Another Character Generator

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

First of all thanks for an amazing piece of software. I just had two questions.

When I go to print the bottom of my first page beneath the skills is a blank 'notes' box whereas your screen shot and other peoples character sheets I've seen have a weapons section showing the relevant dice pool, crits, stats etc. Is there some setting I have to change somewhere because cannot find a way to change it?

It saves as xml but I see people talking about xps and one of the guys posted his sheet in xps, he said he just saved and printed. Am I missing something here as well?

I used 1.1.0.3 and 1.1.0.5.

Thanks for the programme!

First of all thanks for an amazing piece of software. I just had two questions.

When I go to print the bottom of my first page beneath the skills is a blank 'notes' box whereas your screen shot and other peoples character sheets I've seen have a weapons section showing the relevant dice pool, crits, stats etc. Is there some setting I have to change somewhere because cannot find a way to change it?

It saves as xml but I see people talking about xps and one of the guys posted his sheet in xps, he said he just saved and printed. Am I missing something here as well?

I used 1.1.0.3 and 1.1.0.5.

Thanks for the programme!

To get the weapons to show, check the "Show" box on the owned grid in the equipment screen. You can show maybe up to 4 weapons, possibly 6 if you do a simplified sheet.

To save a printout to a PDF, you need to install a PDF print driver. Just search for "PDF" in the FAQ.

great program and ive read the FAQ so know Is there's no way to export a character [or adversary, vehicle, or group] as plain text, but is there a way/is it possible to export it to PDF?

i'm only able to print at my library atm and they're super strict on any programs being used, even booted from external sources

Refer to the FAQ, there's a PDF print driver you can install that'll create PDF files for you. Not sure if the library would let you install it though.

Edit: Another option would be to use the built-in XPS writer that comes with all Windows installs since Vista. XPS is Microsoft's version of a PDF file, although they're not compatible. You can copy the created XPS file onto a thumb drive or something similar (or just email it to yourself), then view it at home or on your Windows tablet. There's even apps you can download that will convert it to PDF if you need to view it on a non-Windows tablet, for instance.

thanks :)

yeah, they wont let me put anything like that on there, i cant even use this there as it's a program otherwise i'd print straight from it.

You know, since you're using the library to print, and you can't install the program on it, just install the PDF driver on your home computer. Then you can generate your PDF from the printouts. Not sure what I was thinking when I replied originally :)

ive just done that, thanks for linking to that converter, :)

Thanks for the help, knew it would be something staring me in the face!

Hey in regards to importing adversaries: after I import them, can I just copy paste my "adversaries" folder into a future version of the software once it's released, or do I need to reimport them in the new version?

Just asking in case I create my own custom adversaries (I don't think they appear under "datacustom")

How about an additional descriptor in the Description section for skin color? Not everyone has hair in Star Wars.

There's a ton of features that aren't mentioned. That's what "Notable Features" is for, a place you can put anything else that you think is notable. Hair is still worth noting, even if it's just "None" :)

We need lekku options as well.

Jk Ogg good stuff thanks for the hard work.

Great tools OggDude! Just a couple questions-

Is there anyway to have a transparent background for the adversary stat blocks?

Also, is there a way to format the adversary data into something like the large format card here:

http://community.fantasyflightgames.com/index.php?/topic/88641-make-adversary-cards/?p=968302

This is an awesome idea. Print these off on index cards would be super useful.

although at the same time, when you print an encounter oggs management of the adversaries in the encounter is fantastic.

Great tools OggDude! Just a couple questions-

Is there anyway to have a transparent background for the adversary stat blocks?

Also, is there a way to format the adversary data into something like the large format card here:

http://community.fantasyflightgames.com/index.php?/topic/88641-make-adversary-cards/?p=968302

I'll have to look into seeing if I can make a transparent image. The trick is making sure the stat block graphics stay as they are, and that the label's anti-aliasing looks right with transparency. I can set the background color to transparent, but it leaves artifacts in the text, and if the background is white, it also sets the white part of the stat block to transparent. So a quick fix for this won't do :)

In the mean time, you can load a background image for the stat block. You do that with "Set Background". So, say you wanted to include a transparent stat block in a document and have a particular background below it. You could just set the background in the stat block dialog instead of the document. One trick for this is to set the background color to the predominant color (or something close) that the text will be over in the image. That will make sure that the anti-aliasing on the text looks correct.

To understand what I'm talking about, say you use a background image that's mostly purple, but your background color is white. What'll happen is that the text will be rendered with a background of white, then the white will be converted to transparent, then the text will be overlayed on top of the purple image. The anti-aliasing of the text was done with a white background, so you'll see white artifacts in the final image. If the background was, instead, set to purple, the text will be rendered with a purple background and the artifacts won't be noticed on top of the purple background image.

Also, is there a way to format the adversary data into something like the large format card here:

http://community.fantasyflightgames.com/index.php?/topic/88641-make-adversary-cards/?p=968302

Sorry, forgot about this one.

The stat block generator wouldn't be good for something like this, since it has a very specific look and is formatted in special ways. This would need a new "Adversary Card" sheet, just like characters or encounters. If enough people want something like this, I could design a special adversary card that matches the look-and-feel of the other sheets. There is a number of variables involved, of course, since some adversaries are much more complex than others and may not fit on a card like this. Are there more than this one example? Have they made these cards using really complicated nemeses with lots of skills, talents, abilities, and items?

Great tools OggDude! Just a couple questions-

Is there anyway to have a transparent background for the adversary stat blocks?

Also, is there a way to format the adversary data into something like the large format card here:

http://community.fantasyflightgames.com/index.php?/topic/88641-make-adversary-cards/?p=968302

This is an awesome idea. Print these off on index cards would be super useful.

although at the same time, when you print an encounter oggs management of the adversaries in the encounter is fantastic.

I guess it depends on what the cards will be used for. If they're going to be used as a "one size fits all" solution for encounters, why bother when you can create a specific and complete encounter layout with the encounter sheet? If that's the case, I'd be rather ambivalent about taking the time to do them. If there were some other use for them, that might be different.

It's still a good idea :) It just depends on what people would want them for.

Another minor feature request is to have the files in the characters folder be named according to the character name instead of char1, char2, etc. Even if you just took the first 6-8 letters of the character's name minus any punctuation marks. The reason I ask this is because my group all uses the same character generator on my dropbox. When someone updates a character, it says that char0.xml has been updated, but I don't know which one that is. I'd love to be able to know based on the filename, so it would say chewbacc.xml or c2chewbacc.xml updated. This could be a global way of doing things too, so it would appliy to adversaries and other areas as well. It's a minor thing, but it seems that if we make custom data, it would be great for the files to be named appropriately, instead of generically.

Another minor feature request is to have the files in the characters folder be named according to the character name instead of char1, char2, etc. Even if you just took the first 6-8 letters of the character's name minus any punctuation marks. The reason I ask this is because my group all uses the same character generator on my dropbox. When someone updates a character, it says that char0.xml has been updated, but I don't know which one that is. I'd love to be able to know based on the filename, so it would say chewbacc.xml or c2chewbacc.xml updated. This could be a global way of doing things too, so it would appliy to adversaries and other areas as well. It's a minor thing, but it seems that if we make custom data, it would be great for the files to be named appropriately, instead of generically.

I thought you had to import/export the characters to retain the data?

Another minor feature request is to have the files in the characters folder be named according to the character name instead of char1, char2, etc. Even if you just took the first 6-8 letters of the character's name minus any punctuation marks. The reason I ask this is because my group all uses the same character generator on my dropbox. When someone updates a character, it says that char0.xml has been updated, but I don't know which one that is. I'd love to be able to know based on the filename, so it would say chewbacc.xml or c2chewbacc.xml updated. This could be a global way of doing things too, so it would appliy to adversaries and other areas as well. It's a minor thing, but it seems that if we make custom data, it would be great for the files to be named appropriately, instead of generically.

I thought you had to import/export the characters to retain the data?

You do. I think what he's saying is that he's using cloud storage for the data and he gets notified when files are changed. So if one of his players changes his character, he'll see "Char0.xml" as being changed, and he doesn't know which character that is.

The issue is that the character name can be changed and can also be duplicated in other characters. That's why I don't use the character's name as part of the file name. It's too transient. I'm not a DropBox expert, but is there some way to set up notifications for individual files and have it tell you something other than the file name?

OggDude has it correct. We are using cloud storage for everyone's characters. I don't know how the system would work, but it seems plausible that if two characters had the same name, it would make one of them chewie1 and other other chewie2.

As for dropbox, I don't think there is a way to see how it was change, only that it was updated.

Like I said, if it's a huge deal or a giant pain, then it's not worth it.

Got Suns of Fortune today! Lots of stuff to add. Finished weapons and armor, and I'm starting on Corellian System adversaries (one more to do).

What I'll do for modular encounters is to create actual encounters for them. Other than background and some mini-adventure details, that's really what they are :)

Edit: Just noticed that I don't have Import and Export for encounters! Guess I'll be adding a new feature as well :)

Edited by OggDude

A few more things:

1. Would it be possible to put a notes section on each piece of equipment? For example, in the group loot my group "found" two sets of laminate armor sized for a human and 1 set sized for a gand. I would love to be able to note the one that is sized for a gand somehow. Ideally, this would be able to be modified in the character generator so my players could do it without me having to do it in the gm tools or data editor.

2. Is there a way to add attachments on their own? For example, my group looted a blaster actuating module kit, but hasn't attached it to anything yet. I'd like to be able it track it in group loot, but AFAIK I can't without putting it on a weapon.

3. Is there a way to make new categories for adversaries or new sources for items/data (aside from User Data)? For example, I adapted Long Arm of The Hutt into the full game and I want to add a new adversary category and item/data source for it.

Ogg dunno if this was caught but in description when purchasing the Model 77 Air Rifle it shows pierce 1 (should be pierce 4)

A few more things:

1. Would it be possible to put a notes section on each piece of equipment? For example, in the group loot my group "found" two sets of laminate armor sized for a human and 1 set sized for a gand. I would love to be able to note the one that is sized for a gand somehow. Ideally, this would be able to be modified in the character generator so my players could do it without me having to do it in the gm tools or data editor.

2. Is there a way to add attachments on their own? For example, my group looted a blaster actuating module kit, but hasn't attached it to anything yet. I'd like to be able it track it in group loot, but AFAIK I can't without putting it on a weapon.

3. Is there a way to make new categories for adversaries or new sources for items/data (aside from User Data)? For example, I adapted Long Arm of The Hutt into the full game and I want to add a new adversary category and item/data source for it.

1. I could probably add notes for equipment. It could be tacked onto the "Special" column in the character sheet. Just have to see where to put it on the equipment screen.

2. Attachments aren't equipment, but you could add them yourself as gear if you want to keep track of them.

3. Just type in the new category or source directly in the combo box.

Ogg dunno if this was caught but in description when purchasing the Model 77 Air Rifle it shows pierce 1 (should be pierce 4)

Fixed, thanks :)

please change your YV-560 picture (click either of my sigs to find 1) you have a YV-545 picture, not a YV-560.

also i am hanging out for your next update, could you please let us know when you begin work incorporating the new rule book, so we can know when to check in regularly to see if it is on the way.

please change your YV-560 picture (click either of my sigs to find 1) you have a YV-545 picture, not a YV-560.

also i am hanging out for your next update, could you please let us know when you begin work incorporating the new rule book, so we can know when to check in regularly to see if it is on the way.

I'm entering data as fast as my fingers will allow :) Still have some adversaries and the new gear to enter. Also need to do pictures for the new ships, which can take awhile.

The 545 was the closest I could find to the 560, which is why I used it. I'll use yours instead and use your deck plans to make the silhouette.

OggDude,

I just started using your generator and I love it!

I've made stabs at programming a web-based version on and off, but kept getting hung up on the best way to model the various skills with different origins (career, specialization, species, and bought). You seem to have found an elegant solution!

One question:

Any chance there could be a way to just edit the character's credits total? For example at the end of character creation when you award them 1d100 credits, it'd be nice to be able to just add that. Perhaps that exists and I'm just missing it?

Anyway, thanks!

I've begun to translate your generator into French. May I put online to share with other french speakers?

Do you know a way to translate the software's UI? at the moment, I used the "custom data" option for careers, spezializations...but the character sheet are english only