Another Character Generator

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

8 hours ago, OggDude said:

Are you using the import and export feature? You can't just copy the character XML into the Characters folder. Doing an import will make sure there's a unique name and that the cache gets updated properly.

If you are importing correctly, I'm not sure why it would add the same character twice. That's pretty weird. In any case, that Rigger error should be gone in the next release, since I added a check to make sure the list is valid.

Oh, finally got DoH, but I don't have tons of time to add it. This month is going to be pretty loaded for me, as I have obligations every weekend. I'll work on it when I can.

OggDude,

I just finished doing a Custom DataSet for Disciples of Harmony in page reference format; please feel free to use it to jump-start your work. I ran into trouble in three particular areas; but otherwise, it was a straight-forward data entry task. Here is the link and the trouble spots:

https://drive.google.com/open?id=0B8BF37cO5SK0MGFUeTZxOFJLbWM

1. Cosian encumberance is 10+Brawn. I wasn't sure how to do that in XML, so I added it as fluff text in the meantime.

2. Ebb/Flow: links between row 4 and 5 of the tree didn't behave as expected. I think it is due to the column span of 2 in row 4 and the pair of 2-column skills in row 5. It is trying to merge the vertical lines in positions 2 and 3.

3. Mentor seems like it should be a companion definition (or maybe in the GM tools). I didn't start looking at that at all yet.

I'm not really confident in some of the starship details like the type vs. categories. There are also a few interesting additions like the kaminoan observation platform and the consular cruiser salon pod (basically a fancy escape pod, but it had stats). I tried to make sure the objective data was sound, but subjective data may be a little less polished.

Hope it helps; thanks for creating and maintaining a great tool.

On 7/27/2017 at 8:20 PM, OggDude said:

You have to start the app again after clearing the cache.

How do you clear the cache on the application? I know will seem like a silly question but i have not seen an option for it.

Open Launcher, tick "More Options" in bottom right corner, click "Clear Cache".

So, had to make a profile because I couldn't seem to figure this issue out on my own. First up though want to say this is great tool! Easily the best set of PC and GM creation software available for SWRPG. (But you already know that).

Anyway, I was wondering if there is any way to set items in the Data Editor as "hidden" so they do not appear in the Character Generator. The reason being is that I'm trying to put together a data set that doesn't have all of the "Adventure Module", AoR Beta, and unofficial content available to the players. Basically just something I could hand to players (or use myself if I'm not sure what a GM will allow) that only has the "really-real-deal-official" customization options (so no Engine Ring Stabilizers on every starship, and so on).

Currently it seems like the only way to do this is remove things directly from the xml in the default data, which obviously will be overwritten once a new version comes out. This is not really a great solution, but it's all I can come up with. So if there isn't a way to do what I'm proposing otherwise (always possible I missed something...), then could we maybe get this as a feature some time in the future?

Also, as a totally separate suggestion, would it be possible to "link" ordnance on vehicles to specific weapon systems, to override their profile? (Thinking here of the way the Missile/Mini-Missile Pack & Tube work, which is currently really wonky under the existing limitations of the software).

In any case, thanks @OggDude for all the hard work on this wonderful program!

EDIT: Also, bug reports:

  • Silhouette limits on Ordnance don't work (doesn't look like it checks at all).
  • Ordnance with zero damage is erroneously adding Brawn to its damage value after being equipped to a vehicle (even with mods that set the base damage).
  • Standard mod that increases Range bands does not change the displayed weapon range (at least with Ordnance, not sure about other types).

EDIT2: And a couple of final suggested things: For vehicle attachments/weapons, it would be super helpful to have a "Must be non-starship" flag to complement the "Must be starship" flag. Similarly, it would be nice if there were a way to set Limits for attachments to "NOT" the selected type (much easier to say "this attachment may NOT be on Thrown weapons" rather than "this attachment may be on X, Y, Z, etc. except Thrown).

Edited by Xcaliber
Added bug reports and other random ideas.

Oggdude

would it be possible to add a column ( or an option to include in the print options ) in the Equipment Page ( last page ) on the standard printed character sheet to show Hard points remaining on weapons & armour ??

Thanks again for all your hard work on this generator

R33

Is there a known bug with vehicles not being able to print more than 1 page? I have a vehicle with quite a few attachments, and added two more; after I did that, if I try to print it, it prints a page with just the two new attachments, as the only page. It looks like when it needs to roll over to another page, it only shows that page rather than both pages.

16 hours ago, Xcaliber said:

So, had to make a profile because I couldn't seem to figure this issue out on my own. First up though want to say this is great tool! Easily the best set of PC and GM creation software available for SWRPG. (But you already know that).

Anyway, I was wondering if there is any way to set items in the Data Editor as "hidden" so they do not appear in the Character Generator. The reason being is that I'm trying to put together a data set that doesn't have all of the "Adventure Module", AoR Beta, and unofficial content available to the players. Basically just something I could hand to players (or use myself if I'm not sure what a GM will allow) that only has the "really-real-deal-official" customization options (so no Engine Ring Stabilizers on every starship, and so on).

Currently it seems like the only way to do this is remove things directly from the xml in the default data, which obviously will be overwritten once a new version comes out. This is not really a great solution, but it's all I can come up with. So if there isn't a way to do what I'm proposing otherwise (always possible I missed something...), then could we maybe get this as a feature some time in the future?

Also, as a totally separate suggestion, would it be possible to "link" ordnance on vehicles to specific weapon systems, to override their profile? (Thinking here of the way the Missile/Mini-Missile Pack & Tube work, which is currently really wonky under the existing limitations of the software).

In any case, thanks @OggDude for all the hard work on this wonderful program!

EDIT: Also, bug reports:

  • Silhouette limits on Ordnance don't work (doesn't look like it checks at all).
  • Ordnance with zero damage is erroneously adding Brawn to its damage value after being equipped to a vehicle (even with mods that set the base damage).
  • Standard mod that increases Range bands does not change the displayed weapon range (at least with Ordnance, not sure about other types).

EDIT2: And a couple of final suggested things: For vehicle attachments/weapons, it would be super helpful to have a "Must be non-starship" flag to complement the "Must be starship" flag. Similarly, it would be nice if there were a way to set Limits for attachments to "NOT" the selected type (much easier to say "this attachment may NOT be on Thrown weapons" rather than "this attachment may be on X, Y, Z, etc. except Thrown).

top of the character generator window "Options" button. Unselect sources you don't want to see.

12 minutes ago, SilindeT said:

top of the character generator window "Options" button. Unselect sources you don't want to see.

Unfortunately, this does not do exactly what I'm looking for. For example, in Forged in Battle , I would like to see all the regular modification options presented on pages 41-55. However, I don't want any vehicles to be able to load the "Mass Driver Cannon" or "Mass Driver Missile Launchers" on the AT-TE and LAAT/I, respectively (as those items are unique to the specific vehicles and do not have an "official" profile with rarity, price, hard-points, etc). This doesn't work if I remove the entire source-book.

EDIT: Although, this does give me an idea. I'll report back.

Edited by Xcaliber
5 minutes ago, Xcaliber said:

Unfortunately, this does not do exactly what I'm looking for.

Probably the best option (though not the quickest) is to make a copy of the database. Then edit to your liking using the data editor excluding what you dont feel is legit. Save as a seperate file. Then only select that data source and that way you have all the items you need and it will be seperate from the original with no fear of it being overwritten

2 hours ago, warchild1x said:

Probably the best option (though not the quickest) is to make a copy of the database. Then edit to your liking using the data editor excluding what you dont feel is legit. Save as a seperate file. Then only select that data source and that way you have all the items you need and it will be seperate from the original with no fear of it being overwritten

I've actually found a good solution. Basically all I need to do is change the source flag on all of the questionable items to some custom source (I'm calling it "Non-Standard Equipment") and then hiding that source in the character generator. Works like a dream.

EDIT: So apparently what I suggested above (not the quote) doesn't actually work at all. I have the source book hidden and the items still appear normally... Don't know what that's about.

Edited by Xcaliber
1 hour ago, Xcaliber said:

I've actually found a good solution. Basically all I need to do is change the source flag on all of the questionable items to some custom source (I'm calling it "Non-Standard Equipment") and then hiding that source in the character generator. Works like a dream.

EDIT: So apparently what I suggested above (not the quote) doesn't actually work at all. I have the source book hidden and the items still appear normally... Don't know what that's about.

When all else fails, try clearing the cache.

8 minutes ago, Nytwyng said:

When all else fails, try clearing the cache.

Doesn't work. The quick way to confirm this bug is to go into the Character Generator, uncheck Forged in Battle , then load up a big starship and add a weapon to it. In the dropdown list, you will still see the Mass Driver cannon, even though the source is supposed to be hidden.

11 hours ago, coyote6 said:

Is there a known bug with vehicles not being able to print more than 1 page? I have a vehicle with quite a few attachments, and added two more; after I did that, if I try to print it, it prints a page with just the two new attachments, as the only page. It looks like when it needs to roll over to another page, it only shows that page rather than both pages.

I saw this too

With the Mass-Driver Missile Launcher, that one has the primary source listed as Dangerous Covenants in the Source section to Add or Modify weapons, since that's where it first appeared. The Mass Driver Cannon does list Forged in Battle in the Source section, so not sure what's up there, though I wonder if that's also a weapon that first showed up in Dangerous Covenants, and the reason it keeps showing up even if Forged in Battle is unchecked is that there are ships from Dangerous Covenants that use the Mass Driver Cannon.

I'd say try unchecking Dangerous Covenants much like you did Forged in Battle, and see if both weapons still show up.

5 hours ago, Donovan Morningfire said:

With the Mass-Driver Missile Launcher, that one has the primary source listed as Dangerous Covenants in the Source section to Add or Modify weapons, since that's where it first appeared. The Mass Driver Cannon does list Forged in Battle in the Source section, so not sure what's up there, though I wonder if that's also a weapon that first showed up in Dangerous Covenants, and the reason it keeps showing up even if Forged in Battle is unchecked is that there are ships from Dangerous Covenants that use the Mass Driver Cannon.

I'd say try unchecking Dangerous Covenants much like you did Forged in Battle, and see if both weapons still show up.

So there is actually some confusion here I think. There are technically 3 different mass drivers in the game. The Mass Driver Missile Launcher in Dangerous Covenants is a special weapon on the Keldabe class Battleship. Then there is another one of the same name on the LAAT/I, with a different profile in Forged in Battle. These are erroneously made the same weapon in the CharGen, however. The Mass Driver Cannon is the gun on the AT-TE in Forged in Battle, and is separate from the previous two I described.

As for the bug, I have tested more by just making a random vehicle weapon with the User Data source. It still shows up in the weapon list even of User Data is unchecked...

@OggDude

I am wonderhin how to use the swCharGen.dll and the swCharGenLib.dll in a .NET Project.

Untill now I managed to get the CharData filled by copying all xml-Files with their Folders into my Project-Folder and runnung:

Dim dat As New SWCharGen.CharData(SWCharGen.CharData.LoadBehavior.LoadMerge)

Now I want to load an Adversary from a xml-File. I tried:

Dim adv As New SWCharGen.Adversary(dat)
Dim advPath As String = "[Path to my Project here] \Imports\Trouble Brewing\Adversaries\Bandin Dobah - Crime Boss - Nemesis.xml"
adv.Load()

...but the Adversary-Object stays empty.

Could you give me a hint how to do that? Or is there a documentation or a git-repository that shows how to use the Libraries?

I really dont want to parse the xml-File myself...

I've found an apparent glitch with the Galven Pattern Resequencing attachment. The attachment generates an automatic 2 Threat when used, but these aren't being factored into the dice pools shown on the character sheet. For example, if a weapon is fitted with Galven Pattern Resequencing (2 automatic threat), Superior weapon customisation (1 automatic advantage) and a laser sight (1 automatic advantage), the dice pool should show no advantages or threats as they cancel each other out, but it shows 2 automatic advantages.

1 hour ago, Dafydd said:

I've found an apparent glitch with the Galven Pattern Resequencing attachment. The attachment generates an automatic 2 Threat when used, but these aren't being factored into the dice pools shown on the character sheet. For example, if a weapon is fitted with Galven Pattern Resequencing (2 automatic threat), Superior weapon customisation (1 automatic advantage) and a laser sight (1 automatic advantage), the dice pool should show no advantages or threats as they cancel each other out, but it shows 2 automatic advantages.

Actually it should show both threat and advantage

On 2017. 07. 29. at 6:48 PM, Darth Lectus said:

Hello,

is there a way to create weapon pairs for Adversaries that dual wield?

EDIT: Also, encountered an error. I have just upgraded to 2.2.0.0 recently and the Character Generator part was working fine, initially. Now, though, when I open it, the icon appears on the tray but I am unable to bring up the software on my desktop. (Windows 7)

Sorry, never received a response to these. The first is less important, but I haven't been able to get the CharGen to work since. I tried clearing cache, replacing the files, doing a clean install eith both the manual and web versions. The Data Editor and GM Tool work fine.

Edited by Darth Lectus
On 14/08/2017 at 5:18 PM, Daeglan said:

Actually it should show both threat and advantage

But advantages and threats cancel each other, so shouldn't that be reflected in the dice pool shown?

4 hours ago, Dafydd said:

But advantages and threats cancel each other, so shouldn't that be reflected in the dice pool shown?

No. Everything that goes into a pool should be shown. That stuff may cancel out doesn't matter, as players and/or GMs need to see all the factors that affect the pool. If you don't see what all the modifiers are then you can't tell if one of those modifiers might not be appropriate for the situation it's being used in.

I think Oggdude generally has it set up to only show stuff on the dice pool if it is a blanket modifier. So if you have Manipulate's Control node that adds your FR to all mechanics checks, that shows up, but it wouldn't include something that only goes in a combat check at short range.

4 hours ago, Dafydd said:

But advantages and threats cancel each other, so shouldn't that be reflected in the dice pool shown?

Yes they do. But it is a good idea to know the full count before cancelling happens.

53 minutes ago, Daeglan said:

Yes they do. But it is a good idea to know the full count before cancelling happens.

Don't both Superior and Bantha Eye add advantage After a successful hit? So they shouldn't be part of the initial dice pool.

1 hour ago, Randy G said:

Don't both Superior and Bantha Eye add advantage After a successful hit? So they shouldn't be part of the initial dice pool.

Correct and tha app indicates adding an advantage.