I would definitely want a way to keep the Beta stuff seperate, as my groups are not using any of that material until it becomes Core. (To avoid confusion down the line.)
Another Character Generator
Edited by R00kie
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
I support your decision to WAIT until the official product is released. Kudos Oggy, I am loving your programs and definitely can wait for AoR as EotE has my hands full as it is!
Ogg, Fantastic, (as always).Three questions / requests1) Could you offer a fourth way for the override to work. At the moment we have unaltered, description overwritten and entire entry overwritten. Could you add a fourth option of disabled.I currently am using a heavily customised builder for my Blake's 7 game, which only offers 6 races - a customised version of droid and human, and 4 entirely new races. I would like to disable all other races. At the moment I achieve this by deleting the species files, but a disable option would mean I would no longer need to do this with each update. Also I figure this will be useful for any GMs who want to run a game without particular races, careers or equipment (eg if they wanted to disable lightsabers). It would also allow them to be re-enabled later if campaign specifics changed (e.g. I disallowed Ewoks because previously they were confined to the moon of Endor, but now your taken 3 dozen of them to Nar Shaada I have no issues with them as PCs)I've tried dropping empty files with the appropriate file names in the override directory and this doesnt work.2) The second question is around the way you've stopped droids taking Force Sensitive Exile. I've looked through the XML and cant spot the key in question. Where is it? And could this key potentially be used to prevent certain species from taking particular specialisations? (eg Newrace cannot become a Pilot or Fringer because they suffer extreme vertigo in zero-g)3) More a concern than a question. I see that my new adversaries are being created as Adver65.xml, Adver66.xml etc. I am concerned that these are going to be overwritten when/if you create new content. Wouldn't it have been better to create them as Useradver01.xml etc. Also they have been assigned keys like ADV66 onwards. Again there is a concern about these being overwritten.As for the whole question around AoR beta materials. I would love to see them in the program, so long as there was the ability to disable them. The suggestion with regards a book code is a good one. Would it be possible to offer a settings check box asking which books we wish to use? Obviously at least one core book needs to be in play. Also some things will exist in many books (e.g. The Charm skill will probably exist in all core books, the Driver specialisation looks to exist in both AoR and Edge of the Unknown, etc.)Cheers,Declan
1) I'm liking the idea of having everything denoted with a source field of some sort. Currently, I only have two sources: EotE CRB and Menagerie 2.0. You can then choose which source material to use for the final data. The only issue with that is if you create a character using one set, then disable something, you wouldn't be able to modify that character. I'd have to have a way of making sure characters and adversaries only show up if you have the proper source enabled.
2) I took a shortcut and made it hard-coded. I know, bad idea. I'll change that to a flag in the species file so it can be data-driven.
3) I didn't make adversaries main data because they're basically created like characters and have character-like traits. Fortunately, there's a way to import/export adversaries, just like characters. What I'll do to make this easier is to have a multi-select with the file dialog so that you can import entire groups of adversaries. In that way, if new adversaries appear in any of the upcoming source material, I'll include them in a separate directory and you can just import then if you want them.
1) I'm liking the idea of having everything denoted with a source field of some sort. Currently, I only have two sources: EotE CRB and Menagerie 2.0. You can then choose which source material to use for the final data. The only issue with that is if you create a character using one set, then disable something, you wouldn't be able to modify that character. I'd have to have a way of making sure characters and adversaries only show up if you have the proper source enabled.
How about this? Instead of letting the data selected dictate which characters/adversaries/whatever are available to load, let the character (when loaded) dictate which data sets are available to use.
Here's an example to illustrate what I mean:
When I click the "New" character button a screen comes up with checkboxes and the available data sets. I pick the ones my GM allows and click an OK button. Only those data sets would be available to use. When I save the character it saves which data sets were selected.
Later when I load the character it reads those data set selections and only loads that material.
Of course, it would be important to be able to change the data sets selected post-character creation.
Alternatively, you could create a "sort" function based on some sort of key like you have with equipment. The data could still be there, but just filtered out and not visible. You might be able to link the visibility selections to each character, but it wouldn't be difficult to switch which sources to use when switching characters.
Personally, while I think they're a great mental exercise and have done some myself in the past, I don't usually allow fan-made material into my games. It would be nice right now to simply have a switch to turn the SM2.0 material on and off, or at least have the official species sorted to the top.
1) I'm liking the idea of having everything denoted with a source field of some sort. Currently, I only have two sources: EotE CRB and Menagerie 2.0. You can then choose which source material to use for the final data. The only issue with that is if you create a character using one set, then disable something, you wouldn't be able to modify that character. I'd have to have a way of making sure characters and adversaries only show up if you have the proper source enabled.
How about this? Instead of letting the data selected dictate which characters/adversaries/whatever are available to load, let the character (when loaded) dictate which data sets are available to use.
Here's an example to illustrate what I mean:
When I click the "New" character button a screen comes up with checkboxes and the available data sets. I pick the ones my GM allows and click an OK button. Only those data sets would be available to use. When I save the character it saves which data sets were selected.
Later when I load the character it reads those data set selections and only loads that material.
Of course, it would be important to be able to change the data sets selected post-character creation.
This would be awesome
I have what is probably a dumb question: if I wanted to "redskin" a force power say "move" as a different power(fold space) how would be best in the newest version?
Once reskined I plan to edit the first control to allow for phasing instead of deal damage. I think I've figured out how but I don't want to break the force powers as they are.
Thanks!
This looks great!
Thanks
Big fan, couple of questions (using the .10 version)
1) is there a way to add 'voluntary' obligation? (to get the bonus starting XP or creds)
2) as I add gear, is the 'total cred' value supposed to decrease?
Nice work adding more species in the more recent release
Big fan, couple of questions (using the .10 version)
1) is there a way to add 'voluntary' obligation? (to get the bonus starting XP or creds)
2) as I add gear, is the 'total cred' value supposed to decrease?
Nice work adding more species in the more recent release
1. On one of the first screens, there are two fields: One for starting credits and another for XP. Just add either an extra 1,000 credits or +5 XP (or whatever) as necessary.
2. Make sure you click the "Purchase" button and not the "Add" button if you want to spend your credits.
Big fan, couple of questions (using the .10 version)
1) is there a way to add 'voluntary' obligation? (to get the bonus starting XP or creds)
2) as I add gear, is the 'total cred' value supposed to decrease?
Nice work adding more species in the more recent release
1. On one of the first screens, there are two fields: One for starting credits and another for XP. Just add either an extra 1,000 credits or +5 XP (or whatever) as necessary.
2. Make sure you click the "Purchase" button and not the "Add" button if you want to spend your credits.
Thanks much!
Alternatively, you could create a "sort" function based on some sort of key like you have with equipment. The data could still be there, but just filtered out and not visible. You might be able to link the visibility selections to each character, but it wouldn't be difficult to switch which sources to use when switching characters.
Personally, while I think they're a great mental exercise and have done some myself in the past, I don't usually allow fan-made material into my games. It would be nice right now to simply have a switch to turn the SM2.0 material on and off, or at least have the official species sorted to the top.
To have it work with the least amount of retooling, I'll probably end up doing something like what papy mentioned. The only time having partial data would be required would be during character editing, just so not everything shows up. For GM tools or the data editor, it doesn't really matter.
I have what is probably a dumb question: if I wanted to "redskin" a force power say "move" as a different power(fold space) how would be best in the newest version?
Once reskined I plan to edit the first control to allow for phasing instead of deal damage. I think I've figured out how but I don't want to break the force powers as they are.
Thanks!
I don't think force powers have any kind of special code behind them, so probably just duplicating the power in the custom directory would do it. Unfortunately, I haven't written an editor for force powers yet, so you'd have to do it by hand. Just create a ForceAbilities.xml file in DataCustom and put your modified control power in there. Be sure to denote it as a custom item with <Custom>CustomItem</Custom> and it'll replace the one in the main data.
Just to let everyone know, group creation and group sheets are 99% finished. The group sheets will have a text summary of the members of the group, a group emblem, an obligation chart (including group obligation), and a destiny pool tracker. I wanted to add a stat block for group members, but it took up too much real estate. What I'm thinking about is maybe adding a second page just for stat block summaries, including motivation tables for each member of the group. Right now, I created stat blocks that can fit two across on the page, but in order to get all the motivation text into the grid, the font size would be way too small. So, I'm pondering it a bit You guys will be the first to know when the next version is released.
OMG the Group sheet sounds amazing!
Would it be possible to add a Notes section to keep track of random things the group needs to remember, etc.?
OMG the Group sheet sounds amazing!
Would it be possible to add a Notes section to keep track of random things the group needs to remember, etc.?
Like in the encounter sheet, there will be a notes section taking up any extra space that's not taken up by something else, basically between the obligation table and the destiny pool.
Sweet, can't wait!
Odd, I know that I was able to print to a PDF file in an earlier version, however now the PDF that is produced is unreadable...
Update on that: I have now tried several different computers, printing to file isn't possible in the current version, we only get a corrupted PDF. Are the earlier versions available somewhere?
I am able to print to PDF in the current version. I'm currently using the crappy but free "Cute PDF" for that purpose.
Hmm is that what you use for printing or viewing? If that's the choice you use when printing then I will try that once I am on a Windows where I have permissions to install things.
Edited by MorridiniI am able to print to PDF in the current version. I'm currently using the crappy but free "Cute PDF" for that purpose.
I prefer DoPDF
I just tried printing using doPDF in version .10 and it's working fine. What does the print preview look like? Is everything where it should be?
The print preview looks good, but I am simply unable to open the PDF after it has been made. How big should I expect the PDF to be? I end up with 32 mb PDFs, which is a bit too much I would guess.
Anyways I tried installing doPDF to try it again and now I got a sizable error message, in spoiler tags:
EDIT: I am going insane, now it suddenly worked.
So, nothing to see here. Move along...
Edited by Morridini