Another Character Generator

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

OggDude,

This is a feature request. Do you think you could add a filter by Manufacture for vehicles?

Go Go Power Gamer!!

The Autopilot Droid Brain is currently listed as costing 7,500 credits when it should cost only 6,000 credits.

Also, w/r/t the Oversized External Weapon Mount, the cost of the weapon system doesn't include the cost of the weapon system itself. I don't know if this is intentional or not, but it could turn out to be a significant cost savings over buying the weapon system alone...

OggDude,

This is a feature request. Do you think you could add a filter by Manufacture for vehicles?

It would be nice to be able to do that in equipment too. SO you could create Czerka employees with all Czerka equipment...

Personally, I'd love the program to be able to export and print an index of equipment, weapons, armor and vehicles for handy dandy reference when I am away from my computer at a session, would be especially helpful when a player asks "What book is this in" and then I can very quickly find out for them as well as the basic stats of the weapon.

That is just me though, Ogg has gone on record as saying that this is more a session prep tool and that he'd want something very different for a tool to use during the session, but right now the game lacks an index and is always changing, plus the index could include custom made weapons and armor that the user has put into the data editor.

Just food for thought Ogg.

A reporting mechanism would be a great idea. You could filter them out and use it to make a shop inventory or such.

Personally, I'd love the program to be able to export and print an index of equipment, weapons, armor and vehicles for handy dandy reference when I am away from my computer at a session, would be especially helpful when a player asks "What book is this in" and then I can very quickly find out for them as well as the basic stats of the weapon.

Ebak,

Keep this linked bookmarked on your phone: http://swrpg.viluppo.net/

(It is in need of an update, but it is a great reference)

Waves hand, "This is the index you are looking for."

Weapons added through an Oversized External Weapon Mount do not show up in the weapon systems list on the print sheet of vehicles. Nor are they modifiable or does it seem to support twin, triple or quad versions...

This was due to a quirk in the routine that retrieved mods from attachments. Base mods were coming from the master data version of the attachment, rather than the configured version saved with the vehicle. Normally, this wouldn't matter, since only a few types of mods need configuration. However, the "add weapon" mod from the weapon mount was one of them (the configuration being the weapon, firing arc, linked, location, etc). So, the mod would remain configured when you edited the attachment and clicked "Choose", but would not be configured when creating weapon systems on the vehicle.

Modifying the routine to use the proper mod collection fixed the issue.

Creating a report of items is a great idea, especially since the program has what amounts to a complete database of all items published to date. And there's plenty of ways to filter the data to boot.

Of course, the appearance of the report (equipment list, alphabetic index, or whatever) would be to personal taste, so either I only export the data (maybe to CSV, XML, MDB, or some other formats) and let the user deal with it in whatever way he or she sees fit, or have user-definable report templates. For report templates, I suppose I could look into something like Crystal Reports, or the .NET reporting engine, but I'd rather not re-invent the wheel and create my own templates.

Feel free to throw out ideas about what exactly you'd want this to do.

Oh, I love the idea to just print a pdf of items available, with applicable filters (weapon by skill, armor by soak, gear by purpose, or just items by rarity, etc). Maybe a new addition to GM tools like you did with the party sheet?

EDIT: Not that I'm insisting you add even more work to your plate. Just a suggestion for future features. Fixes first, new stuff later. Keep up the good work, man.

Edited by xavierprice

Personally, I'd love the program to be able to export and print an index of equipment, weapons, armor and vehicles for handy dandy reference when I am away from my computer at a session, would be especially helpful when a player asks "What book is this in" and then I can very quickly find out for them as well as the basic stats of the weapon.

Ebak,

Keep this linked bookmarked on your phone: http://swrpg.viluppo.net/

(It is in need of an update, but it is a great reference)

Waves hand, "This is the index you are looking for."

No, it's not....why are you waving your hand around?...

Anyway, that index is not always kept up to date, and would not include any custom items (not that they would be important) furthermore, for some reason my iPad cannot properly display the tables, it cuts off the right side of any tables and I am unable to scroll to see them.

As for the report mechanic. I'd like it to be able to spit out a printable list of weapons, vehicles, armor, gear etc. to act as an index, showing all basic stats, with book and page reference (although I know this would mean adding a page number to the metadata). Before creating that list, it can be filtered by various categories, such as damage (for weapons), price, rarity, silhouette (vehicles) etc.

As for it's appearance, I'd be happy with simply a grid like the one you have in the inventory section of most character sheets.

I'd also like to reiterate how useful a page number within the items data would be, you may be able to save a little time by having the program automatically input "See page # of the X book" when creating a new entry, may not save lots of time, but its something, furthermore it means even after removing that reference, players and GMs can see where the book comes from and which page. If this is then shown on the index, the GM could easily look up the fluff text for any extra rules regarding the weapon that they throw in there.

Edited by Ebak

Creating a report of items is a great idea, especially since the program has what amounts to a complete database of all items published to date. And there's plenty of ways to filter the data to boot.

Of course, the appearance of the report (equipment list, alphabetic index, or whatever) would be to personal taste, so either I only export the data (maybe to CSV, XML, MDB, or some other formats) and let the user deal with it in whatever way he or she sees fit, or have user-definable report templates. For report templates, I suppose I could look into something like Crystal Reports, or the .NET reporting engine, but I'd rather not re-invent the wheel and create my own templates.

Feel free to throw out ideas about what exactly you'd want this to do.

Would there be any way to store the data in Compact SQL and expose it in an ODBC database? That way it could be readily accessed by any number of reporting platforms including Excel, Access, SSRS, etc...

CSV could work just fine. Most any spreadsheet software should be able to open a CSV just fine. As a software developer, I could always write porgrams to load the CSV results and do all sorts of things.

I second the CSV export. You've got enough design and coding on your hand - let some of us work on making the data pretty :)

Cartol's Emporium introduced the fitted holster and scabbard/sheath items for weapons to reduce the weight of the items.

I created them as 0 hard point mods to the weapons themselves instead of outright items.

I pointed out in an earlier post that you changed the "Decrease the Encumbrance Mod" to have a minimum of 1.

This affected the item mods that I created, completely eliminating their effect in some cases.

I attempted to correct this by applying the "Increase Encumbrance Threshold Mod" instead to get the same effect.

However, giving an item and "Increase Encumbrance Threshold Mod" to a weapon mod does absolutely nothing, whatsoever.

Please, do one of the following:

1. Allow the "Decrease Encumbrance Mod" to have a variable minimum that the user must define each time he chooses it (i.e. choose minimum 0 or minimum 1).

2. Make a "Decrease Encumbrance Minimum 1 Mod" and a "Decrease Encumbrance Minimum 0 Mod".

3. Make the "Increase Encumbrance Threshold Mod" have an effect when applied to weapons.

Solution 1 or 2 would be my preference, but 3 would get the job done.

Thanks Oggy!

Bug Report: Ataru Technique does not currently appear to let you select "Agility" to base your Lightsaber skill on it.

Never mind, apparently my 1.6.1.0 was simply suffering a temporary breakdown. :)

A question about Modifications for Attachments: the book seems to state that the first mod to an attachment is 100 credits, the second is 200 credits (plus the first mod's 100 credits), and so on. However, the program only charges 100 credits per modification on each attachment. Am i reading something incorrectly, or is this a bug in the program?

Edited by SJanson

Bug Report: Ataru Technique does not currently appear to let you select "Agility" to base your Lightsaber skill on it.

Never mind, apparently my 1.6.1.0 was simply suffering a temporary breakdown. :)

A question about Modifications for Attachments: the book seems to state that the first mod to an attachment is 100 credits, the second is 200 credits (plus the first mod's 100 credits), and so on. However, the program only charges 100 credits per modification on each attachment. Am i reading something incorrectly, or is this a bug in the program?

This has been previously discussed. The program is correct, the way the book is written is confusing open to being misunderstood.

https://community.fantasyflightgames.com/topic/108101-ffg-developer-answered-questions/

Look under Gear, Equipment, and Qualities.

Hey Oggy,

I would personally like to see you do something different with the Lightsaber skill.

When you have one of the talents that allow you to change which skill you use to attack with, have it add an additional line on the character sheet showing the Lightsaber with the Characteristic in addition to the Lightsaber (Br).

Instead of choosing, show all that apply (once the talent has been chosen).

Hawkbat Swoop requires a Lightsaber (Agilty) check.

Disruptive Strike requires a Lightsaber (Cunning) check.

If I had both, I'd rather see both on the character sheet (in addition to the Lightsaber (Brawn)) instead of have to choose one and potentially recalculate to use the other one.

CSV could work just fine. Most any spreadsheet software should be able to open a CSV just fine. As a software developer, I could always write porgrams to load the CSV results and do all sorts of things.

TL;DR - i am the worst programmer ever. Please make the formats kindergarten friendly.

CSV could work just fine. Most any spreadsheet software should be able to open a CSV just fine. As a software developer, I could always write porgrams to load the CSV results and do all sorts of things.

I too am in favor of exporting the data files into some kind of sortable/database format. I just have no idea how to use any of those file formats. I guess as long as I can use excel or access with them I am totally game.

TL;DR - i am the worst programmer ever. Please make the formats kindergarten friendly.

Excel can open CSV files no problem. :)

Excel can open CSV files no problem. :)

SOLD!

Hey Oggy,

I would personally like to see you do something different with the Lightsaber skill.

When you have one of the talents that allow you to change which skill you use to attack with, have it add an additional line on the character sheet showing the Lightsaber with the Characteristic in addition to the Lightsaber (Br).

Instead of choosing, show all that apply (once the talent has been chosen).

Hawkbat Swoop requires a Lightsaber (Agilty) check.

Disruptive Strike requires a Lightsaber (Cunning) check.

If I had both, I'd rather see both on the character sheet (in addition to the Lightsaber (Brawn)) instead of have to choose one and potentially recalculate to use the other one.

In addition it would be nice to set up 2 weapon pair have both weapons listed as primary. That way you can choose which weapon to lead with.

I've done the web install.

When I try to open the program this morning, it attempts to verify application requirements in perpetuity. Any way around this as a temporary fix for the time being?

I gave my pc's some background story that granted them a blue die to certain skills. Is there a way to add a blue die to a skill?