Another Character Generator

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

With FaD, I had to add a check to make sure someone was Force sensitive before applying Force talents. Unfortunately, that prevents a species with a free Force Rating talent from taking advantage of it. There's actually a way of adding a Force rating that doesn't require the talent, but the editor doesn't support it.

I'm going to have to look at the recalc code and allow species talents to count, regardless of Force rating. That should fix the problem.

As per RAW (and a developer-answered question), each rank of Jury Rigged must be applied to different items. You can't make multiple Jury Rigged changes to a single item.

Thank you for looking into my questions, it helps a whole bunch. You are doing such a fantastic job. Thank you again.

If you want to get it working, and don't mind doing some XML editing, just find the XML file for your species (should be under <data folder>/DataCustom/Species or the data set you're using), bring it up in note pad, and find the below section:

  <StartingAttrs>
    <WoundThreshold>10</WoundThreshold>
    <StrainThreshold>10</StrainThreshold>
    <DefenseRanged>0</DefenseRanged>
    <DefenseMelee>0</DefenseMelee>
    <SoakValue>0</SoakValue>
    <Experience>100</Experience>
    <ForceRating>1</ForceRating>
    <Requirement>
      <WearingArmor>false</WearingArmor>
      <Career>false</Career>
      <Specialization>false</Specialization>
      <NonCareer>false</NonCareer>
      <SoakAtLeast>0</SoakAtLeast>
    </Requirement>
  </StartingAttrs>

On line 8 (where it has ForceRating), change the number to 1, then save the file. The species will now start with a Force rating of 1.

Be sure to remove the Force Rating talent, or it'll begin with a FR of 2 :)

Thank you so much for this! Any chance of releasing the source on Github, Codeplex, or similar? I'm pretty confident I could get it building under Mono and create at least an unofficial release for OSX/Linux for it if so.

Thank you so much for this! Any chance of releasing the source on Github, Codeplex, or similar? I'm pretty confident I could get it building under Mono and create at least an unofficial release for OSX/Linux for it if so.

It uses some windows specific components like .net so you would have to replace that functionality

So, did anyone catch the amusing adversary bug in GM Tools yet? :)

Not an adversary bug. One of my players did find a bug though.

He is a Toydarian Explorer Trader, with a buy into the Quatermaster tree.

In the Quatermaster tree he has purchased:

Know somebody > Smooth Talker > Grit > Know Somebody (divergent)

A Route> Dedication > Natural Negotiator

B Route> Sound Investments > Wheel and Deal > Greased Palms > Master Merchant.

In the Trader he has gone down the left part of the tree...here is where the problem occurs. As soon as he selects "Know Somebody" right at the bottom. The "Natural Negotiator" talent to its right immediately ticks itself and cannot be unticked...furthermore it DOES NOT unlock the Dedication talent.

Not sure what this problem is but there is a problem.

As to species that give Force rating... the way this was originally going to work was that you'd set the Force rating as an attribute of the species. Of course, I didn't have that in the editor, so I'm guessing people were just adding the Force Rating talent to do this.

With FaD, I'm now filtering out Force talents if you don't have a Force rating. I checked the species code and it was going to be difficult to exclude talents from species. So... I added the Force rating attribute to the species editor, which is how I wanted it done from the start.

In the next release, to make a species Force-sensitive, don't give them the Force Rating talent, just give them an innate Force rating using the species editor. If you also give them the Force Rating talent, it'll be added to the Force attribute value, so be warned.

As a cool sort of bonus, you can even make sub-species of Force-sensitive species not have a Force rating if you want to. Just set the sub-species Force rating to 0, and check the override box.

Not an adversary bug. One of my players did find a bug though.

He is a Toydarian Explorer Trader, with a buy into the Quatermaster tree.

In the Quatermaster tree he has purchased:

Know somebody > Smooth Talker > Grit > Know Somebody (divergent)

A Route> Dedication > Natural Negotiator

B Route> Sound Investments > Wheel and Deal > Greased Palms > Master Merchant.

In the Trader he has gone down the left part of the tree...here is where the problem occurs. As soon as he selects "Know Somebody" right at the bottom. The "Natural Negotiator" talent to its right immediately ticks itself and cannot be unticked...furthermore it DOES NOT unlock the Dedication talent.

Not sure what this problem is but there is a problem.

Nope, working as designed. What this means is that he's selected "Natural Negotiator", an unranked talent, from his original Trader spec. If an already-purchased unranked talent becomes available in another tree, it will automatically become purchased as well for free. This is how multiple instances of unranked talents work. You already have it, so you don't need to purchase it again to continue your advancement.

Oh, alrighty. Btw, The High Ion Turbine Engine upgrade also cannot be installed on the Storm IV Cloud Car.

Oh, alrighty. Btw, The High Ion Turbine Engine upgrade also cannot be installed on the Storm IV Cloud Car.

Looks like they changed it in AoR. It's correct for EotE CRB, however. I'll take the restrictions off of it.

OggDude,

What do I need to edit in order to make the new F&D update 2 race changes present in your tool?

OggDude,

What do I need to edit in order to make the new F&D update 2 race changes present in your tool?

If it's the Force rating thing, then you'll need to wait for the next release. Or, you can read this message to change it by hand.

If you're talking about something else... then I need more information :)

In the Force and Destiny Beta update 2, "Change the Zabrak Boosted Awareness ability with the following special ability: "Fearsome Countenance: A Zabrak adds automatic (advantage) to all Coercion checks he makes, but adds automatic (threat) to all Charm checks he makes."

In the Force and Destiny Beta update 2, "Change the Zabrak Boosted Awareness ability with the following special ability: "Fearsome Countenance: A Zabrak adds automatic (advantage) to all Coercion checks he makes, but adds automatic (threat) to all Charm checks he makes."

Ah, yeah, hadn't realized update #2 had come out already.

I made all the changes in the update except mentor XP reduction for Force powers and the two new adversaries. How do you guys want to do the mentor thing? I'm thinking of just having a checkbox in the Force Power pane; if it's checked, base Force powers cost 5 XP less.

In the Force and Destiny Beta update 2, "Change the Zabrak Boosted Awareness ability with the following special ability: "Fearsome Countenance: A Zabrak adds automatic (advantage) to all Coercion checks he makes, but adds automatic (threat) to all Charm checks he makes."

Ah, yeah, hadn't realized update #2 had come out already.

I made all the changes in the update except mentor XP reduction for Force powers and the two new adversaries. How do you guys want to do the mentor thing? I'm thinking of just having a checkbox in the Force Power pane; if it's checked, base Force powers cost 5 XP less.

I'd say that works.

Maybe a section that lists "Starting Resource"

That way you could add the Holocron/Mentor checkbox there, or a Base of Operations. My players like seeing the stuff they have and with a ship they get all sorts of fun with the non traditional starting resources they get nothing. Unless you added it on the downlow and I didn't see it.

For this particular thing, what I was thinking of doing is having the mentor checkbox work on a per-power basis. So, if you lose your mentor down the road, it'll still keep track of which powers you bought with the discount, but still be able to charge full XP for later ones.

Since resources belong to the group, I was thinking of adding them somewhere in the group editor. Nothing fancy, maybe some radio buttons to select which option you chose, and maybe a place to give a description. I'd combine all the different selections, of course, so you'd get to choose from the ships in EotE, AoR, and FaD (or their own choice), plus the Y-Wing squadron, base, holocron, and mentor. Or maybe just have them select which kind of campaign the group is running, and just give the available resources for that campaign. Or something like that :)

And yeah, I know homesteads from FH need adding, but I'll probably wait on those.

Small feature request if you ever get the time (not Force related).

Regarding weapons, can you add an ability to choose a different skill to apply to such weapon? I'm one of those that uses Athletics for thrown weapons, for example. Some have mentioned Coordination. This came up when adding some custom weapons such as "Thrown Spear", "Sling", or "Simple Bow" and I wanted to use Athletics (or Coordination) and not the RAW Ranged (light). I can add text that says a different skill is used, but it wouldn't be supported by the mechanics of the character sheet without some Oggwork.

Thanks. Specific to probably only me and a couple others, so putting this way down your list is completely understandable.

I have a small order of operation change request. In the editor could you swap the career and species tabs? For example humans let you choose two non-career skills to put a rank in. Currently you can choose those skills before you have a career. Whenever I make a human I need to remember to go back and pick my species skills after I setup my career skills. It be nice to just go down the checklist instead of jumping back to the top to finish my selections.

Thanks

Sadly we haven't played for a little while. I just DLd the latest update (web install) and get this...

PLATFORM VERSION INFO
Windows : 6.1.7601.65536 (Win32NT)
Common Language Runtime : 4.0.30319.18444
System.Deployment.dll : 4.0.30319.18408 built by: FX451RTMGREL
clr.dll : 4.0.30319.18444 built by: FX451RTMGDR
dfdll.dll : 4.0.30319.18408 built by: FX451RTMGREL
dfshim.dll : 4.0.41209.0 (Main.041209-0000)
SOURCES
Deployment url : file:///C:/Users/User/Desktop/Star%20Wars%20Character%20Generator%20and%20GM%20Tools.appref-ms%7C
Server : nginx
ERROR SUMMARY
Below is a summary of the errors, details of these errors are listed later in the log.
* Activation of C:\Users\User\Desktop\Star Wars Character Generator and GM Tools.appref-ms| resulted in exception. Following failure messages were detected:
+ Value does not fall within the expected range.
COMPONENT STORE TRANSACTION FAILURE SUMMARY
No transaction error was detected.
WARNINGS
There were no warnings during this operation.
OPERATION PROGRESS STATUS
* [9/17/2014 2:43:20 PM] : Activation of C:\Users\User\Desktop\Star Wars Character Generator and GM Tools.appref-ms| has started.
* [9/17/2014 2:43:20 PM] : Performing necessary update check as specified by the deployment.
ERROR DETAILS
Following errors were detected during this operation.
* [9/17/2014 2:43:21 PM] System.ArgumentException
- Value does not fall within the expected range.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.NativeMethods.CorLaunchApplication(UInt32 hostType, String applicationFullName, Int32 manifestPathsCount, String[] manifestPaths, Int32 activationDataCount, String[] activationData, PROCESS_INFORMATION processInformation)
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.SubscriptionStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.Activate(DefinitionAppId appId, AssemblyManifest appManifest, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.ProcessOrFollowShortcut(String shortcutFile, String& errorPageUrl, TempFile& deployFile)
at System.Deployment.Application.ApplicationActivator.PerformDeploymentActivation(Uri activationUri, Boolean isShortcut, String textualSubId, String deploymentProviderUrlFromExtension, BrowserSettings browserSettings, String& errorPageUrl)
at System.Deployment.Application.ApplicationActivator.ActivateDeploymentWorker(Object state)
COMPONENT STORE TRANSACTION DETAILS
No transaction information is available.

Request
Adversaries editor should have a silhouette field so when we create creatures we can give them a silhouette. Or include the one given.

I agree about a checkbox per basic force power because if there would be a general one, many players would be getting XP 'refunds'. :P

Sadly we haven't played for a little while. I just DLd the latest update (web install) and get this...

PLATFORM VERSION INFO
Windows : 6.1.7601.65536 (Win32NT)
Common Language Runtime : 4.0.30319.18444
System.Deployment.dll : 4.0.30319.18408 built by: FX451RTMGREL
clr.dll : 4.0.30319.18444 built by: FX451RTMGDR
dfdll.dll : 4.0.30319.18408 built by: FX451RTMGREL
dfshim.dll : 4.0.41209.0 (Main.041209-0000)

Whenever you get an issue with a web install, uninstall it from your computer first, then attempt it again. This is some sort of ClickOnce problem, more than likely you having an old version that I don't have available anymore (I only keep the last three releases because DropBox is running low on space).

I have a small order of operation change request. In the editor could you swap the career and species tabs? For example humans let you choose two non-career skills to put a rank in. Currently you can choose those skills before you have a career. Whenever I make a human I need to remember to go back and pick my species skills after I setup my career skills. It be nice to just go down the checklist instead of jumping back to the top to finish my selections.

Thanks

The reason I have them in that order is because that's the order the book has for character creation. I think humans are the only species that would do what you describe, and you'd have to remember to pick the non-career skills even if you were making a character by hand :) (following the book, that is)

Request

Adversaries editor should have a silhouette field so when we create creatures we can give them a silhouette. Or include the one given.

What I normally do is create a special ability called "Size" and give it the text "Silhouette X". You could also give then names like "Small", "Large", "Huge", "Gargantuan", or whatever, then just do an Insert and include an existing silhouette ability to save time.

I agree about a checkbox per basic force power because if there would be a general one, many players would be getting XP 'refunds'. :P

That's how I did it. I also put the current Force rating on a small panel so it looks nicer.