Another Character Generator

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

Could you add a way to view the character sheet without hitting the print button? The print preview window is only way to find certain stats like your encumbrance and stuff...and the window WONT STAY MAXIMIZED! :)

Cant wait for new updates

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:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.Drawing.Printing.InvalidPrinterException: No printers are installed.
at System.Drawing.Printing.PrinterSettings.GetHdevmodeInternal(String printer)
at System.Drawing.Printing.PageSettings.get_ExtraBytes()
at System.Drawing.Printing.PageSettings.CopyToHdevmode(IntPtr hdevmode)
at System.Drawing.Printing.PrinterSettings.GetHdevmode(PageSettings pageSettings)
at System.Drawing.Printing.PrintController.OnStartPrint(PrintDocument document, PrintEventArgs e)
at System.Windows.Forms.PrintControllerWithStatusDialog.OnStartPrint(PrintDocument document, PrintEventArgs e)
at System.Drawing.Printing.PrintController.Print(PrintDocument document)
at System.Drawing.Printing.PrintDocument.Print()
at CoolPrintPreview.CoolPrintPreviewControl.Print()
at CoolPrintPreview.CoolPrintPreviewDialog._btnPrint_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
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----------------------------------------
System
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CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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SWCharGenLib
Assembly Version: 1.0.0.10
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CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
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CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
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System.Configuration
Assembly Version: 4.0.0.0
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CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
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n324olgb
Assembly Version: 1.0.0.10
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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Assembly Version: 1.0.0.10
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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Assembly Version: 1.0.0.10
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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Assembly Version: 1.0.0.10
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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Assembly Version: 1.0.0.10
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Assembly Version: 1.0.0.10
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Assembly Version: 1.0.0.10
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Assembly Version: 1.0.0.10
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Assembly Version: 1.0.0.10
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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

EDIT: I am going insane, now it suddenly worked.

So, nothing to see here. Move along...

Another user, Urd, had a simliar problem. He said that another app was interfering with the printer. Something might be exclusively locking out your printer and making it look like you have no available printers to use.

I 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

Thanks Conviction! I wasn't super happy with Cute PDF, it took forever to run. I just tried DoPDF and it's great.

Much appreciated advice.

I 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

Thanks Conviction! I wasn't super happy with Cute PDF, it took forever to run. I just tried DoPDF and it's great.

Much appreciated advice.

my pleasure, I heard of it on these boards as well, from Oggy :D

Version 1.0.0.11 of the software is now available. This one adds groups to the GM Tools. Hope you like it!

Release 1.0.0.11:
  • Fixed one more anomaly when using higher DPI settings. If screen resolution was too low, the stat block at the bottom of the char gen would be partially off the screen. This has been fixed for both the main char gen screen and the adversary form.
  • Fixed even more DPI weirdness by restructuring almost all the forms in all the apps. Now, every area that has something of interest is scrollable, including button panes, main panes, and summary panes. Also, the windows sizes are now checked upon opening and adjusted to fit the current screen.
  • Added a boolean flag in the species files called "NoForceAbilities". If set to true, that species cannot purchase a specialization that adds to force rating.
  • Added checkbox to species editor to support new "NoForceAbilities" flag.
  • Modified droid to have the new "NoForceAbilities" flag.
  • Added groups to the GM Tools. You can now create adventuring groups with group members selected from your pool of characters. Groups can have emblems and group obligation. You can also print out a group sheet that lists all of the members that will be present during your current session, plus an obligation chart and a destiny pool tracker.
  • Updated documentation to include groups for the GM Tools.
File Changes:
  • Added a new folder: Data\GroupEmblems
  • Added 13 generic PNG files to Data\GroupEmblems . You can select these for group emblems, or you can always use your own images. Emblems can be of any size, but should be square (same width and height). If you want your own emblems to be available to choose as "stock", just add them to this directory.
  • Modified Droid.xml in Data\Species

More donation thank-you's go out to Jaime and the Lone Paladin. Much appreciated, guys!!

So one of my players tried to use the Character Generator to add a species, and he did so and it works for him. But when he tries to send me his xml file he cannot find a matching species data file to also send me. Where are the species files made from the data editor stored?

About the Group sheet. One of my characters got a home-brewed specialisation within the bountyhunter career and i cant add him to the rooster (he is simply not there even though he is a character file in the character folder). Further, where do i print the sheet?

ps love your stuff :)

So one of my players tried to use the Character Generator to add a species, and he did so and it works for him. But when he tries to send me his xml file he cannot find a matching species data file to also send me. Where are the species files made from the data editor stored?

Try looking in DataCustom\Species .

About the Group sheet. One of my characters got a home-brewed specialisation within the bountyhunter career and i cant add him to the rooster (he is simply not there even though he is a character file in the character folder). Further, where do i print the sheet?

ps love your stuff :)

That sounds odd. Are you running GM Tools from the same install where that character shows up in the generator?

Print the character sheet from the "Print" button at the top of the generator screen. Print the new group sheet from the group pane from GM Tools.

I'm probably just an idiot, but I'm having an issue.

I added the custom data of an Energy Bow. I gave it to a PC, and then tried to add a scope, but the only weapon attachments that show up are Hilt and Superior Weapon?

Am I doing something wrong?

Edited by Grimmshade

I'm probably just an idiot, but I'm having an issue.

I added the custom data of an Energy Bow. I gave it to a PC, and then tried to add a scope, but the only weapon attachments that show up are Hilt and Superior Weapon?

Am I doing something wrong?

Some attachments have limits on what items can use them. Currently, if there's a limit, you have to add the item key to a list in order to use it. Balanced Hilt is supposed to be just for melee weapons, but I took a look and there's actually no limit :)

I don't have an attachment editor, so what you'll have to do is:

  • Copy whatever attachments you want to work with your weapon out of the ItemAttachments.xml file, add them to another ItemAttachments.xml file in the DataCustom directory. Keep the existing items in the original ItemsAttachment.xml file.
  • For each attachment, add the "<Custom>" tag with a value of "CustomItem"
  • Add the key for your item to the "<ItemList> tag of each attachment.

That should do it. Let me know if you have any problems.

Thank you!

More donation thank-you's go out to Jaime and the Lone Paladin. Much appreciated, guys!!

You are quite welcome.....

One thing that might be useful, would be a way to duplicate NPCs (and presumably PCs) and rename them for easy editing.... Could save a lot of time for NPCs with similar skills, etc. to ones that already exist.

Also, on equipment is there a way to indicate that the gear has been integrated into a Droid?

Jaime

More donation thank-you's go out to Jaime and the Lone Paladin. Much appreciated, guys!!

Glad to help.

Bug report: 'Show' status on the Unarmed attack is not saved with the character.

Version: 1.0.0.11, but it's occurred with previous versions as well.

Procedure: Load a character, switch to the Equipment page, click Show for the Unarmed attack, click Save. Now either quit and relaunch the application or load a new character. Reload the original character. Switch back to the Equipment page, the Unarmed attack no longer has Show enabled.

About the Group sheet. One of my characters got a home-brewed specialisation within the bountyhunter career and i cant add him to the rooster (he is simply not there even though he is a character file in the character folder). Further, where do i print the sheet?

ps love your stuff :)

That sounds odd. Are you running GM Tools from the same install where that character shows up in the generator?

Print the character sheet from the "Print" button at the top of the generator screen. Print the new group sheet from the group pane from GM Tools.

Sorry for wasting time. I blame my lack of computer skills. Sorted it all out. Had to copy the created specialisation in my old version and paste it into the new version to make it work. Thanks for Pointing it out :)

Sorry if I missed this somewhere along the way, but is it possible to add new powers, etc. to the Force abilities and Force Powers in the Data Editor?

Doesn't want to let me Add, Modify or Remove.

Sorry if this has been covered already....I'll start reading backwards in the thread (again).

Jaime

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.

A suggestion for those (like me) that only barely did any edits, but want to keep them of course. I had only edited descriptions of Armor and some Weapons. I saved the text files from the old version. It was easy enough copying and pasting my descriptions from the old Armor/Weapon files into the new ones.

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.

Ah. Well that explains it.

I was really hoping to add the Specializations from Age of Rebellion and the Ways of the Force to my game, so what is the easiest way to go about this? In addition to the new powers and abilities in both of those...

Jaime

Ok, so I managed to cobble some of it together.

Where it seems to break is when you try to build out the new Force Powers to match those you have updated in the Force Abilities.xml.

When I copy say Move and rename all the MOVE keys to ENHANCE, it breaks when I try to add a Force specialization to a character.

Has anyone managed to make this work?

Sorry if I missed this somewhere along the way, but is it possible to add new powers, etc. to the Force abilities and Force Powers in the Data Editor?

Doesn't want to let me Add, Modify or Remove.

Sorry if this has been covered already....I'll start reading backwards in the thread (again).

Jaime

I haven't created editors for those yet. Force powers are a little tricky (as they can span multiple columns), so I'm still trying to figure out the best way to create the editor while still keeping it simple. In the mean time, you can create new powers and abilities by hand. Just add the files to the DataCustom directory, and if they're new powers or abilities, then make sure you add the <Custom> tag with a value of "Added".

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.

A suggestion for those (like me) that only barely did any edits, but want to keep them of course. I had only edited descriptions of Armor and some Weapons. I saved the text files from the old version. It was easy enough copying and pasting my descriptions from the old Armor/Weapon files into the new ones.

Using the new "Convert" option with your old data files, you can mark all of your description-only changes and save them off automatically before copying over the new data files.

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.

Ah. Well that explains it.

I was really hoping to add the Specializations from Age of Rebellion and the Ways of the Force to my game, so what is the easiest way to go about this? In addition to the new powers and abilities in both of those...

Jaime

Use the talent editor to add any new talents you need, then the specialization editor to add your new specializations. The only difficult part will be adding new force powers and abilities, since I don't have editors for those yet.

Ok, so I managed to cobble some of it together.

Where it seems to break is when you try to build out the new Force Powers to match those you have updated in the Force Abilities.xml.

When I copy say Move and rename all the MOVE keys to ENHANCE, it breaks when I try to add a Force specialization to a character.

Has anyone managed to make this work?

if you're copying an existing power or ability into DataCustom and then renaming the key, make sure you add a <Custom> tag with a value of "Added". The new powers you're creating might not be showing up in the data if you don't do that. That could cause problems if you create a specialization or power that expects those keys to be present.