Another Character Generator

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

Wow, lots of updates on this one.

I've got some free time over the next few days, so I'm willing to chip in and get some vehicle stat blocks done, either from Age of Rebellion or from Enter the Unknown. Also working on entering some of the new gear from Enter the Unknown (got the weapons, most of the armor, and a few bits of equipment as well). Got the new talents and specializations added (pretty simple once you get the hang of it). There are a couple oddities with the new gear, one of which being the Glop Grenade, which has Blast 0 (with the idea that if Blast is triggered, the Ensnare quality gets applied to the targets rather than damage).

Sounds great. Any new adversaries in EtU? And are there any new special cases for talents, or can they all be created with the available options?

I don't think Blast 0 is a problem, since I don't do anything special for Blast. I might have to make sure It can be 0, however; I may limit qualities to 1.

Anyone else running this on a Surface Pro? I just transferred it to mine for use anywhere I go, and it works, but the screen is formatted funny and requires odd scrolling.

Otherwise, its the ultimate tool to take to gaming with me!

The scrolling is actually a feature :) I had to make the forms work for smaller screen sizes, so all the panels in the screens (including the main buttons on the left) are scrollable when small. However, if controls look misplaced, or are too large, etc, then that can be a problem. What's your screen resolution? I'll test for it.

I was thinking of adding a character/adversary export feature, but I'm not sure what other software is out there to export to :) What other software do you guys use that could benefit from something like this?

HTML would be nice for exporting for those of us with Android tablets.

I could probably make a fairly straight-forward transform, but what it sounds like you need is your character sheet in PDF format so you can view it on your Android. I've mentioned this before, but I use doPDF , which is a PDF-generating printer driver. You just select it as your printer and it'll save whatever you print in PDF format.

Wow, lots of updates on this one.

I've got some free time over the next few days, so I'm willing to chip in and get some vehicle stat blocks done, either from Age of Rebellion or from Enter the Unknown. Also working on entering some of the new gear from Enter the Unknown (got the weapons, most of the armor, and a few bits of equipment as well). Got the new talents and specializations added (pretty simple once you get the hang of it). There are a couple oddities with the new gear, one of which being the Glop Grenade, which has Blast 0 (with the idea that if Blast is triggered, the Ensnare quality gets applied to the targets rather than damage).

Sounds great. Any new adversaries in EtU? And are there any new special cases for talents, or can they all be created with the available options?

I don't think Blast 0 is a problem, since I don't do anything special for Blast. I might have to make sure It can be 0, however; I may limit qualities to 1.

No new adversaries (alas), and the talents can pretty much be created with the existing options. There's also a new Obligation (Sponsorship) and Motivation (Discovery), but again those are simple enough to add (and have already done so for my files).

Got the newer ships loaded, and most of the gear. Other oddity with equipment is the spacer's duffel, which increases the wearer's Encumbrance Threshold by 2, but also comes with Cumbersome 3 quality. Also have several starship that were previous GSA articles if you're interested; if not I can carve those out easily enough.

1920X1080 is the resolution I'm running at on the Surface Pro.

Hi there OggDude!

I just want to start off by saying thank you for this wonderful program you have created and that it has helped so much in my new group.

I had a couple of questions for you about the program and wondering if you could help me out?

#1: on the Data Editor under the Gear tab; when creating a new piece of equipment, I noticed that the built in mods (increase melee or ranged defense) does nothing to the character sheet when clicked. Is this just a glitch or am I misunderstanding how it works?

#2: Under the Item attachments tab, the buttons for modifying or adding the items are all grayed out and unable to change anything. Would you be able fix this or tell me what I need to do differently?

Thank you for your time and have a pleasant day. :)

Sorry to bother you OggDude, I was just wondering if you managed to see this post? I knew you were about to put out a new version of the program and wanted to make sure these issues got handled before you posted it.

I was thinking of adding a character/adversary export feature, but I'm not sure what other software is out there to export to :) What other software do you guys use that could benefit from something like this?

HTML would be nice for exporting for those of us with Android tablets.

I could probably make a fairly straight-forward transform, but what it sounds like you need is your character sheet in PDF format so you can view it on your Android. I've mentioned this before, but I use doPDF , which is a PDF-generating printer driver. You just select it as your printer and it'll save whatever you print in PDF format.

Actually I do print to pdf, but since i have a smaller tablet, wind up either reducing the size till it's way too small or have to scroll around. No big deal, but a well laid out web page can be sized to fit on most screens with little issue (case in point, I use an old program called AD&D Core Rules, that exports to HTML, looks good even on my little tablet).

Hi there OggDude!

I just want to start off by saying thank you for this wonderful program you have created and that it has helped so much in my new group.

I had a couple of questions for you about the program and wondering if you could help me out?

#1: on the Data Editor under the Gear tab; when creating a new piece of equipment, I noticed that the built in mods (increase melee or ranged defense) does nothing to the character sheet when clicked. Is this just a glitch or am I misunderstanding how it works?

#2: Under the Item attachments tab, the buttons for modifying or adding the items are all grayed out and unable to change anything. Would you be able fix this or tell me what I need to do differently?

Thank you for your time and have a pleasant day. :)

Sorry to bother you OggDude, I was just wondering if you managed to see this post? I knew you were about to put out a new version of the program and wanted to make sure these issues got handled before you posted it.

Sorry, I forgot to reply to your post.

Basically, if you're going to give equipment a boost to defense, make it an armor type. The reason you're not seeing a change in anything is because "gear" can't be "equipped", and only "equipped" items contribute their mods to your character.

Except, of course, this isn't always the case :) Utility belts and backpacks contribute their encumbrance mods only if they're held. That's because I look for them specifically when figuring out encumbrance thresholds. I suppose I could use the same logic when checking any equipment. That is, weapons and armor must be "equipped", while gear only needs to be "held" to contribute their mods. I'll see about making this change.

As for the attachment editor, I haven't made one yet :) And that's because attachments and mods (also called "Item Descriptors") can be complicated and I haven't spent the time to delve into an editor. I won't get to it in the upcoming release, but I eventually will.

I love this generator and the tools to input new stuff. It is very user friendly.

I do have a few requests for improvements, if possible.

  1. A way to alphabetize entires in the list either via button or automatically (sort). For example, I created an alternate Herglic racial entry that changes some things and I want my players to be able to choose either. When they go to create a character and pick species, my Herglic is at the very bottom of the list instead of right next to the default Herglic where it probabaly should be. The same goes for adding new content in other areas, like the Archaeologist, Big-Game Hunter, and Driver explorer specialties.
  2. An Alternate idea to the above, would be a way to move an entry up/down in the list. Like the buttons on the right in the data editor. Then you could organize things however you wanted to.
  3. A way to duplicate entries in the data editor. In the example above, I had to make a new Herglic from scratch even tho I only needed one thing different in mine. It would have been great to hit a "copy/duplicate" button, give it a new name and edit from there.

Also, I had a question about new versions. If I modify existing entries or add new ones and install a new version to the same directory, is it going to overwrite my edits/additions?

Edited by ianinak

Not sure if I've missed it, but when I when to add the new specializations from EtU, I can't add the Knowledge skills as Bonus Career skills. Also when updating the Chiss I can't seem to add Infravision or add the speices bonuses or remove the old ones.

Sorry, I forgot to reply to your post.

Hi there OggDude!

I just want to start off by saying thank you for this wonderful program you have created and that it has helped so much in my new group.

I had a couple of questions for you about the program and wondering if you could help me out?

#1: on the Data Editor under the Gear tab; when creating a new piece of equipment, I noticed that the built in mods (increase melee or ranged defense) does nothing to the character sheet when clicked. Is this just a glitch or am I misunderstanding how it works?

#2: Under the Item attachments tab, the buttons for modifying or adding the items are all grayed out and unable to change anything. Would you be able fix this or tell me what I need to do differently?

Thank you for your time and have a pleasant day. :)

Sorry to bother you OggDude, I was just wondering if you managed to see this post? I knew you were about to put out a new version of the program and wanted to make sure these issues got handled before you posted it.

Basically, if you're going to give equipment a boost to defense, make it an armor type. The reason you're not seeing a change in anything is because "gear" can't be "equipped", and only "equipped" items contribute their mods to your character.

Except, of course, this isn't always the case :) Utility belts and backpacks contribute their encumbrance mods only if they're held. That's because I look for them specifically when figuring out encumbrance thresholds. I suppose I could use the same logic when checking any equipment. That is, weapons and armor must be "equipped", while gear only needs to be "held" to contribute their mods. I'll see about making this change.

As for the attachment editor, I haven't made one yet :) And that's because attachments and mods (also called "Item Descriptors") can be complicated and I haven't spent the time to delve into an editor. I won't get to it in the upcoming release, but I eventually will.

Thank you so much for getting back to me; I am sure you have been super busy with everything, and I really appreciate all the time you have spent on this. I was also thinking, that if it would help, maybe we could set up a Google Drive or something for exchanging information. That way, when something new comes out everyone on here who wants to contribute can by putting the info in themselves and everyone has access, making things easier on you. Win, win situation for everyone, opinion?

Not sure if I've missed it, but when I when to add the new specializations from EtU, I can't add the Knowledge skills as Bonus Career skills. Also when updating the Chiss I can't seem to add Infravision or add the speices bonuses or remove the old ones.

What version are you using? I've been able to make those updates using the DataEditor without any problems, using the most recent version (1.0.0.12)

Ya I got after messing with for a bit.

Ya I got after messing with for a bit.

To be fair, I was doing a bunch of species updates today, and noticed that the names of some of the special qualities didn't show as being updated (particularly name changes) until after I'd clicked to Update the species entry.

Edited by Donovan Morningfire

To be fair, I was doing a bunch of species updates today, and noticed that the names of some of the special qualities didn't show as being updated (particularly name changes) until after I'd clicked to Update the species entry.

Ya I got after messing with for a bit.

Certain controls, like numeric up/down controls, or most controls in grids, don't actually update until after you click on something else, or tab to another control. It's just how they work.

From what i have seen this rocks, but a character generator would help build special NPC and villians fast and regular PC. A company like "HeroLab" could lease and make a character generator to help us.

Certain controls, like numeric up/down controls, or most controls in grids, don't actually update until after you click on something else, or tab to another control. It's just how they work.

That is because you are firing their methods using Validated event, try using a value changed event type.

For numeric up/down, there is a ValueChanged event, for a dropbox, there is a SelectionChanged, for a Textbox there is a TextChanged event, and so on. Validated events should be used to verify if the user input was valid (when applicable).

All those events will allow you to fire methods "in real time".

Another tip, some screens can be greatly improved on higher resolutions if you dock their controls to stretch. For example, allow the child windows to be resizable (vehicle form, attachments form, etc).

From a .NET developer to another, great work on this tool.

1) A question though, did i miss it, or there is some way to spend the obligation and turn the points into XP or credits?

2) Actually a bug report, the specialization purchage is ignoring the extra 10 XP when purchasing non-career specializations (core rulebook p.92-93). Example: My fourth specialization should cost me 50 XP, not 40 (4 * 10 plus 10).

Edited by shadowkras

SpideyNinja - There is a whole section for NPC's in the program already. I personally think this is as good or better than anything I have used in the past from Herolab.

Hey OggDude -

Please wrap the contents of SetNameTip() (SpecTree.cs, line 362) in a try/catch. I found that on a few of my machines, there was a problem with custom talents, and it was throwing an exception. I decompiled the .exe and fixed the problem by wrapping the code in that method in try/catch, so I would be thrilled to have that fixed in your next release.

Certain controls, like numeric up/down controls, or most controls in grids, don't actually update until after you click on something else, or tab to another control. It's just how they work.

That is because you are firing their methods using Validated event, try using a value changed event type.

For numeric up/down, there is a ValueChanged event, for a dropbox, there is a SelectionChanged, for a Textbox there is a TextChanged event, and so on. Validated events should be used to verify if the user input was valid (when applicable).

All those events will allow you to fire methods "in real time".

Another tip, some screens can be greatly improved on higher resolutions if you dock their controls to stretch. For example, allow the child windows to be resizable (vehicle form, attachments form, etc).

From a .NET developer to another, great work on this tool.

1) A question though, did i miss it, or there is some way to spend the obligation and turn the points into XP or credits?

2) Actually a bug report, the specialization purchage is ignoring the extra 10 XP when purchasing non-career specializations (core rulebook p.92-93). Example: My fourth specialization should cost me 50 XP, not 40 (4 * 10 plus 10).

Actually, I never use the Validated event and, in fact, use all of the events you mention at one time or another. The issue is with the way the DataViewGrid works. Because it is used mostly for editing database record sets, setting a control value on a row doesn't do anything until you leave the control, or click somewhere else on the grid. Only then does a cell's value actually change (as opposed to the control representing the cell's value). Now, there's ways around it, but they involve doing a lot of work I really didn't want to do :) The only other oddity is with the numeric up/down control, when you type something in instead of using the spin control to change the value. Typing a number in doesn't invoke the ValueChanged event until after you tab away from the control. Again, I'm sure there's clever ways around this, but it's honestly not worth the hassle to me right now.

I generally don't make resizable dialogs unless they're panel/tab-based, such as in the group editor or adversary editor. The main forms (generator, GM tools, and data editor) are all resizable and all areas are scrollable and, in some cases, use autosize anchoring and docking. However, even for fixed dialogs, I check to make sure the larger forms actually fit on the screen and shrink the forms if they don't, making sure all forms are scrollable just in case. These are all aspects of making a DPI- and resolution-aware app.

As for your questions, no, I didn't add the bonus XP and credits for obligation. You can mimic this by just giving yourself extra credits and XP. I checked purchasing specializations and they appear to be working for me. I purchased four additional specializations, the first and third career specs, the second and forth non-career. The XP total after each purchase was: 20 (2 x 10), 60 (20 + 3 x 10 + 10), 100 (60 + 4 x 10), and 160 (100 + 5 x 10 + 10).

Hey OggDude -

Please wrap the contents of SetNameTip() (SpecTree.cs, line 362) in a try/catch. I found that on a few of my machines, there was a problem with custom talents, and it was throwing an exception. I decompiled the .exe and fixed the problem by wrapping the code in that method in try/catch, so I would be thrilled to have that fixed in your next release.

Sneaky, sneaky :) Do you know what the exception was? Also, what version are you using? The line numbers are going to be different on my side since mine has all of my comments and extra line spacings. Just looking at the the method, you could get an exception if the reference to the talent is null. But that can't happen :) If a bad talent, or missing custom talent, is in a specialization, it'll crash before it even gets there. If you can tell me what the exception is, and if you can send me the actual decompiled line of code it's occurring on, I can see about fixing any issue.

Another "thank you" goes out to Torsten for his kind donation. And if you're on this forum, no, the Pau'An won't be in the next release, but I'm sure someone here can come up with a custom species for them :)

I love this generator and the tools to input new stuff. It is very user friendly.

I do have a few requests for improvements, if possible.

  1. A way to alphabetize entires in the list either via button or automatically (sort). For example, I created an alternate Herglic racial entry that changes some things and I want my players to be able to choose either. When they go to create a character and pick species, my Herglic is at the very bottom of the list instead of right next to the default Herglic where it probabaly should be. The same goes for adding new content in other areas, like the Archaeologist, Big-Game Hunter, and Driver explorer specialties.
  2. An Alternate idea to the above, would be a way to move an entry up/down in the list. Like the buttons on the right in the data editor. Then you could organize things however you wanted to.
  3. A way to duplicate entries in the data editor. In the example above, I had to make a new Herglic from scratch even tho I only needed one thing different in mine. It would have been great to hit a "copy/duplicate" button, give it a new name and edit from there.

Also, I had a question about new versions. If I modify existing entries or add new ones and install a new version to the same directory, is it going to overwrite my edits/additions?

I will be alphabetizing all combo boxes and headerless grids in the generator in the next version. For grids with header, just click on the column header you want to sort by. Also, I've added "Copy" to the characters, vehicles, and adversaries.

Editing data does not modify the existing data that comes with the app, which can be found in the "Data" directory. All customizations go into the "DataCustom" directory. When the generator loads, stock data and custom data is combined to form your actual working data. So, when I release new versions, you can just copy the entire thing over without worrying about overwriting your changes. Your changes remain untouched in "DataCustom".

Edited by OggDude

You are right, i just tried it now and did charge the right cost, after trying for a bit more, i realized i had picked the force sensitive spec, which doesnt charge the extra XP points.

On the programming topic, datasets and datagrids have been one of our major problems the past years with .NET, they are so memory heavy and bloated that it isnt even funny, we had forms with 4 or 5 datagrids that were heavy on memory and slow to even work with, our solution was to keep only one of them and split the others inside child forms that poped from the first. Editable fields require like 4 different events doing almost the same thing to make sure nothing breaks :P

Edited by shadowkras

Howdy!

I have to say that I am very impressed with this piece of software. It's pretty well taking over as my character tool of choice.

I'm seeing one bug though and I hope I'm bringing this up in time to get it in the next version :)

I have a Bounty Hunter with the Survivalist Spec as well as the Force Sensitive Exile Spec. Forager, a non-ranked talent appears on both trees. It's my understanding that, as a non-ranked talent taking it on one tree should carry over to the other tree. So, if I take it on the FSE tree, it should show as taken on the Survivalist tree (without charging the extra 5XP as the Survivalist) and allow taking the 10XP rank of the Outdoorsman talent.

Right now, I'm having to simulate this by adding the appropriate amount of XP above my normal starting amount, but it seems like a problem doing it that way because if I show the sheet to someone, I show more XP than I should have. :)

Looking forward to all things SW :)

TC