Another Character Generator

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

Hi OggDude,

I have an odd request for your GM tool, but maybe it's possible. My hope was to use it with Roll20, to quickly refer and set-up encounters in Roll20. Your text format that, for example, appears when loading an adversary in the "Adversaries" window works great when copy-pasted into a Roll20 token.

However, the dices icons or results icons are obviously not copied (nor are they copied if one was pasting it into Words for example). Would there be a way, somewhere in the program to have an option to select either dices and symbols as icons, or as text? For example, it could be 2g, 1y, 1p, etc... or any other nomenclature that you want to use.

It may not be possible or a priority at all, but it would make your software a delight for online GMs.

Thanks

How would you differentiate blue and black? bu and bk?

hey OggDude,

did you want to put your installer link into your sig?

It's still being tested. When I know it works, I'll add it.

Hi OggDude,

I have an odd request for your GM tool, but maybe it's possible. My hope was to use it with Roll20, to quickly refer and set-up encounters in Roll20. Your text format that, for example, appears when loading an adversary in the "Adversaries" window works great when copy-pasted into a Roll20 token.

However, the dices icons or results icons are obviously not copied (nor are they copied if one was pasting it into Words for example). Would there be a way, somewhere in the program to have an option to select either dices and symbols as icons, or as text? For example, it could be 2g, 1y, 1p, etc... or any other nomenclature that you want to use.

It may not be possible or a priority at all, but it would make your software a delight for online GMs.

Thanks

Can you paste a bitmap (graphic) into Roll20?

The installer worked fine, but wow is that quite the directory :) . Is that the installer program default? Thanks for the open folder button, but you might also want to think about doing the export/import function for user created data (or may have already since I've just started using the tool).

Thanks for all the effort on this.

The installer worked fine, but wow is that quite the directory :) . Is that the installer program default? Thanks for the open folder button, but you might also want to think about doing the export/import function for user created data (or may have already since I've just started using the tool).

Thanks for all the effort on this.

The installer is a stock installer for ClickOnce. I wrote the new launcher app to make the suite easier to use.

I'm actually working on bringing more functionality to the data editor. Here's a couple of things I'm working on right now:

  • Data Sets - You can now specify named data sets for your custom data. They will be stored in separate directories off of your DataCustom directory. You can create or choose a data set, then all changes after that will be flagged as belonging to that data set. You can then export the data set to a ZIP file, or import another data set into your custom data. It verifies data integrity, so you can't mess things up. Using data sets, you can create your own set of custom data, export it, and let a friend import it into their own data. If you make changes to it, just give him the new one and let him import it again. It'll automatically remove the old set and replace it (making sure that this won't break things first).
  • Backup and Restore - You'll now be able to backup all of your data to ZIP files, including characters, adversaries, groups, encounters, custom data, and stock vehicles. If you switch to another computer, you can just restore it and it'll replace all of your existing data.

These should be available for the next release.

OggDude,

One thing that might be nice to add would be a way to view some kind of a comprehensive index of Gear, Weapons, Armor, Vehicles, etc, in a sortable way. Since the data is all in there anyway!

Similar to the small window that's available where you can add gear to a character or a vehicle to an encounter, what I'm envisioning would be a larger page that's a sortable index where you could say "Show me all Starfighters", and then sort them by Silhouette, Handling, Speed, etc.

Or "Show me all blasters" and sort by damage, hard points, etc.

Just a thought!

Hi OggDude,

I have an odd request for your GM tool, but maybe it's possible. My hope was to use it with Roll20, to quickly refer and set-up encounters in Roll20. Your text format that, for example, appears when loading an adversary in the "Adversaries" window works great when copy-pasted into a Roll20 token.

However, the dices icons or results icons are obviously not copied (nor are they copied if one was pasting it into Words for example). Would there be a way, somewhere in the program to have an option to select either dices and symbols as icons, or as text? For example, it could be 2g, 1y, 1p, etc... or any other nomenclature that you want to use.

It may not be possible or a priority at all, but it would make your software a delight for online GMs.

Thanks

Can you paste a bitmap (graphic) into Roll20?

Not into the "GM Notes" section of an NPC unfortunately. In that field, only text information can be copied.

The first example below is an NPC where I have entered everything by typing it, creating tables myself, etc which takes a lot of time. The next example is copy-pasted from your GM Tool. The formatting is automatically transferred, except the dice and symbol icons.

NPC Example

NPC Example copied from OggDude's GM Tool.

So I was poking around the ship sheet. Pretty cool. It would be nice to have it grab your characters gunnery skill and modify it based on the ship. Same for Astrogation etc. And also include your astromechs stats for droid socketed ships..

Vehicle sheets are meant as reference for the vehicle, as well as what's stored on the vehicle. Who has what position can change depending on who's in your party. So, if you want to do something like what you just said...

Go into GM Tools and go into Encounters. Create an encounter that includes a copy of your ship, plus the adversary versions of who's in your party that session (filter on category "Player Character"), and throw in an astromech droid if you like. Then set up a roster with all the positions laid out. When you go to print the encounter, only print the roster (or maybe the vehicle as well if you don't already have a copy). What you'll have is a ship's roster laying out all the positions and gunnery posts with everyone's proper skills.

Tried that. didn't give me what I was looking for. Just gave me an additional page to shuffle.

I want my gunnery skill next to my x-wing laser cannons and proton torpedoes.

My R2 stats with what actions he can do for me with appropriate skills next to them. So when in a starship combat I don't have to flip between several sheets constantly every time I want to do something. I want to have everything I might need all on a starship sheet ready to go.

Pilot skill next to the gain advantage maneuver. for example.

Basically I want a cheat sheet for space combat that will make space combat easy for players.

For multi player ships you would have what a player would roll for every position on the ship. As they might man any of those positions in a pinch. Obviously they would normally focus on one thing for the ship.

It would be nice to have the appropriate skill next to your personal scale guns as well.

It sounds like having a vehicle encounter sheet with PCs in the roster is exactly what you want and fulfills all of your wishes. Why didn't that work for you?

Leaves off a whole bunch of space combat options. Like Copilot(R2 Droids would likely do this task), Does not put gunnery next to the guns so when you shoot all of the information for shooting is right where you are working,

you leave off a bunch of actions table 7-7 AoR has a bunch with skills and difficulty. a lot would be R2/crew member worthy

angle deflectors *

damage control *

Plot course *

Copilot *

Jamming *

Boost shields *Fire discipline Maybe if the droid has the right software installed

scan the enemy *

slice enemy's system Maybe

spoofing missiles *

The biggest thing for me is gunnery needs to be next to the vehicle weapons and the list of maneuvers should be complete with you characters skills next to them. Trying to eliminate page flipping and searching books at the table. It is close but not there. I will admit I missed some stuff for getting the info to show up. but it still needs work after I figured it out. :)

And I really do appreciate this sheet. It is awesome. But why settle for awesome when you could possibly get uber awesome :)

Oh wait i missed something...Now i see how to do it. :P

Edited by Daeglan

So after fiddling with the adversary thing in the GM tool trying to make an R2. Please have the skill number light up when you check them off. it does not look like you can modify them so I was hunting for how to have higher than a 1 skill until i accidentally clicked on the skill number. They don't look editable.

So I was poking around the ship sheet. Pretty cool. It would be nice to have it grab your characters gunnery skill and modify it based on the ship. Same for Astrogation etc. And also include your astromechs stats for droid socketed ships..

Vehicle sheets are meant as reference for the vehicle, as well as what's stored on the vehicle. Who has what position can change depending on who's in your party. So, if you want to do something like what you just said...

Go into GM Tools and go into Encounters. Create an encounter that includes a copy of your ship, plus the adversary versions of who's in your party that session (filter on category "Player Character"), and throw in an astromech droid if you like. Then set up a roster with all the positions laid out. When you go to print the encounter, only print the roster (or maybe the vehicle as well if you don't already have a copy). What you'll have is a ship's roster laying out all the positions and gunnery posts with everyone's proper skills.

Tried that. didn't give me what I was looking for. Just gave me an additional page to shuffle.

I want my gunnery skill next to my x-wing laser cannons and proton torpedoes.

My R2 stats with what actions he can do for me with appropriate skills next to them. So when in a starship combat I don't have to flip between several sheets constantly every time I want to do something. I want to have everything I might need all on a starship sheet ready to go.

Pilot skill next to the gain advantage maneuver. for example.

Basically I want a cheat sheet for space combat that will make space combat easy for players.

For multi player ships you would have what a player would roll for every position on the ship. As they might man any of those positions in a pinch. Obviously they would normally focus on one thing for the ship.

It would be nice to have the appropriate skill next to your personal scale guns as well.

It sounds like having a vehicle encounter sheet with PCs in the roster is exactly what you want and fulfills all of your wishes. Why didn't that work for you?

Leaves off a whole bunch of space combat options. Like Copilot(R2 Droids would likely do this task), Does not put gunnery next to the guns so when you shoot all of the information for shooting is right where you are working,

you leave off a bunch of actions table 7-7 AoR has a bunch with skills and difficulty. a lot would be R2/crew member worthy

angle deflectors *

damage control *

Plot course *

Copilot *

Jamming *

Boost shields *Fire discipline Maybe if the droid has the right software installed

scan the enemy *

slice enemy's system Maybe

spoofing missiles *

The biggest thing for me is gunnery needs to be next to the vehicle weapons and the list of maneuvers should be complete with you characters skills next to them. Trying to eliminate page flipping and searching books at the table. It is close but not there. I will admit I missed some stuff for getting the info to show up. but it still needs work after I figured it out. :)

And I really do appreciate this sheet. It is awesome. But why settle for awesome when you could possibly get uber awesome :)

Oh wait i missed something...Now i see how to do it. :P

Yeah, I must not have been explaining it right because the rosters support everything you mentioned. You can add positions that support all of those actions, and the gunner and their skill show up right under the ship weapons. It sounded like a custom fit for what you wanted. Rosters can get a bit complicated, but every action from both books are supported, and you can even create your own positions with their own set of actions if you don't like the ones that came with the program.

Here's an example:

RosterExample.png Everything you asked for is right there :)

Hi OggDude,

I have an odd request for your GM tool, but maybe it's possible. My hope was to use it with Roll20, to quickly refer and set-up encounters in Roll20. Your text format that, for example, appears when loading an adversary in the "Adversaries" window works great when copy-pasted into a Roll20 token.

However, the dices icons or results icons are obviously not copied (nor are they copied if one was pasting it into Words for example). Would there be a way, somewhere in the program to have an option to select either dices and symbols as icons, or as text? For example, it could be 2g, 1y, 1p, etc... or any other nomenclature that you want to use.

It may not be possible or a priority at all, but it would make your software a delight for online GMs.

Thanks

Can you paste a bitmap (graphic) into Roll20?

Not into the "GM Notes" section of an NPC unfortunately. In that field, only text information can be copied.

The first example below is an NPC where I have entered everything by typing it, creating tables myself, etc which takes a lot of time. The next example is copy-pasted from your GM Tool. The formatting is automatically transferred, except the dice and symbol icons.

NPC Example

NPC Example copied from OggDude's GM Tool.

OK, I figured out an easy way of doing what you need without it affecting anything else. Basically, I just added "alt" text for the pictures. Instead of blanks, or broken images, you'll get the alt text. I even added symbols that kinda-sorta look like the actual symbols; close enough, anyway, that you can tell what they mean.

This'll be in the next version.

So after fiddling with the adversary thing in the GM tool trying to make an R2. Please have the skill number light up when you check them off. it does not look like you can modify them so I was hunting for how to have higher than a 1 skill until i accidentally clicked on the skill number. They don't look editable.

The program comes with import directories for just about every adversary published by FFG. You don't need to make your own R2, you can just import it from Imports\Core Rulebook Adversary Imports\Astromech Droid - Rival.xml. Last time I looked, there were 289 adversaries there, waiting to be imported in order to make your PC's lives difficult :)

Oh....

I got this error when importing the Krayt Fang

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.Form1.CharacterButtonClick(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at SWCharGen.ImageButton.OnClick(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.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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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
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Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
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Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
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Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
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Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
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Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------


************** 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.

Seems to do it on any vehicle import.
I think I was importing into the wrong place. Spose to import vehicles while on the vehicle section and encounters while in the encounter system. Does not however fail gracefully when the operator makes a mistake. It also crashes when you try and load encounters wrong.

Edited by Daeglan

Have you done the Crate of Kraytes adversaries or the Shell Game Adversaries?

I got this error when importing the Krayt Fang

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.Form1.CharacterButtonClick(Object sender, EventArgs e)

Seems to do it on any vehicle import.

I think I was importing into the wrong place. Spose to import vehicles while on the vehicle section and encounters while in the encounter system. Does not however fail gracefully when the operator makes a mistake. It also crashes when you try and load encounters wrong.

Yeah, I wasn't checking for a null before I tried relinking in a couple of places. That bug's been fixed. And as you've figured out, import characters in the character generator, vehicles in the vehicle pane, adversaries in the adversary pane, and encounters in the encounter pane. It would normally just tell you it couldn't import, but it didn't get quite that far before the error occurred.

Have you done the Crate of Kraytes adversaries or the Shell Game Adversaries?

I don't own the original beta CRB, and my nephew is currently borrowing my AoR beta, so I can't put in the adversaries for the beta adventure.

Of course, you could ask if someone else has already done them. If they have, I wouldn't mind a copy myself to add them to the install.

So after fiddling with the adversary thing in the GM tool trying to make an R2. Please have the skill number light up when you check them off. it does not look like you can modify them so I was hunting for how to have higher than a 1 skill until i accidentally clicked on the skill number. They don't look editable.

And by the way, changing skill or talent ranks in a grid by clicking on the rank is talked about in the FAQ that comes with the program. Just read the FAQ and do a search for "1" (including the quotes) and you'll see the question. Here it is, for everyone's edification:

Question: I’m trying to create my own attachment [or species, vehicle, weapon, etc]. There’s a list that lets me add an item mod [or quality, talent, skill]. I check the one I want, but it says that it has just “1” of the item. I want more than one, but I can’t select it twice. How do I get more than one of the item I’m adding?

Answer : In any grid that has a check box, some sort of item descriptor (skill, quality, talent, mod, etc), and a numeric count, the count always defaults to 1. To change this, just click the number. A numeric up/down control will appear that allows you to change the count. When you’re done, be sure to click somewhere else so the control goes away. This will ensure that the modification has been applied.

yeah I hadn't looked at the FAQ for that and stumbled onto how to do it. but I do think it could be more intuitive. :) If something is intuitive it does not become a FAQ item. Which i would see as a win. :)

And i have Crates of Kraytes so I can probably do it. Unless someone else here has done it. :)

Hi OggDude,

I have an odd request for your GM tool, but maybe it's possible. My hope was to use it with Roll20, to quickly refer and set-up encounters in Roll20. Your text format that, for example, appears when loading an adversary in the "Adversaries" window works great when copy-pasted into a Roll20 token.

However, the dices icons or results icons are obviously not copied (nor are they copied if one was pasting it into Words for example). Would there be a way, somewhere in the program to have an option to select either dices and symbols as icons, or as text? For example, it could be 2g, 1y, 1p, etc... or any other nomenclature that you want to use.

It may not be possible or a priority at all, but it would make your software a delight for online GMs.

Thanks

Can you paste a bitmap (graphic) into Roll20?

Not into the "GM Notes" section of an NPC unfortunately. In that field, only text information can be copied.

The first example below is an NPC where I have entered everything by typing it, creating tables myself, etc which takes a lot of time. The next example is copy-pasted from your GM Tool. The formatting is automatically transferred, except the dice and symbol icons.

NPC Example

NPC Example copied from OggDude's GM Tool.

OK, I figured out an easy way of doing what you need without it affecting anything else. Basically, I just added "alt" text for the pictures. Instead of blanks, or broken images, you'll get the alt text. I even added symbols that kinda-sorta look like the actual symbols; close enough, anyway, that you can tell what they mean.

This'll be in the next version.

Thank you! I'll let you know how it works. Roll20 word processing can deal with ASCII symbols (The usual: ~!@#$%^&*()_+-=`{}|\][:"';<>?/.,`¡™£¢∞§¶•ªº–≠“‘…æ≤≥÷œ∑´®†¥¨ˆøπåß∂ƒ©˙∆˚¬…Ω≈ç√∫˜µ_) but that's pretty much it.

OggDude, I really can't thank you enough for all the hard work you have put into your program. While I love the amount of time and dedication you have to put into this project, I can't help but feel guilty that you haven't found a new position yet.

Hi OggDude,

I have an odd request for your GM tool, but maybe it's possible. My hope was to use it with Roll20, to quickly refer and set-up encounters in Roll20. Your text format that, for example, appears when loading an adversary in the "Adversaries" window works great when copy-pasted into a Roll20 token.

However, the dices icons or results icons are obviously not copied (nor are they copied if one was pasting it into Words for example). Would there be a way, somewhere in the program to have an option to select either dices and symbols as icons, or as text? For example, it could be 2g, 1y, 1p, etc... or any other nomenclature that you want to use.

It may not be possible or a priority at all, but it would make your software a delight for online GMs.

Thanks

Can you paste a bitmap (graphic) into Roll20?

Not into the "GM Notes" section of an NPC unfortunately. In that field, only text information can be copied.

The first example below is an NPC where I have entered everything by typing it, creating tables myself, etc which takes a lot of time. The next example is copy-pasted from your GM Tool. The formatting is automatically transferred, except the dice and symbol icons.

NPC Example

NPC Example copied from OggDude's GM Tool.

OK, I figured out an easy way of doing what you need without it affecting anything else. Basically, I just added "alt" text for the pictures. Instead of blanks, or broken images, you'll get the alt text. I even added symbols that kinda-sorta look like the actual symbols; close enough, anyway, that you can tell what they mean.

This'll be in the next version.

Thank you! I'll let you know how it works. Roll20 word processing can deal with ASCII symbols (The usual: ~!@#$%^&*()_+-=`{}|\][:"';<>?/.,`¡™£¢∞§¶•ªº–≠“‘…æ≤≥÷œ∑´®†¥¨ˆøπåß∂ƒ©˙∆˚¬…Ω≈ç√∫˜µ_) but that's pretty much it.

I was going to post an actual HTML example, but the FFG editor doesn't support alt text for some reason (it's been part of the standard since the beginning, but oh well). Anyway, I took a screenshot of what it looks like in the Roll20 journal editor. Of course, DropBox seems to be in and out of a coma this morning, so it might not show up:

SymbolTest.jpg

When it does, you'll see the symbols I used. They all show up on web pages, and I'm using straight-up Firefox without any weird settings or fonts. So I'm hoping this will be universally what people will see and not generic "I don't know what this is" symbols.

And yes, I know I have light and dark mixed up :)

Edited by OggDude

OggDude, I really can't thank you enough for all the hard work you have put into your program. While I love the amount of time and dedication you have to put into this project, I can't help but feel guilty that you haven't found a new position yet.

To be honest, I haven't been looking too hard :) I'm enjoying the time off (first time in 20 years). Luckily, I got a good severance package. But I'm going to have to get .NET certified, so I'm still looking into reasonably-priced ways of doing that. If anyone has any experience in certifications, I'd love to pick your brain.

Thank you! Those symbols look great. I can't wait for the next version of the GM Tools!