Another Character Generator

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

Don't get me wrong. I love this program. Thank Will Isley for turning me onto it. I now run lots of star wars games and am kicking off a public living star wars game and have turned on over 30 players to using the generator. We all use it together in a shared dropbox for our Data folder allowing us all to access each other's characters. It has been a great experience. But these errors caused by what sounds like too much memory from so many users and characters have brought us to a stand still for 2 weekends. This weekend we start a new game and it has been difficult to get characters made. I am so glad to hear that the next update will have a fix for this issue.

Oggy you rock. Today at my public game I am going to leave my laptop out and encourage players to send donations to you at my public star wars game. All in thanks for all your work in creating this amazing program.

I just discovered your character builder (and group manager) software, and I really like it!

I'm new to EotE and I will be starting a campaign soon with players that have never seen EotE either, so this will be a tremendous boon for me!

I was wondering if it would be possible to get an alternate grouping of skills on the printout. You have the physical combat skills and the knowledge skills grouped and separated from the rest, and that's fantastic, but it would also be wonderful to have an option to get the social combat skills grouped as well.

Charm

Coercion

Deception

Leadership

Negotiation

Cool

Discipline

Edited by Lifer4700

Don't get me wrong. I love this program. Thank Will Isley for turning me onto it. I now run lots of star wars games and am kicking off a public living star wars game and have turned on over 30 players to using the generator. We all use it together in a shared dropbox for our Data folder allowing us all to access each other's characters. It has been a great experience. But these errors caused by what sounds like too much memory from so many users and characters have brought us to a stand still for 2 weekends. This weekend we start a new game and it has been difficult to get characters made. I am so glad to hear that the next update will have a fix for this issue.

Oggy you rock. Today at my public game I am going to leave my laptop out and encourage players to send donations to you at my public star wars game. All in thanks for all your work in creating this amazing program.

The next release is a lot easier on the memory. With new features and such, the memory problem sort of crept up slowly. I was thinking about releasing today, but I found yet another bug. I'm surprised only one person noticed the ever-indenting "Special" column on the printed sheets for inventory :)

And thanks for the donation! You rock too, man!

Would it be possible to have a menu of existing species abilities to easily add to adversaries? I usually only even think about it with Nemesis, but the insert menu is so massive for me at this point it can be cumbersome to find a copy of the one I need, and sometimes I find out it isn't in the list yet because I don't have an adversary with the ability created yet.

Also, on page 409 of the EotE CRB there is a table for purchasing droids. Since there is a droid section in the gear list of your program for the droids from supplements, I think it would be helpful to include these ones as well.

Found an error in the Reinforced Shield attachement for ships. The character generator has the cost as 1000cr but both the AoR and F&D core rule books have it listed for 3800cr.

New release is out. This has all the new stuff for Fly Casual, plus some other fixes and enhancements. Enjoy!

Oh, and this time, all three species were already present from the USM. They're all replaced with official species, so if you're a Falleen, a Gotal, or a Quarren, it'll be a good idea to revisit the Species pane to see what new options are available, if any.

Release 1.4.4.0
New/Changed Data:
  • Added all data from the Fly Casual Smuggler's Sourcebook, including backgrounds, obligations, species, specializations, talents, motivations, signature abilities, weapons, armor, gear, attachments, and vehicles. Special thanks goes to Braendig on the FFG forums for entering in all the data. I couldn't have gotten this release out this fast without his help!
  • Both the one and 100 dose items of Neutron Pixie had the same key, so only the 100 dose item was showing. They now have different keys.
  • Added the seven droid types from the EotE Core Rulebook as purchasable gear.
  • The Reinforced Shileld Generator attachment had its price corrected.
New Features/Enhancements:
  • Made a small change to the way damage is determined. Instead of handling damage add fields (which add Brawn to the damage) only for a select number of skills, such as Melee or Brawl, it will now perform this check for any skill other than Mechanics (explosives use damage add in a different way). This was mainly for the throwing dagger, which uses Ranged Light, but still has a damage add for Brawn.
  • Added an "Innate Skills" feature to attachments to support the Astrogation and Autopilot droid brains. The description of the attachment will display any innate skills, including rank and dice pool, that come with the attachment.
  • The mod editor now supports the Innate Skills feature.
  • Ad hoc item mods may now have a count other than one.
  • Added descriptors to support adding and subtracting from a vehicle's passenger count.
  • Added descriptors to support adding and subtracting from a vehicle's encumbrance capacity.
  • Ad-hoc weapons as part of item attachments has been extended to include vehicle weapons. The Surface Defense Blaster Cannon attachment uses this new feature. The editor includes a link to modify vehicle weapon properties, which are now part of the weapon modifier.
  • Made some changes to memory management, especially when it comes to releasing resources, so the generator should have a smaller memory footprint now. When printing sheets, memory usage will probably double or more, but should eventually go back to what it was before the sheets were printed (it would stay high before). Also, switching between characters a lot in the generator would keep so much memory around that the generator would eventually crash (see bug fix notes, below). Now, I'm seeing the generator at about 150MB, going up to maybe 210MB during use, and the GM Tools at about 180MB, going up to maybe 250MB during use.
  • To support the fix for non-career skill costs, the skill grid now has a new column called "Non-Career". This column has a value and supports a combo box, but only if a skill is a ranked career skill. For characters made with older versions of the software, or if you've removed and added skill ranks that used to be non-career, but are now career, this value may be changed to indicate how many of a skill's ranks should cost non-career XP, rather than career XP.
Bug Fixes:
  • If you loaded and reloaded characters over and over again, the generator's memory footprint would continue to grow until it eventually crashed. This was due to poor memory management and not properly releasing unmanaged resources, such as images. The problem should now be fixed (see note above on memory management changes).
  • If a Force-using character was created and saved, and then an existing Force power was modified in a new release, the saved character was not picking up new Force ability nodes the next time it was loaded. If the nodes were selected in the tree, XP was not being calculated for them, and if the character was saved and reloaded, the newly selected nodes were no longer selected. This was due to the character verifying that a power already existed, but not verifying that all nodes existed as well. All nodes in are now verified, and missing nodes are automatically added to existing Force powers.
  • Fixed an issue with printed inventory lists. A bug introduced last version would progressively increase the size of the "Special" column, which would cause the "Special" column to be progressively indented, starting at the bottom up. This bug has been fixed.
  • Created a fix for the skill issue where it would refund XP if a ranked non-career skill became a career skill. It will now keep track of purchased non-career ranks separately. If a non-career skill becomes a career skill, existing ranks should cost the non-career cost. If you purchase additional ranks, they will be at the career cost. If you lower a skill past the non-career ranks, then raise it again, the new ranks will be career ranks. This is a first pass at a fix, so please tell me if you have issues with it.

I just looked for and don't see the paired attachment. I have looks on pistols and lightsabers. It is in neither place. Should cost 300 credits and makes the hit from your second weapon cost 1 advantage instead of 2.
It is from fly casual.

Edited by Daeglan

Hey OggDude, I just downloaded the newest patch and it crashes on me when i try to access the GMTools

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.DescriptionProcessing.<CheckForInnateSkills>b__2d(ItemDescInfo mm)
at System.Collections.Generic.List`1.FindAll(Predicate`1 match)
at SWCharGen.DescriptionProcessing.CheckForInnateSkills(List`1 checkList)
at SWCharGen.DescriptionProcessing.GetItemAttachmentDesc(CharModdableItem citem, Boolean forVehicle)
at SWCharGen.DescriptionProcessing.GetVehicleSummary(CharVehicle cv, Boolean noDetails)
at SWCharGen.EditVehicle.UpdateVehSummPanel()
at SWCharGen.EditVehicle.CreateVehiclePane(Boolean skipGrid)
at SWCharGen.EditVehicle.Initialize(CharData data, List`1 vehList)
at SWCharGen.Form1.CreateVehicles()
at SWCharGen.Form1.Form1_Shown(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnShown(EventArgs e)
at SWCharGen.Form1.OnShown(EventArgs e)
at System.Windows.Forms.Form.CallShownEvent()
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I just looked for and don't see the paired attachment. I have looks on pistols and lightsabers. It is in neither place. Should cost 300 credits and makes the hit from your second weapon cost 1 advantage instead of 2.

It is from fly casual.

It's there, I just used it. Make sure you have Fly Casual selected as a source.

Hey OggDude, I just downloaded the newest patch and it crashes on me when i try to access the GMTools

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.DescriptionProcessing.<CheckForInnateSkills>b__2d(ItemDescInfo mm)
at System.Collections.Generic.List`1.FindAll(Predicate`1 match)
at SWCharGen.DescriptionProcessing.CheckForInnateSkills(List`1 checkList)
at SWCharGen.DescriptionProcessing.GetItemAttachmentDesc(CharModdableItem citem, Boolean forVehicle)
at SWCharGen.DescriptionProcessing.GetVehicleSummary(CharVehicle cv, Boolean noDetails)
at SWCharGen.EditVehicle.UpdateVehSummPanel()
at SWCharGen.EditVehicle.CreateVehiclePane(Boolean skipGrid)
at SWCharGen.EditVehicle.Initialize(CharData data, List`1 vehList)
at SWCharGen.Form1.CreateVehicles()

It looks like there's something odd going on with one of your stock vehicles. Try removing stock vehicles one at a time until the problem goes away, then send me the XML file of the one that was causing the problem.

I had a similar issue at first, but after closing the program and trying again, the GM Tools no longer works at all for me. I double checked Task Manager to make sure it wasn't running in the background, then restarted my computer just in case. No luck.

Edited by verdantsf

It works for me. Try clearing the cache and running it again. And try removing stock vehicles until you get something that works.

Fang, if you don't want to hassle with it, just zip up your stock vehicles and send them all to me. I'll figure out the problem.

That did the trick, thanks :) !

One ng that would be helpful is to put details for weapons on the first page that are important in combat. Like paired weapons making it so 1 advantage needed to hit with second weapon in the 2 weapon fighting block. Or normally it takes 2 advantage.

It looks like there's something odd going on with one of your stock vehicles. Try removing stock vehicles one at a time until the problem goes away, then send me the XML file of the one that was causing the problem.

Thankfully I only have two of them so it should be easy do to when I get home.

Hi everyone. While I am not as good at this stuff as oggdude, I do like to play around with notepad and text files. If anyone is interested in looking over some of the work I have done, I have a file called Talents.xml that I have created. While I am not saying that this will work with oggdudes program 1.4.4.0, I am not saying it won't either. <_< In this text file I have the small descriptions for every talent made so far, to include the FaD Beta book. here is a link to my dropbox if any one wants to check it out.

Cheers.

https://www.dropbox.com/home/EotE

Edited by R2builder

Hi everyone. While I am not as good at this stuff as oggdude, I do like to play around with notepad and text files. If anyone is interested in looking over some of the work I have done, I have a file called Talents.xml that I have created. While I am not saying that this will work with oggdudes program 1.4.4.0, I am not saying it won't either. <_< In this text file I have the small descriptions for every talent made so far, to include the FaD Beta book. here is a link to my dropbox if any one wants to check it out.

Cheers.

https://www.dropbox.com/home/EotE

That URL isn't going to work for anybody but you, since it's referring to your home path as the logged in user. :)

Nothing to see here, move along.

Edited by Kaytarn

First off, great tool. I love just getting a random idea and speccing it out in minutes instead of having to do actual math.

But I've discovered that if you use the attachment sling on a weapon without cumbersome the tool lists cumbersome 1 for the weapon.

Thanks OggDude for your incredible character generator. Also thanks R2builder for your notes to add talent descriptions. Makes my GMing so much easier

I've just tried to reinstall this great character generator after getting a new system but the dropbox link brings up en error;

This account's public links are generating too much traffic and have been temporarily disabled!"

Is anyone else having this problem? I've been trying for the last few hours but without any luck :(

This is fantastic, thank you!

Hypothetically, however, if this WERE useable in a certain program (and I'm not saying it is), one must be aware that this file does not take into consideration any die modifiers. (i.e.: the <DieModifiers> tags are empty.)

I feel it would be easier to fix this than to re-type everything. IF it were even possible, that is.

EDIT:

...everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?

Edited by Lifer4700