Another Character Generator

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

A question for you, Oggdude. It doesn't look like anyone has already asked this: I am typing descriptions in the data editor, and I came to a description that uses [AD] and [TR] symbols in a heading. In the book, the symbols are printed in the color of the heading, but the program doesn't change their color. I'm not familiar with HTML tags/coding, so I was wondering if there is a way print those symbols in your program in a color other than the standard black.

Thank you so much for this amazing tool!

Chris R.

Using version 1.6.3.0 and every once in a while data seems to disappear. Had an NPC I created vanish in a previous version and just today a PC's chosen stats were all de-selected.

I have 5 groups of PC's and several important NPC's.

Any way to ensure my data doesn't continue to vanish?

Particularly if you've got your data in a shared location, try clearing the program's cache and see if everything returns to normal.

So I backed up my data first before clearing the cache.

When I loaded the CharGen again, the PC in question was reverted back to an old version, way back when it was first created and I didn't know how to create custom species (the PC is a custom Kyuzo species).

I tried reloading the previous data that I had backed up and the character is still in the same state. Even the backstory is the older version of the character.

I'm guessing if I had backed up data before the weird corruption the issue wouldn't be there.

I'd like to know if there is a way to fix it still but I'm guessing all hope rested on me backing things up more regularly.

At this point I'll probably contact my player and ask for them to send a copy of the PC's xml file over.

Is your data in a shared location such as Dropbox or M$Cloud?

I have a copy of it in dropbox but I'm editing the original files, *not* in the dropbox folder.

Sorry, then my theory would not apply.

No worries. Once my player sends me their xml file I will religiously back up my data.

More than likely, it was a sync problem with DropBox. You made a change, then someone else made another change, and then when the folder synced, your changes got lost somehow.

You can do backups with the data editor. It saves all your stuff into a ZIP file, which you can later restore.

is there a way to copy an encounter so I can modify one I already have and rename it - without loosing the encounter I started with?

I don't have Copy for encounters. Not sure why :) I'll try to remember to add it to the next (not this) release.

Hey Ogg Dude, How do you change the picture of the ship that appears in the defense/shield arcs diagram. My players have a heavily modified Consular Class cruiser, but when I copied it and change the stats of the copy, the shield arc ship outline picture switched to a YT-1300.

Like others said, when you copy a ship in the data editor, the Key changes, which disassociates it from the portrait and silhouette images. You just need to make a copy of each and rename them to the new key. You can find the original in <install>/Data/VehicleImages and <install>/Data/VehicleSilhouettes named <Key>.png. The copy should go into the <data>/DataCustom/VehicleImages or <data>/DataCustom/VehicleSilhouettes directories, or in the respective directories if you're using a data set, using the new key as the name.

A question for you, Oggdude. It doesn't look like anyone has already asked this: I am typing descriptions in the data editor, and I came to a description that uses [AD] and [TR] symbols in a heading. In the book, the symbols are printed in the color of the heading, but the program doesn't change their color. I'm not familiar with HTML tags/coding, so I was wondering if there is a way print those symbols in your program in a color other than the standard black.

Thank you so much for this amazing tool!

Chris R.

Yeah, I actually never had the need to do that, but yes, it will not use the color of the header, but its original color That's because I'm using images for the special characters, rather than font text.

I'm working adding a new method for doing descriptions and the like. It's still basically HTML, but it's a managed solution, does not require the WebBrowser control and will even work properly in Mono. It won't be in the upcoming release, but I'll try to get it working for the one after that. If it works the way I want, I may not need to use images, but we'll see.

Oh,and speaking of releases... the next release will be out shortly. I decided to delay Savage Spirits for another release, and will not be supporting crafting for droids, cybernetics, or tools. But other than that, SM will be represented. I'll wait for the release after this one to properly do crafting (heck, I may even replace the current crafting for weapon and armor with a cleaner way of doing it).

is there a way to copy an encounter so I can modify one I already have and rename it - without loosing the encounter I started with?

I don't have Copy for encounters. Not sure why :) I'll try to remember to add it to the next (not this) release.

Awesome! I appreciate it! I am soooo thankful for this awesome tool! Thank you again!...time to make another contribution...I try to donate a little every now and then. I hope you continue updating this tool forever! :D

Hey Ogg, downloaded the character generator last night and I'm amazed with the level of sophistication that went into it!

I'm trying to build NPC's with the generator, but have found that I can't alert the race stats below their default mark and I don't know how to assign talents that aren't available within that character's tree. Any advice?

Keep up the good work.

Edit: Ignore this, just found the separate GM Tools page. Whoops :S

Edited by LastAntarian

Hey Oggdude

I was creating my homebrew stuff, which I exported into a dataset and sent over my players. One of them got the following error messages when trying to import it

http://i.imgur.com/jxyd2go.jpg

Now the other players didn't receive the same message and it works for them. I did not modified the motivations at all, and I don't get why this problem persists. Then I tried importing it into my own version (from which I exported it) and got the same message... Any ideas why?

Hey Ogg,

I'm trying to edit the Specializations Force Sensitive Emergent tree and I can't find it in the data editor. Is there a way to up date it?

Hey Oggdude

I was creating my homebrew stuff, which I exported into a dataset and sent over my players. One of them got the following error messages when trying to import it

http://i.imgur.com/jxyd2go.jpg

Now the other players didn't receive the same message and it works for them. I did not modified the motivations at all, and I don't get why this problem persists. Then I tried importing it into my own version (from which I exported it) and got the same message... Any ideas why?

He may already have a copy of that data set installed. Have him remove it and replace it with the one that you sent.

Hey Ogg,

I'm trying to edit the Specializations Force Sensitive Emergent tree and I can't find it in the data editor. Is there a way to up date it?

It should be under "Specializations".

An update... the nightmare that is Special Modifications is just not ending. Every time I think I have it all done (minus the crafting stuff), I find something else that needs to be done. I finished adding ships and attachments, and then realized that technicians can have their own bases (workshops). So, I had to add some new base types, foci, and upgrades. Arg!

Bases seem to be working now, so maybe I'm done. I'll have to play around with it some more, though.

OggDude... the part I am most eagerly awaiting is crafting, particularly the cybernetics, but I also don't want you to rush it.

I'd like the cybernetics crafting rules to support a particular cybernetic, which I've already used the data edior to create but I am sure that your implementation would be superior...

the cybernetic i am looking for, is basically a repulsor fist with the unobtrusive and ion shielded upgrades but for those I just added an ad hoc description... the ad hoc description being almost certainly worse than what you would implement.

I set the price of the repulsor fist emitter at 2750 by subtracting the replilimb prosthetic (2000 credits) from the cost of the repulsor fist (4750) then figured that the ion shielding costs 2 triumph (so a 20% uparade of the replilimb) plus 6 advantage (30% of the 2000) for the unobtrusive and inbuilt weapon upgrades, which sets the comercial cost of an unobtrusive ion shielded repulsor fist at 5750 credits (I figured that was a conservatively high estimate for the purchase price).

Using similar reasoning sets the comercial purchase price of an ion shielded replilimb at 2600.

At knight level play those two items take the vast majority of starting credits (not leaving enough credits for a dragoon cavary blaster, but thematically they are right for a PC that I have ready to go incase I ever get the chance to play as a PC rather than being the GM.

I don't know if this has been brought up or not, after 2 or 3 pages I haven't found anything, but, using the web install, my version information switches between 1.6.2 and 1.6.3. I know you said you had stuff that you kept adding, but not sure if this is the cause or something else.

http://imgur.com/PVvGdFT

http://imgur.com/ZxigTjG

Edited by Talley Darkstar

I don't know if this has been brought up or not, after 2 or 3 pages I haven't found anything, but, using the web install, my version information switches between 1.6.2 and 1.6.3. I know you said you had stuff that you kept adding, but not sure if this is the cause or something else.

http://imgur.com/PVvGdFT

http://imgur.com/ZxigTjG

what do you mean switches. my current version is 1.6.3

What I'm planning on doing for crafting is having a "wizard" type of dialog, similar to the Inquisitor dialog (and the new Reports dialog). It would go through all of the steps, allow you to assign changes based on your roll, etc. Then, it would create a new type of equipment that doesn't have to be based on an archetype from the master data (that is, a unique piece of equipment). Doing this, I can actually create a complete item without having to use template items plus a "Craft" attachment. This is my thought, anyway. The item would even be transportable, so you could put it on a ship, or transfer it to another character. The only problem is that once it's deleted, it's gone :)

Droids would be almost identical to Inquisitors, although the options will be different, and it'll be accessible through the generator, not the GM Tools. In order to be able to keep your droid companions with the character, I'll probably also add an "NPCs" or "Companions" button after "Vehicles". That way, you can create any number of "companions" you want, not just droids through the crafting wizard.

This will NOT be for the upcoming release. I'm still playing around with it doing testing. As usual, when it's been two days or so since the last code change, I'll release it. I just made a change last night to the report filter parser, so give it a day or two :)

What I'm planning on doing for crafting is having a "wizard" type of dialog, similar to the Inquisitor dialog (and the new Reports dialog). It would go through all of the steps, allow you to assign changes based on your roll, etc. Then, it would create a new type of equipment that doesn't have to be based on an archetype from the master data (that is, a unique piece of equipment). Doing this, I can actually create a complete item without having to use template items plus a "Craft" attachment. This is my thought, anyway. The item would even be transportable, so you could put it on a ship, or transfer it to another character. The only problem is that once it's deleted, it's gone :)

Droids would be almost identical to Inquisitors, although the options will be different, and it'll be accessible through the generator, not the GM Tools. In order to be able to keep your droid companions with the character, I'll probably also add an "NPCs" or "Companions" button after "Vehicles". That way, you can create any number of "companions" you want, not just droids through the crafting wizard.

This will NOT be for the upcoming release. I'm still playing around with it doing testing. As usual, when it's been two days or so since the last code change, I'll release it. I just made a change last night to the report filter parser, so give it a day or two :)

Love the "companions" button idea!

Not sure this is a thing, but hay:

Lightsaber construction allows you to lower the encumbrance of your lightsaber but never sets a minimum of 0, however the generator seems to have a minimum of 1 put in place even though there is no defined minimum in the GM Kit book.

I don't know if this has been brought up or not, after 2 or 3 pages I haven't found anything, but, using the web install, my version information switches between 1.6.2 and 1.6.3. I know you said you had stuff that you kept adding, but not sure if this is the cause or something else.

http://imgur.com/PVvGdFT

http://imgur.com/ZxigTjG

what do you mean switches. my current version is 1.6.3

I open the program the version number is at 1.6.3, a little while later, say even 10 minutes, and the version number is 1.6.2 and even 10 minutes later, the version is back at 1.6.3.

Not sure this is a thing, but hay:

Lightsaber construction allows you to lower the encumbrance of your lightsaber but never sets a minimum of 0, however the generator seems to have a minimum of 1 put in place even though there is no defined minimum in the GM Kit book.

I'd say that by default a lighsaber hilt can't go below Encumbrance 1. If you look at the items that are Encumbrance 0, those items are incredibly tiny and/or light. Even a holdout blaster has Encumbrance 1, and those are literally meant to be hidden in the palm of your hand.

So I'm thinking that until a developer says otherwise, OggDude's program is correct in that it limits the Encumbrance reduction.

Hi All

This may have already been answered but I couldnt find it, so, how does the program know which data set to use if you have created your own rather than enter the descriptions in Default?

Or does the CG always use the default set?

Hi All

This may have already been answered but I couldnt find it, so, how does the program know which data set to use if you have created your own rather than enter the descriptions in Default?

Or does the CG always use the default ?

At the top of the character generator there is an options button in there it allows you to select what sources you want to use. So every book released is listed as a separate source and at the end of the list is user data.

I believe user data refers to any custom data set you have created, so by unticking this box the character generator will not show custom dataset items etc....

Hi All

This may have already been answered but I couldnt find it, so, how does the program know which data set to use if you have created your own rather than enter the descriptions in Default?

Or does the CG always use the default ?

At the top of the character generator there is an options button in there it allows you to select what sources you want to use. So every book released is listed as a separate source and at the end of the list is user data.

I believe user data refers to any custom data set you have created, so by unticking this box the character generator will not show custom dataset items etc....

I found that, and mine shows all the books, but does not show User Data. I have two data sets plus the default in the Tools.

Hi All

This may have already been answered but I couldnt find it, so, how does the program know which data set to use if you have created your own rather than enter the descriptions in Default?

Or does the CG always use the default ?

At the top of the character generator there is an options button in there it allows you to select what sources you want to use. So every book released is listed as a separate source and at the end of the list is user data.

I believe user data refers to any custom data set you have created, so by unticking this box the character generator will not show custom dataset items etc....

I found that, and mine shows all the books, but does not show User Data. I have two data sets plus the default in the Tools.

"User Data" is the default source for any user-created data, and can be customized. Essentially, consider it as the information is found in a book called "User Data." It's completely independent of the data set.

Data sets are totally transparent to the character generator and have nothing to do with sources (although items in a data set will have sources). They're just collections of custom items that are added to the master data. The program first loads master data (what comes with the install), then loads your default custom data (what it finds in DataCustom), then loads all the data sets it finds one after the other. Language data sets are a bit different in that they're only added when the current language matches the data set's language.

In other words, they all do a dog-pile on top of the master data. What happens to the items when they're loaded depends on the the type of custom items in the data sets. CustomItem means that they replace existing items, AddedItem means that it's added to the current collection, and DescOnly means that only the name and description are added. Note, also that one data set could overwrite another, depending on when they're loaded (with the last one loaded having the highest precedence).