it available to people however you want to do it. I would suggest NOT putting in any verbatim data from official sources, lest you want to feel the Imperial wrath of Emperor George upon you. The downside of this is that it could wipe out some or all of somebody's own custom data in favor of the new set.

The second would be for me to compile an alternate set of data that includes AoR (again, no verbatim data, just page references in descriptions), and then include it with future releases. You'd have the choice of either using stock "Data", or to use "Data-AoR" in place of "Data". The downside of this is that if new concepts have been introduced in AoR, the current gen wouldn't support them. Duty is one example, as the current gen only supports Obligation, and who knows what differences will be made to the Duty system once AoR is officially released. Another is something that came up when I did vehicles. For weapons and armor, all attachment mods did specific things to specific talents, attributes, or whatever. The Reinforced Shield Generator attachment, however, had a mod that increases a CHOICE of defense shields. Because of that, i needed to code a special "choose" ability when that mod was purchased, which I hadn't needed before vehicle mods were being used. That required work, and while it needed to be done to support vehicles, I really don't want to code for any other special concepts that turn up in AoR if I will then need to completely change, remove, or redesign it when the official version comes out.

So... how do you guys want to do this? As long as the new data works within the framework of the current gen, adding an optional "Data-AoR" directory to the ZIP file won't be a problem. It would help me, however, if someone else would do the grunt work on it :)

One suggestion would be to have separate sets of files/directories for each book, as well as a options area where you can turn on and off various books such as EotE, AoR, and the various splat books. if a person does not have the books or if the GM does not allow them they can be turned on an off at will. =)

Keep up the good work man. You Rock!