Another Character Generator

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

Yeah, OggDude, I can definitely see how it's a complex thing to model effectively.

I haven't come up with anything better than some kind of "locking down" the XP spent so that, instead of the XP being calculated dynamically based on the current state of the user, it's "frozen" and stored as a discrete number when you lock it down.

Obviously one of the challenges is that it's nice to have a program where you can play with a lot of different options and you're not restricted by the same rules as characters have to follow.

You can put in a character with a negative XP value, you can return Skill ranks or lower characteristics, all the stuff you'd want to do in order to tinker around with a character.

That's really valuable, so I'm not sure what the most elegant solution is.

Well, it's off to DunDraCon for the weekend. Luckily, it's being held in my hometown, so it's just a 10 min drive away. I may not be doing a lot of posting until Tuesday, so you guys have a good weekend :)

And don't forget it's Valentine's Day tomorrow! Flowers, a card, dinner... something, or you'll regret it ;)

Could someone open a post with geeky and romantic ideas? ha ha ha it can be awesome :D

Edited by Josep Maria

Is it possible to make the names of characteristics and skills customizable? Because for each update I have to modify the file in the data folder for the translation.

edit:

In GMTools, adversary characteristics don't refer to the file in data folder, is it normal? (the characteristics data file is translated in my installation, but modified names don't appear for the adversaries).

Should I edit the adversary file in the imports folder?

Edited by Ayla

no relevant

Edited by Ayla

One thing I just spotted (don't know if anyone else has reported this).

For the core rulebook starships, particularly the YT-1300 and YT-2400, the Consumables entry is listed as "None" instead of the value given in the corebook. I did a skim through, and it seems every vehicle that was introduced in the core rulebook has their Consumables listed as "None." Vehicles from later books seem to be fine though.

superior upgrade on armor isn't reducing the encumbrance on the armor by 1 like it should.

in the description it still says encumbrance 1, i think it totals it correctly, but it displays it as 1 which is annoying if your trying to do a quick recount on the fly.

Edited by Hakon

superior upgrade on armor isn't reducing the encumbrance on the armor by 1 like it should.

in the description it still says encumbrance 1, i think it totals it correctly, but it displays it as 1 which is annoying if your trying to do a quick recount on the fly.

I would imagine no matter how "superior" the armor is, the encumbrance would not be able to go below 1. I don't see that in the book however, applying common sense you would understand no matter how great something is, it would still have an encumbrance yes?

Edited by AgentJ

OggDude, I'm not sure if anyone has mentioned this or not, but the Specializations data for Gunner is wrong in a number of spots, with "Adversary" and several other Talents listed that shouldn't be there.

OggDude,

Maybe I'm just missing this in the program but...is there a place I can put general/generic notes in the character generation program that'll get put on a character sheet? I know there's the ability to make notes about gear and weapons, but not general notes...at least none that I could see.

The "Description" section has a large field for Notable Attributes, and the "Background" section has a "Story" field.

Would those work?

Is it possible to make the names of characteristics and skills customizable? Because for each update I have to modify the file in the data folder for the translation.

edit:

In GMTools, adversary characteristics don't refer to the file in data folder, is it normal? (the characteristics data file is translated in my installation, but modified names don't appear for the adversaries).

Should I edit the adversary file in the imports folder?

Yeah, you're right, I wasn't using the characteristic name from the XML file. I went through and changed all characteristic names to use the name defined in the XML file.

One thing I just spotted (don't know if anyone else has reported this).

For the core rulebook starships, particularly the YT-1300 and YT-2400, the Consumables entry is listed as "None" instead of the value given in the corebook. I did a skim through, and it seems every vehicle that was introduced in the core rulebook has their Consumables listed as "None." Vehicles from later books seem to be fine though.

Excellent catch! The consumables tag in the original XML was misspelled, so it was defaulting to "None". I changed the tag in all the files, so they're all displaying properly now.

OggDude, I'm not sure if anyone has mentioned this or not, but the Specializations data for Gunner is wrong in a number of spots, with "Adversary" and several other Talents listed that shouldn't be there.

Adversary shouldn't have been there (should have been Grit). Also, some lines were wrong. However, the weird talents are actually new ones that replaced the ones in the book. See Update Week 4 for the replacements.

First thing's first; Ogg, much appreciation and huge cudos! This is an awesome program, wonderfully helpful and all the work you put into it is amazing!

Second... Is there a way to adjust the sizes of the description blocks in the Specialization tab, when creating characters? I entered all the brief descriptions from the book, but some are too long to read with the standard size.

I tried searching through this thread to see if this has already been answered, but couldn't find it.

Thank you again for all you've done.

X-30 Lancer (my dream weapon atm) is not afforded the same weapon attachments as other blaster pistols. There is nothing in it's weapon description that seems to limit it's options.

The modular backpack mods do not add to the Encumbrance capacity of the character on the sheet. (i could be using this wrong)

Also, keep up the wonderful work!

OggDude, I'm not sure if anyone has mentioned this or not, but the Specializations data for Gunner is wrong in a number of spots, with "Adversary" and several other Talents listed that shouldn't be there.

Adversary shouldn't have been there (should have been Grit). Also, some lines were wrong. However, the weird talents are actually new ones that replaced the ones in the book. See Update Week 4 for the replacements.

Oh, gotcha. I was comparing it to the book but hadn't looked at the beta updates. Thanks!

First thing's first; Ogg, much appreciation and huge cudos! This is an awesome program, wonderfully helpful and all the work you put into it is amazing!

Second... Is there a way to adjust the sizes of the description blocks in the Specialization tab, when creating characters? I entered all the brief descriptions from the book, but some are too long to read with the standard size.

I tried searching through this thread to see if this has already been answered, but couldn't find it.

Thank you again for all you've done.

Adjustable sized panels would have made it really complicated :) Either that, or it would have looked ugly stretched. Be sure to use the shortened description of the talent as shown in the spec trees, rather than the long one in the talent chapter. You should be able to fit them in the panel. I think I've got them all looking OK.

X-30 Lancer (my dream weapon atm) is not afforded the same weapon attachments as other blaster pistols. There is nothing in it's weapon description that seems to limit it's options.

The modular backpack mods do not add to the Encumbrance capacity of the character on the sheet. (i could be using this wrong)

Also, keep up the wonderful work!

The Lancer was missing a few categories. I've added them in.

To get the extra encumbrance from the backpack, you need to hold it (check the Held box in inventory). It'll show then.

I did find a small bug, though. If you added the pouch attachment, the encumbrance displayed on the equipment screen wouldn't change. Encumbrance threshold on your character was calculated correctly, but the display was wrong. If you did something that caused a possible change to encumbrance, like add or remove something, the proper value would then be displayed. I just wasn't updating the text after attachments changed. I fixed this as well.

First thing's first; Ogg, much appreciation and huge cudos! This is an awesome program, wonderfully helpful and all the work you put into it is amazing!

Second... Is there a way to adjust the sizes of the description blocks in the Specialization tab, when creating characters? I entered all the brief descriptions from the book, but some are too long to read with the standard size.

I tried searching through this thread to see if this has already been answered, but couldn't find it.

Thank you again for all you've done.

Adjustable sized panels would have made it really complicated :) Either that, or it would have looked ugly stretched. Be sure to use the shortened description of the talent as shown in the spec trees, rather than the long one in the talent chapter. You should be able to fit them in the panel. I think I've got them all looking OK.

Also note that if you highlight some of the text in the talent box and keep highliting down you can use that to "scoll down" and read the rest of the text. So, technically, you can have the full data entry for the talent (so that it reads it out on the printed character sheet) and still be able to read it all in the talent tree.

Hello

I see something strange on character sheet,

I have chosen the 6 skills I have to choose :

y5s6.png

And this is that I see on character sheet :

pdt2.png

clearly I have more than 6 career skils...

I try to dig into xml files putting false to the <iscareer> tag for skill I have not, but it changes nothing.

And of course if I try to increase the rank of these skills, it count only 5 points by tagged skills.

The ones that are checked green are career skills and will cost you less point as you buy ranks in them. The 6 you chose at creation gives you a 'free' rank in it.

I think that is what you are trying to point out.

Ah, OK, I have not understand the things like that. Thanks a lot.

For those of you who use the adversary stat blocks, I'll be adding vehicle stat blocks in the next release. They use the same form as for adversaries, except you have the option including all details, or only weapons and attachments.

For those of you who use the adversary stat blocks, I'll be adding vehicle stat blocks in the next release. They use the same form as for adversaries, except you have the option including all details, or only weapons and attachments.

Any chance you might be able to do a stat block for PCs? I know that's not exactly standard form from the book, but it would be excellent for GMs to be able to have a quick-glance reference of the PCs that does not take up a lot of space on the table.