So I've created some custom "flaw" attachments (the idea for which I shamelessly stole from here ) for my group's ship. I've attached them to the ship, which seems to have worked fine. But when I try to print out the ship, it only gives the titles for the attachments, and not the text. Any ideas what I'm doing wrong, or is it a bug?
Another Character Generator
Hi everyone!
So me and my group have been using the character creator, each filling in talents for themselves, using the 'default' dataset. Is there any way to merge these so we as a group have one big file which has everything?
The character generator tool looks really cool. I can't seem to find the 'skip tracer' from Hunters for Hire. Has that not been added yet? If not do you know when it would be. Thanks!
17 hours ago, Iamdude said:Hi everyone!
So me and my group have been using the character creator, each filling in talents for themselves, using the 'default' dataset. Is there any way to merge these so we as a group have one big file which has everything?
Yes there is, because you can copy changes from one dataset to another. The first step would be for each of you to export the change data.
Do this by first creating a new data set. Each in your group should use a different name. Then select the new dataset, and click the "Move/Copy Mode" checkbox. Go through all tabs selecting the custom data and clicking "Copy to Current". Don't forget to save, then export the dataset.
On of you must then import all the datasets, create a another new dataset and copy all the changes to the that dataset. The you can distribute all the changes.
Pretty minor bug, but if you add a specialisation with a Lightsaber technique (eg Soresu Defender with Soresu Technique), and then remove the Specialization without first unticking the talent, the "Choose Skill Char" button does not get removed (and generates an exception if clicked).
It can be removed by adding the Specialization again, pick a talent, then remove the Speciallzation.
Hello. There seems to be a bug with the S-1 VAMBLADE (PAIRED) weapon. When you look at them on the purchase list everything is fine. But when you actually equip the weapon it gains Disorient 1 and Knockdown from somewhere and also Stun Setting. But the weapon has Features: Cannot deal strain damage Mod and I cant find where it gains the extra abilities from, says nothing about them in the book (Dangerous Covenants). I tried this on my character and a brand new one with no career to make sure nothing was adding them from a skill tree.
This tool gets more awesome all the time, I just found out I could create my own talent trees and force powers...wheee!
I was wondering if I could request a change to the character sheet's first page. There's a "notes" space, and I find my players are always writing down important information there. Then they spend XP and I reprint page 1, and they have to transfer all that info. My thought is that "notes" should be on pages that don't change very often, and that space could be used for a both a combat grid that shows the dice pool including equipment modifiers, plus space to note any setbacks, boosts, upgrades/downgrades, or conditions (e.g.: disoriented) the character has. Thoughts?
23 minutes ago, whafrog said:This tool gets more awesome all the time, I just found out I could create my own talent trees and force powers...wheee!
I was wondering if I could request a change to the character sheet's first page. There's a "notes" space, and I find my players are always writing down important information there. Then they spend XP and I reprint page 1, and they have to transfer all that info. My thought is that "notes" should be on pages that don't change very often, and that space could be used for a both a combat grid that shows the dice pool including equipment modifiers, plus space to note any setbacks, boosts, upgrades/downgrades, or conditions (e.g.: disoriented) the character has. Thoughts?
I think the problem there is that the Note section on each page is pretty much the program's way of filling any the blank areas on most of the sheets, with the front page having space to fill simply due to there not being a preset number of weapon entries a PC could have listed. For instance, a PC using a bow could have three or four different types of arrows, and would need space on the front page not only to list out the stats of the basic arrow but also whatever specialty arrows they might use, as well as any other weapons they're carrying. Same with a PC that makes use of explosives and grenades, and carries at least one or two of various types. Or evens forbids a PC that uses both weapon types.
3 hours ago, SithArissa said:Hello. There seems to be a bug with the S-1 VAMBLADE (PAIRED) weapon. When you look at them on the purchase list everything is fine. But when you actually equip the weapon it gains Disorient 1 and Knockdown from somewhere and also Stun Setting. But the weapon has Features: Cannot deal strain damage Mod and I cant find where it gains the extra abilities from, says nothing about them in the book (Dangerous Covenants). I tried this on my character and a brand new one with no career to make sure nothing was adding them from a skill tree.
Disorient and knockdown come from the default brawl skill , brawl weapons add to brawls basic damage , and can improve the crit rating of a brawl attack , you are still performing a brawl attack , which has the options for disorient 1 , knockdown and stun damage, only thing that is wrong here is that the vibroknuckler and vamblade both remove the option for strain damage. There is a further bug iirc when you add the martial artists iron body talent as it reduces the crit rating of brawl weapons (it shoukd only reduce your unarmed crit rating , then you get the choice of either using your lowered unarmed rating, or the weapons) .
28 minutes ago, syrath said:Disorient and knockdown come from the default brawl skill , brawl weapons add to brawls basic damage , and can improve the crit rating of a brawl attack , you are still performing a brawl attack , which has the options for disorient 1 , knockdown and stun damage, only thing that is wrong here is that the vibroknuckler and vamblade both remove the option for strain damage. There is a further bug iirc when you add the martial artists iron body talent as it reduces the crit rating of brawl weapons (it shoukd only reduce your unarmed crit rating , then you get the choice of either using your lowered unarmed rating, or the weapons) .
Ah thank you for clearing that up.
5 minutes ago, SithArissa said:Ah thank you for clearing that up.
It is quite handy to take advantage of the lower crit rating of a vibrokuckler but still be able to pile on disorient with advantage, and knockdown. Means you can still creatively use the advantages rolled even whenit doesnt do enough damage to get through soak. Brass knuckles are significantly better than they look because you get to apply a nice amount of disorient (the duration stacks on multiple hits) , a good tactic is to use brass knuckles and dual wielding where if you can land 6 advantage (doable with a good brawl skill coupled with enhance) and then apply a 6 round disorient, 2 adv for the second strike and 2 each on each strike to trigger disorient. If you the have the martial artists/warden's overbalance talent you can stagger and knock them down every now and then.
8 hours ago, Donovan Morningfire said:I think the problem there is that the Note section on each page is pretty much the program's way of filling any the blank areas on most of the sheets, with the front page having space to fill simply due to there not being a preset number of weapon entries a PC could have listed.
Fair enough. Though maybe the weapons could be ranked and only the top X presented.
I think the "Show" option in weapons/gear does that.
I want to modify the Electronic Lock Breaker to remove difficulty dice, as per mentioned on this thread:
I can see how to Remove Difficulty dice when trying to modify the item. How do I go about that?
Something I noticed earlier while playing around with altering the skill list on a couple pre-existing specializations, but apparently if you check a new skill to be included as a career skill (even after unchecking an existing selection to keep the spec from going over 4 career skills), the program doesn't acknowledge the change.
For instance, was playing around with Skip Tracer to swap out Negotiation and Good Cop for Coercion and Bad Cop, and while the Data Editor let me swap the talents no problem, and that I'd removed Negotiation as a career skill, it wouldn't save the change that Coercion was now a career skill. Tried similar things with a couple other specs, such as swapping Skulduggery for Streetwise on Shien Expert, adding Knowledge [Warfare] to replace Ranged [Heavy] to Mercenary Commander, and in all instances when I pulled up the spec in the character creator, the added skill wasn't listed leaving the 'modified' spec with only three career skills.
It does seem to only be with specializations, as I was able to change out Knowledge (Core Worlds) for Streetwise for the Sentinel career, and the change sticked when I brought up a character with the Sentinel career in the character generator. And when creating a new specialization, the selections for career skills was saved.
3 hours ago, Donovan Morningfire said:Something I noticed earlier while playing around with altering the skill list on a couple pre-existing specializations, but apparently if you check a new skill to be included as a career skill (even after unchecking an existing selection to keep the spec from going over 4 career skills), the program doesn't acknowledge the change.
For instance, was playing around with Skip Tracer to swap out Negotiation and Good Cop for Coercion and Bad Cop, and while the Data Editor let me swap the talents no problem, and that I'd removed Negotiation as a career skill, it wouldn't save the change that Coercion was now a career skill. Tried similar things with a couple other specs, such as swapping Skulduggery for Streetwise on Shien Expert, adding Knowledge [Warfare] to replace Ranged [Heavy] to Mercenary Commander, and in all instances when I pulled up the spec in the character creator, the added skill wasn't listed leaving the 'modified' spec with only three career skills.
It does seem to only be with specializations, as I was able to change out Knowledge (Core Worlds) for Streetwise for the Sentinel career, and the change sticked when I brought up a character with the Sentinel career in the character generator. And when creating a new specialization, the selections for career skills was saved.
For some reason, my CellClick event on the grid wasn't set. It was in the code, it just wasn't being used. It's now working again.
On 7/1/2017 at 0:32 PM, jakeboone said:So I've created some custom "flaw" attachments (the idea for which I shamelessly stole from here ) for my group's ship. I've attached them to the ship, which seems to have worked fine. But when I try to print out the ship, it only gives the titles for the attachments, and not the text. Any ideas what I'm doing wrong, or is it a bug?
The descriptions are basically for fluff, not for going into detail about mechanics. To do what you're looking for, add a Base Mod to the attachment, then type in the mechanical effects into the ad hoc text box. You can use tags for dice and other symbols, too, such as [SE] for a setback die.
Also, some of those attachments sound like they might be able to use standard mods. For instance, I'm not sure what "Abysmal Handling" does, but if it changes the handling of the ship, then there's a mod for that. Just look in the mod drop down at the top left. You can also filter by "Other" to not display mods for talents, characteristics, skills, etc. When adding a standard mod, don't put anything into the ad hoc description; they have their own descriptions.
I noticed something with the Cancel Threat from Check Mod. When I use it as a mod, it shows up as [REMTHREAT] in the weapon description instead of [CANTHREAT]. Is this something I can edit myself? In fact, how do I edit standard mods?
1 hour ago, OggDude said:The descriptions are basically for fluff, not for going into detail about mechanics. To do what you're looking for, add a Base Mod to the attachment, then type in the mechanical effects into the ad hoc text box. You can use tags for dice and other symbols, too, such as [SE] for a setback die.
Also, some of those attachments sound like they might be able to use standard mods. For instance, I'm not sure what "Abysmal Handling" does, but if it changes the handling of the ship, then there's a mod for that. Just look in the mod drop down at the top left. You can also filter by "Other" to not display mods for talents, characteristics, skills, etc. When adding a standard mod, don't put anything into the ad hoc description; they have their own descriptions.
Thanks, OggDude! I'll give that a try.
By the way, you might be tired of hearing it by now, but holy crap is this tool awesome. Thank you for all the work you put into it (and continue to put into it), and for making it available to the rest of us.
Do you have any sort of timeline as to when we'll see the next version Oggdude?
Got a crash when opening different characters a couple of times over the last few days. This was the most recent error code - is this something I can fix, or a bug of some sort?:
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.CharRigger.GetVehicleList()
at SWCharGen.CharRigger.get_allVehicles()
at SWCharGen.CharRigger.SetSigVehicleAttachments()
at SWCharGen.frmSWCharGenMain.CharacterButtonClick(Object sender, EventArgs e)
at SWCharGen.frmSWCharGenMain.dvgCharacters_CellDoubleClick(Object sender, DataGridViewCellEventArgs e)
at System.Windows.Forms.DataGridView.OnCellDoubleClick(DataGridViewCellEventArgs e)
at System.Windows.Forms.DataGridView.OnDoubleClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.DataGridView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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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.
@OggDude , [FF] and [UP] aren't working in the data editor. Version 2.2.0.0, windows 10
Minor bug, looks like the +1 damage mod added to Unarmed when I pick Transdoshan isn't removed when I pick another species. Also gets added to if I pick Transdoshan again!
On 3-7-2017 at 9:20 AM, Fringer said:Yes there is, because you can copy changes from one dataset to another. The first step would be for each of you to export the change data.
Do this by first creating a new data set. Each in your group should use a different name. Then select the new dataset, and click the "Move/Copy Mode" checkbox. Go through all tabs selecting the custom data and clicking "Copy to Current". Don't forget to save, then export the dataset.
On of you must then import all the datasets, create a another new dataset and copy all the changes to the that dataset. The you can distribute all the changes.
Thank you! This has made things a lot easier:)
20 hours ago, SilindeT said:@OggDude , [FF] and [UP] aren't working in the data editor. Version 2.2.0.0, windows 10
Here's a list of all the supported tags for description text. Tags (full and short) and end tags should be inside square brackets ([<tag>]). Symbols don't require end tags, but fonts, styles, formatting, etc., require them if you want to end the style. You can combine tags to format your text how you like it.
You can also add HTML to descriptions, such as for unordered lists, tables, or whatever.
Symbols
Full Tag |
Short Tag |
Description |
ABILITY |
AB |
Ability Die |
ADVANTAGE |
AD |
Advantage |
BOOST |
BO |
Boost Die |
CHALLENGE |
CH |
Challenge Die |
DARK |
DA |
Dark Force Pip |
DESPAIR |
DE |
Despair |
DIFFICULTY |
DI |
Difficulty Die |
FAILURE |
FA |
Failure |
SUCCESS |
SU |
Success |
FORCE |
FO |
Force Die |
LIGHT |
LI |
Light Force Pip |
PROFICIENCY |
PR |
Proficiency Die |
SETBACK |
SE |
Setback Die |
THREAT |
TH |
Threat |
TRIUMPH |
TR |
Triumph |
RESTRICTED |
RE |
Restricted |
REMSETBACK |
RS |
Remove Setback Die |
FORCEPOINT |
FP |
Light/Dark Force Pip |
ADDDIFFICULTY |
DD |
Add Difficulty |
UPDIFFICULTY |
UD |
Upgrade Difficulty |
CANTHREAT |
CT |
Remove/Cancel Threat |
Font Styles and Sizes
Tag |
Description |
End Tag |
S |
Small |
s |
L |
Large |
l |
T |
Talent |
t |
TA |
Talent Alt Line |
ta |
W |
Weapon |
w |
WA |
Weapon Alt Line |
wa |
TBW |
Talent BW |
tbw |
TABW |
Talent Alt BW |
tabw |
WBW |
Weapon BW |
wbw |
WABW |
Weapon Alt BW |
wabw |
OP |
Options |
op |
IN |
Info |
in |
S1 |
Size 1 (Smallest) |
s1 |
S2 |
Size 2 |
s2 |
S3 |
Size 3 |
s3 |
S4 |
Size 4 |
s4 |
S5 |
Size 5 |
s5 |
S6 |
Size 6 |
s6 |
S7 |
Size 7 |
s7 |
S8 |
Size 8 |
s8 |
S9 |
Size 9 |
s9 |
S10 |
Size 10 (Largest) |
s10 |
Fonts
Tag |
Font Name |
End Tag |
SW |
Star Wars |
sw |
AURE |
Aurebesh |
aure |
TEUT |
Teuton |
teut |
SYM |
SWRPG Symbols |
sym |
MIS |
Mistral (Handwriting) |
mis |
Formatting
Tag |
Description |
End Tag |
H1 |
Header 1 |
h1 |
H2 |
Header 2 |
h2 |
H3 |
Header 3 |
h3 |
H4 |
Header 4 |
h4 |
B |
Bold |
b |
I |
Italic |
i |
U |
Underline |
u |
P |
Paragraph |
p |
BR |
Line Break |
br |