Another Character Generator

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

Okay, played around a with the starships a bit more, and it looks like the issue (program freezes when typing the name after initially adding the ship to a character file) only occurs with custom starships (as created through the DataEditor), as I had no issues with naming any of the official starships. The starships in question were created using an older version (the one just prior to the release with the AoR material), so that might have something to do with it.

Although I've found that if I add the ship, save the character and then exit the program, next time I go into the character I don't seem to have the issue with adding/changing the custom starship's name.

Also, another minor quirk that I've come across is that if you remove/sell an item with an Encumbrance value without having unchecked the "held" box, the character's Encumbrance value doesn't recalculate. For instance, if I bought a Medpac for a PC, checked it as held, and then either sold or just removed it, the 2 points of Encumbrance from the Medpac would still be counted towards the PC's Encumbrance Threshold. Similar issue with selling/removing anything that adds to the Encumbrance Threshold (backpack, utility belt, etc) if the "held" box is checked when using the sell or remove feature.

Okay, played around a with the starships a bit more, and it looks like the issue (program freezes when typing the name after initially adding the ship to a character file) only occurs with custom starships (as created through the DataEditor), as I had no issues with naming any of the official starships. The starships in question were created using an older version (the one just prior to the release with the AoR material), so that might have something to do with it.

Although I've found that if I add the ship, save the character and then exit the program, next time I go into the character I don't seem to have the issue with adding/changing the custom starship's name.

Also, another minor quirk that I've come across is that if you remove/sell an item with an Encumbrance value without having unchecked the "held" box, the character's Encumbrance value doesn't recalculate. For instance, if I bought a Medpac for a PC, checked it as held, and then either sold or just removed it, the 2 points of Encumbrance from the Medpac would still be counted towards the PC's Encumbrance Threshold. Similar issue with selling/removing anything that adds to the Encumbrance Threshold (backpack, utility belt, etc) if the "held" box is checked when using the sell or remove feature.

Can you send me a custom ship that is giving you the problem? I'll see if I can replicate it.

And I tried removing a held item and the encumbrance did recalculate properly. Is there steps to reproduce this?

Nevermind on the second point. It just wasn't updating the encumbrance label on the equipment screen. Easily fixed :)

Edit: Actually, it might be a combination of things. Can you send me ALL of your custom data, then give me steps to reproduce the first issue?

Edited by OggDude

Ah, I had the same problem as Urd. When I imported all of my characters and updated them I couldn't reload after I restarted the program but I did purchase the new Mark VI backpacks on each of them. Nice to know that is probably my issue.

Ah, I had the same problem as Urd. When I imported all of my characters and updated them I couldn't reload after I restarted the program but I did purchase the new Mark VI backpacks on each of them. Nice to know that is probably my issue.

Yeah, that'll be it. It'll be fixed in the next release. I thought it would be cool to give attachments to gear (which it is), but I had forgotten that I was only linking attachments for armor and weapons. Dopey me :)

I haven't been able to send you my files yet, because I'm forgetful...

but I also have the Mark VI backpack, so this might be it.

also the Obligations aren't working for me atm, i can add them, like before, but the new menu with startvalues and extra obligations for money and xp doesn"t seem to work.

Edited by Urd

I haven't been able to send you my files yet, because I'm forgetful...

but I also have the Mark VI backpack, so this might be it.

also the Obligations aren't working for me atm, i can add them, like before, but the new menu with startvalues and extra obligations for money and xp doesn"t seem to work.

More than likely, the backpack was your issue. As for obligations, what version of the software are you using? It wasn't saving at first, but that was fixed. In order for options to become selectable in obligations, you have to have MORE obligation than what's in the start value (5, 10, etc). For options to become available in duties, you have to have LESS duty than the start value.

ahh, ok, then i jsut misunderstood how too use it. It actually did work from the beginning.

I can confirm that it is the backpack, after I removed it from the .xml file I was able to load the character again.

On three characters I might add.

Edited by CrestOfArtorias

The next fix release is now available. Big news: you don't have to be scared to add the new modular backpack to your characters anymore :) It now works properly. Also, I decided not to populate the adversaries directory stock, but rather include the core rulebook adversaries in their own import directory.

Anyway, it's now up:

Release 1.1.0.3:
  • When purchasing attachments, the cost was not being deducted from total credits. It will now deduct properly.
  • Corrected spelling of the Foresee power and Basic Power ability.
  • When removing an item in the data editor, it wouldn't allow a custom item to be removed if it was referenced somewhere else, even though it would just revert to the original stock item with the same key value. It will now only perform this check with added items.
  • There was a data error in the ItemAttachments.xml data file. Reinforced Shield Generator was sharing the same key as Upgraded Comms Array. Upgraded Comms Array now has its own unique key.
  • Gaffi Stick was misspelled. It is now spelled correctly.
  • The Mk. VI Modular Backpack pouch attachment was causing the generator to crash when loading a character that had it in its inventory. It will no longer do this.
  • When selling or removing equipment, the encumbrance value and/or threshold wasn't updating on the equipment screen. It will now update properly.
  • When editing the name or notes of a vehicle, the text box would sometimes lose focus after the name updated. It will now keep focus properly
  • To avoid issues, the install no longer comes with Core Rulebook adversaries already installed. These adversaries have been moved to their own Import folder, just like the adversaries from the other sourcebooks. You no longer have to worry about modifications made to stock adversaries being overwritten when upgrading.
  • Modified the documentation and FAQ files to reflect the above change.

You rock!

Cybernetic Weapon gear appears under Age of Rebellion as the source but it is actually (also?) in the core rule book on pg. 174.

Does the software track and limit the number of cybernetic implants, based on Brawn? (Pg. 173 Core) If not, could it?

Would this require a different checkbox for installed implants? If I have one purchased but not installed, I guess we should check the carried checkbox, right?

Are there other restrictions for gear that people noticed, which would be cool to have the character generator keep track of?

Also, I noticed a sortable category for gear, but it seems like it is blank. Is this meant to have entries like Communications, Cybernetics, Poisons, etc?

Just brainstorming here. Again, this is kickass work!

Edited by ianinak

You rock!

Cybernetic Weapon gear appears under Age of Rebellion as the source but it is actually (also?) in the core rule book on pg. 174.

Does the software track and limit the number of cybernetic implants, based on Brawn? (Pg. 173 Core) If not, could it?

Would this require a different checkbox for installed implants? If I have one purchased but not installed, I guess we should check the carried checkbox, right?

Are there other restrictions for gear that people noticed, which would be cool to have the character generator keep track of?

Also, I noticed a sortable category for gear, but it seems like it is blank. Is this meant to have entries like Communications, Cybernetics, Poisons, etc?

Just brainstorming here. Again, this is kickass work!

Cybernetic limbs are basically just treated as "gear". I don't limit them based on Brawn. As long as they're "held", you get the enhancement from them. I'll look into handling them differently (the Brawn limit was yet another rule I overlooked). Droids and gear is a similar issue. Are they wearing the armor, or is it built-in? Carrying a blaster, or is it part of its arm? If there's a gameplay component that's missing, I'll look into adding it. If not, you could just equip the droid with his laminate armor and just say it's built-in armor plating :)

Gear doesn't have categories, only type. And that's because the main reason for category is that I needed more flexibility when it came to allowing certain attachments, and you can limit an attachment by what category of item it works with. The last major update introduced one attachment that works with gear, and that's the modular backpack pouch (not really an attachment in the book, but it worked out great and I think it should be an attachment, darn it :) ). That's it so far. So, since categories are used primarily for matching up items with attachments, there was no need to add any categories for gear.

That's not to say you can't just add categories yourself for gear. Categories are, after all, used in the equipment screen to help filter items, so even if they're not needed for attachments, they can still be used for filtering. So, if you want categories for gear (or any items), please feel free to add them. Just be careful that you don't make an attachment available to a piece of gear that it shouldn't have access to.

Quick question, do you have to import the adversaries each time you open the GM TOOLS or is there a way to keep imported adversaries in the program?

And a suggestion, not sure if this is doable though, is it possible to be able to modify talent descriptions in the fly as I select them for use by characters or adversaries. I can't see myself having the time to sit through and update the descriptions of all the talents but as I add them to characters, or as I add adversaries to encounters, I would like to know what the talents do, so I would take the time to modify the description box as I go along. Is this possible?

Quick question, do you have to import the adversaries each time you open the GM TOOLS or is there a way to keep imported adversaries in the program?

And a suggestion, not sure if this is doable though, is it possible to be able to modify talent descriptions in the fly as I select them for use by characters or adversaries. I can't see myself having the time to sit through and update the descriptions of all the talents but as I add them to characters, or as I add adversaries to encounters, I would like to know what the talents do, so I would take the time to modify the description box as I go along. Is this possible?

Once you import adversaries, they stay there until you remove them.

As for on-the-fly editing of descriptions, you can only edit descriptions by using the data editor tool. One thing you could do is have both the generator and the data editor open at the same time. As you create your characters, whenever you select a talent, just tab over to the editor and enter its description. You'll probably already have the CRB open to the specialization trees while you're adding them, anyway, so the descriptions will be right in front of you. When your talent selection is finished, just save your changes in the data editor, save your character, then close and relaunch the generator. All the descriptions you just added should be there and will appear on your character sheet.

Any chance you will be adding Age of Rebellion and Enter the Unknown into your character generator?

I gave this a try but then I couldn't find my Soldier Commando Career Talent Tree. :S

Edited by celebnaur

Any chance you will be adding Age of Rebellion and Enter the Unknown into your character generator?

I gave this a try but then I couldn't find my Soldier Commando Career Talent Tree. :S

They're both in there. If something isn't showing up, make sure you have the source selected. Click "Options" at the top and make sure the sources you want included are checked. In the case of the Soldier, make sure you have "Age of Rebellion Rulebook" checked.

I'll take it from the lack of activity that the last update was perfect, did exactly what everyone wanted, and this is just awed silence :)

What about the rosters? Nobody's mentioned them yet. We had discussed them for a bit before they were implemented. Did they come out how everyone had envisioned? Are they useful? Confusing? Is the printed layout OK? Any improvements I can make?

Well since you asked, is there a way to click and drag armor and equipment in a particular order? Sold the ol' blaster and picked up another weapon and modded it and I'd like to be able to stick it up top. Though that is really the most minor of minor things I guess.

helpful suggestion: When clicking "new" in the data editor. Auto-select the new item in that list view and setting focus on the the name edit box that way I don't have to do that manually and can get right on into it.

I downloaded the file from the first post. When I unzipped it, my Norton Antivirus gave me a bunch of "This file is unsafe" warnings and removed them.

Well since you asked, is there a way to click and drag armor and equipment in a particular order? Sold the ol' blaster and picked up another weapon and modded it and I'd like to be able to stick it up top. Though that is really the most minor of minor things I guess.

One thing you can do with weapons is click the "Shown" box for the weapon(s) you most often use. That'll put them on the first page of the character sheet for easy reference.

helpful suggestion: When clicking "new" in the data editor. Auto-select the new item in that list view and setting focus on the the name edit box that way I don't have to do that manually and can get right on into it.

Yeah, I can do that :)

I downloaded the file from the first post. When I unzipped it, my Norton Antivirus gave me a bunch of "This file is unsafe" warnings and removed them.

Did it give you a reason, or does it just not like ZIP files? I don't do anything network-related in the apps, except for shell out to the browser in the Donate button.

It removed swchargendataeditor.exe, SWCharGen.exe, swchargenctllib.dll, and SWCharGenGMTools.exe because they were detected as a "WS.Reputation.1" threat. According to http://www.symantec.com/security_response/writeup.jsp?docid=2010-051308-1854-99 this means it has a low reputation score based on analyzing data from Symantec’s community of users and therefore are likely to be security risks.

It removed swchargendataeditor.exe, SWCharGen.exe, swchargenctllib.dll, and SWCharGenGMTools.exe because they were detected as a "WS.Reputation.1" threat. According to http://www.symantec.com/security_response/writeup.jsp?docid=2010-051308-1854-99 this means it has a low reputation score based on analyzing data from Symantec’s community of users and therefore are likely to be security risks.

That means that there's not millions of other people using the software so it doesn't know what the heck it is :) Unknown compiled code is generally seen as a risk. You'll probably have to turn off your virus scan before you can install it. Don't worry, it doesn't have cooties :)

It removed swchargendataeditor.exe, SWCharGen.exe, swchargenctllib.dll, and SWCharGenGMTools.exe because they were detected as a "WS.Reputation.1" threat. According to http://www.symantec.com/security_response/writeup.jsp?docid=2010-051308-1854-99 this means it has a low reputation score based on analyzing data from Symantec’s community of users and therefore are likely to be security risks.

That means that there's not millions of other people using the software so it doesn't know what the heck it is :) Unknown compiled code is generally seen as a risk. You'll probably have to turn off your virus scan before you can install it. Don't worry, it doesn't have cooties :)

Ok thanks. I restored it from the quarantine and excluded it from future scans.