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OggDude

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  1. Like
    OggDude got a reaction from 09/20/Thanos in Another Character Generator   
    Very strange... for some reason, the talent editor did not update the talent at all.  This'll be fixed.
  2. Like
    OggDude got a reaction from Raicheck in Another Character Generator   
    Yeah, the only way for this to happen is if they're added to the career.  Universal specs should not be added to individual careers, as they can't be starting specs.
  3. Like
    OggDude got a reaction from Daeglan in Another Character Generator   
    I fixed it.  The new calls in my base form class were being called out of order, but just in that dialog.
  4. Like
    OggDude got a reaction from Nytwyng in Another Character Generator   
    I fixed it.  The new calls in my base form class were being called out of order, but just in that dialog.
  5. Like
    OggDude got a reaction from Ahrimon in Another Character Generator   
    I was about to say... universal specs should not be showing up as starting specs, and if you want to add one, you can select the universal spec radio button to only view universal specs.  It's already doing all of this.
  6. Like
    OggDude got a reaction from Eoen in Another Character Generator   
    The pre-release seemed pretty stable, so here's the official 2.3.2.0 release (Manual Install and Web Install).  My new copies of Cyphers and Masks and Dawn of Rebellion just came in the mail yesterday, so I'll be working on those for 2.3.3.
    Here's the 2.3.2 release notes:
    Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. In crafting, maximum speed by silhouette rules are now enforced only if using an engine template.  If modifying a custom vehicle without changing out the engine, it will no longer top out the speed using the rules if the base speed of the custom vehicle is higher. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns re-spaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted"). When crafting vehicles, if a new vehicle was selected, it's assembly template would not be updated until the assembly was selected from the drop down.  Because of this, the crafting costs were calculated using the previous frame's assembly template.  Now, the assembly is automatically updated when the crafted vehicle is being created without having to first select the assembly template (there can only ever be one assembly template based upon silhouette). When crafting vehicles, the value of a custom vehicle only considered the cost of crafting it.  It will now also include the original cost of the vehicle, as well as additional crafting costs. In crafting, the Craft Summary sheet had some formatting issues with vehicles if the template names exceeded the size of the label.  These have been fixed. In crafting, the Craft Summary sheet would crash if you removed the hull or engine from a custom vehicle.  This will now work properly. In many screens and printouts, fixed minor formatting and spacing issues such as centering, font sizes, etc.
     
  7. Thanks
    OggDude got a reaction from Eoen in Another Character Generator   
    Base data comes with the application and may change each time there's an update.
    Custom data is found in your custom data directory.  It is not touched when you update.  Custom data is merged with base data to get a final data result.  There's basically three types of custom data:
    DescOnly - Same as the base data, but with your own descriptions and, optionally, names. CustomItem - Overwrites an existing item so you can change what an existing item does or how it works.  This includes the item itself, as well as description if that changes. AddedItem - A new item. There's actually two levels of organization for custom data.  The first is the "default" data set, which consists of files in the custom data directory.  The second is your own named data sets, which reside in folders within the custom data directory.
    All of these things can be backed up, and custom data sets can be exported so that other people can use them.
    Base data should not be touched.  If you want to make changes to your data, use the Data Editor, which only modifies data in the custom data directory (or data set subdirectories).
  8. Thanks
    OggDude got a reaction from Bellona in Another Character Generator   
    Base data comes with the application and may change each time there's an update.
    Custom data is found in your custom data directory.  It is not touched when you update.  Custom data is merged with base data to get a final data result.  There's basically three types of custom data:
    DescOnly - Same as the base data, but with your own descriptions and, optionally, names. CustomItem - Overwrites an existing item so you can change what an existing item does or how it works.  This includes the item itself, as well as description if that changes. AddedItem - A new item. There's actually two levels of organization for custom data.  The first is the "default" data set, which consists of files in the custom data directory.  The second is your own named data sets, which reside in folders within the custom data directory.
    All of these things can be backed up, and custom data sets can be exported so that other people can use them.
    Base data should not be touched.  If you want to make changes to your data, use the Data Editor, which only modifies data in the custom data directory (or data set subdirectories).
  9. Like
    OggDude got a reaction from Kualan in Another Character Generator   
    The pre-release seemed pretty stable, so here's the official 2.3.2.0 release (Manual Install and Web Install).  My new copies of Cyphers and Masks and Dawn of Rebellion just came in the mail yesterday, so I'll be working on those for 2.3.3.
    Here's the 2.3.2 release notes:
    Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. In crafting, maximum speed by silhouette rules are now enforced only if using an engine template.  If modifying a custom vehicle without changing out the engine, it will no longer top out the speed using the rules if the base speed of the custom vehicle is higher. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns re-spaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted"). When crafting vehicles, if a new vehicle was selected, it's assembly template would not be updated until the assembly was selected from the drop down.  Because of this, the crafting costs were calculated using the previous frame's assembly template.  Now, the assembly is automatically updated when the crafted vehicle is being created without having to first select the assembly template (there can only ever be one assembly template based upon silhouette). When crafting vehicles, the value of a custom vehicle only considered the cost of crafting it.  It will now also include the original cost of the vehicle, as well as additional crafting costs. In crafting, the Craft Summary sheet had some formatting issues with vehicles if the template names exceeded the size of the label.  These have been fixed. In crafting, the Craft Summary sheet would crash if you removed the hull or engine from a custom vehicle.  This will now work properly. In many screens and printouts, fixed minor formatting and spacing issues such as centering, font sizes, etc.
     
  10. Thanks
    OggDude got a reaction from DarkHorse in Another Character Generator   
    The pre-release seemed pretty stable, so here's the official 2.3.2.0 release (Manual Install and Web Install).  My new copies of Cyphers and Masks and Dawn of Rebellion just came in the mail yesterday, so I'll be working on those for 2.3.3.
    Here's the 2.3.2 release notes:
    Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. In crafting, maximum speed by silhouette rules are now enforced only if using an engine template.  If modifying a custom vehicle without changing out the engine, it will no longer top out the speed using the rules if the base speed of the custom vehicle is higher. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns re-spaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted"). When crafting vehicles, if a new vehicle was selected, it's assembly template would not be updated until the assembly was selected from the drop down.  Because of this, the crafting costs were calculated using the previous frame's assembly template.  Now, the assembly is automatically updated when the crafted vehicle is being created without having to first select the assembly template (there can only ever be one assembly template based upon silhouette). When crafting vehicles, the value of a custom vehicle only considered the cost of crafting it.  It will now also include the original cost of the vehicle, as well as additional crafting costs. In crafting, the Craft Summary sheet had some formatting issues with vehicles if the template names exceeded the size of the label.  These have been fixed. In crafting, the Craft Summary sheet would crash if you removed the hull or engine from a custom vehicle.  This will now work properly. In many screens and printouts, fixed minor formatting and spacing issues such as centering, font sizes, etc.
     
  11. Thanks
    OggDude got a reaction from Disteeler in Another Character Generator   
    The pre-release seemed pretty stable, so here's the official 2.3.2.0 release (Manual Install and Web Install).  My new copies of Cyphers and Masks and Dawn of Rebellion just came in the mail yesterday, so I'll be working on those for 2.3.3.
    Here's the 2.3.2 release notes:
    Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. In crafting, maximum speed by silhouette rules are now enforced only if using an engine template.  If modifying a custom vehicle without changing out the engine, it will no longer top out the speed using the rules if the base speed of the custom vehicle is higher. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns re-spaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted"). When crafting vehicles, if a new vehicle was selected, it's assembly template would not be updated until the assembly was selected from the drop down.  Because of this, the crafting costs were calculated using the previous frame's assembly template.  Now, the assembly is automatically updated when the crafted vehicle is being created without having to first select the assembly template (there can only ever be one assembly template based upon silhouette). When crafting vehicles, the value of a custom vehicle only considered the cost of crafting it.  It will now also include the original cost of the vehicle, as well as additional crafting costs. In crafting, the Craft Summary sheet had some formatting issues with vehicles if the template names exceeded the size of the label.  These have been fixed. In crafting, the Craft Summary sheet would crash if you removed the hull or engine from a custom vehicle.  This will now work properly. In many screens and printouts, fixed minor formatting and spacing issues such as centering, font sizes, etc.
     
  12. Like
    OggDude got a reaction from splashcola in Another Character Generator   
    Click here for SW:EotE Character Generator - Latest Release
     
     
    Hi everyone.  Thought I’d let you all know that I’ve been working on a SW:EOTE character generator for the past month.  It is very close to completion; I’m mainly still adding data (some descriptions are not in place yet).  It pretty much allows you to create any character you can possibly create from the Core Rulebook.  It also supports special talents such as Jury Rigged, Dedication, etc., and allows you to add any weapon or armor attachment you want.  I’ve created a four-page character sheet that you can print, based around the design concept from the characters in the Basic Game (which I thought was cleaner than the sheet found in the Core Rulebook).
     
    Future additions will include starships/vehicles, group sheets (including obligation tables), and NPC and encounter group generator.
     
    I've written this in .NET using C#, so it'll be for the Windows platform and will require the .NET 4.0 framework.  The data files are all in XML, so they can be easily modified if you want to add your own piece of equipment, new skills, etc.  I currently do NOT have a data editor in the works, but I may write one if I get enough requests.
     
    I’m including some screen shots here so you can take a look at how the screens are laid out and what the character sheets look like.  I'd appreciate feedback on how the layout could be improved, features I may have missed, requests for new features, organization of the character sheets, etc.  If you have any specific questions concerning how features are implemented, just ask!
     
    Again, I'll be releasing the actual product for testing shortly, so please bear with the screen shots for now.
     
    Thanks in advance,
     
    OggDude
     
     
     
    Screenshots:
     
    Character load screen
    Description
    Description with portrait selection
    Background
    Obligations
    Species
    Species (human with skills option)
    Career
    Characteristics
    Specializations
    Specializations with Dedication talent
    Motivations
    Skills
    Equipment
    Force Powers
    Attachments
    New attachment example
    Character sheet page 1 (Stats/Skills/Weapons)
    Character sheet page 2 (Description/Motivations/Obligations/Background)
    Character sheet page 3 (Features/XP/Talents/Force Powers)
    Character sheet page 4 (Encum/Money/Equipment)
  13. Like
    OggDude got a reaction from Nytwyng in Another Character Generator   
    The pre-release seemed pretty stable, so here's the official 2.3.2.0 release (Manual Install and Web Install).  My new copies of Cyphers and Masks and Dawn of Rebellion just came in the mail yesterday, so I'll be working on those for 2.3.3.
    Here's the 2.3.2 release notes:
    Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. In crafting, maximum speed by silhouette rules are now enforced only if using an engine template.  If modifying a custom vehicle without changing out the engine, it will no longer top out the speed using the rules if the base speed of the custom vehicle is higher. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns re-spaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted"). When crafting vehicles, if a new vehicle was selected, it's assembly template would not be updated until the assembly was selected from the drop down.  Because of this, the crafting costs were calculated using the previous frame's assembly template.  Now, the assembly is automatically updated when the crafted vehicle is being created without having to first select the assembly template (there can only ever be one assembly template based upon silhouette). When crafting vehicles, the value of a custom vehicle only considered the cost of crafting it.  It will now also include the original cost of the vehicle, as well as additional crafting costs. In crafting, the Craft Summary sheet had some formatting issues with vehicles if the template names exceeded the size of the label.  These have been fixed. In crafting, the Craft Summary sheet would crash if you removed the hull or engine from a custom vehicle.  This will now work properly. In many screens and printouts, fixed minor formatting and spacing issues such as centering, font sizes, etc.
     
  14. Like
    OggDude got a reaction from warchild1x in Another Character Generator   
    The pre-release seemed pretty stable, so here's the official 2.3.2.0 release (Manual Install and Web Install).  My new copies of Cyphers and Masks and Dawn of Rebellion just came in the mail yesterday, so I'll be working on those for 2.3.3.
    Here's the 2.3.2 release notes:
    Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. In crafting, maximum speed by silhouette rules are now enforced only if using an engine template.  If modifying a custom vehicle without changing out the engine, it will no longer top out the speed using the rules if the base speed of the custom vehicle is higher. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns re-spaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted"). When crafting vehicles, if a new vehicle was selected, it's assembly template would not be updated until the assembly was selected from the drop down.  Because of this, the crafting costs were calculated using the previous frame's assembly template.  Now, the assembly is automatically updated when the crafted vehicle is being created without having to first select the assembly template (there can only ever be one assembly template based upon silhouette). When crafting vehicles, the value of a custom vehicle only considered the cost of crafting it.  It will now also include the original cost of the vehicle, as well as additional crafting costs. In crafting, the Craft Summary sheet had some formatting issues with vehicles if the template names exceeded the size of the label.  These have been fixed. In crafting, the Craft Summary sheet would crash if you removed the hull or engine from a custom vehicle.  This will now work properly. In many screens and printouts, fixed minor formatting and spacing issues such as centering, font sizes, etc.
     
  15. Like
    OggDude got a reaction from Dogoegma in Another Character Generator   
    So, while adding Knights of Fate, I decided to include a rewards feature.  Here's an example of what they will look like when printed:
     

     
    Right now, though, I'm hoping that I found all the rewards.  These are the rewards that I have currently:  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Championship Title, Classroom Title, Follower, Legendary Title, Medal of Honor, Military or Civilian Decoration, Reputation, and School.
    Am I missing any?  If so, what are they and which book are they in?
  16. Like
    OggDude got a reaction from Dogoegma in Another Character Generator   
    Here's the 2.3.1.1 bug fix.  This has all of my latest bug fixes, which hasn't really changed much in the last month or so (haven't had much time to work on anything).  This will be the only bug fix release for 2.3.1.  2.3.2 will probably just be Knights of Fate, plus anything else that needs fixing that's brought to my attention.
    My FLGS has stopped carrying SWRPG books (boo), but I'm going to be ordering  Cyphers and Masks and Dawn of Rebellion online, so those will be added down the road a bit.  Anyway, here's the latest (link can be found in my Profile/About panel):
    Release 2.3.1.1 Bug Fix:
    The Thisspiasian, Vurk, and Tholothian species had a misspelling for their source.  This has been fixed. In GM Grants, specializations could not be checked.  This has been fixed. When the Tinkerer talent was unselected, items with extra HP's would have all of their attachments removed.  This was by design, but not always needed.  It will now only remove attachments if the new total HP is less than used HP.  And even then, it will remove attachments one at a time until under the proper total, rather than remove everything. The equipment pane and new vehicle dialog in the character generator, and the equipment pane in the add companion dialog, didn't use the source selection from the Options dialog.  They will now respect source selection.  Note this will work only in the character generator, not in the GM Tools. Fixed a potential bug in the translate class where a bad locale ID specified when loading the translation object could cause an exception. Fixed a potential bug in the settings class where a non-existent locale ID would return 0.  It will now default to 1033 (US English).
  17. Like
    OggDude got a reaction from DarkHorse in Another Character Generator   
    The Knowledge skill one should work now.  The other one... I think I can pre-set an alternate characteristic for a skill, but I'll have to look.  If not, it shouldn't be too hard to implement.
  18. Like
    OggDude got a reaction from Lancer999 in Another Character Generator   
    Only "standard" droids (one's that appear in books) have equivalent gear items representing them.  They usually also enable a button that allows you to create a companion from the item.
    If you want to add a custom droid as a gear item to a vehicle, add a generic item with the appropriate encumbrance, then rename it to the name of your droid.
  19. Like
    OggDude got a reaction from jivjov in Another Character Generator   
    The Knowledge skill one should work now.  The other one... I think I can pre-set an alternate characteristic for a skill, but I'll have to look.  If not, it shouldn't be too hard to implement.
  20. Like
    OggDude got a reaction from Sharatec in Another Character Generator   
    The Knowledge skill one should work now.  The other one... I think I can pre-set an alternate characteristic for a skill, but I'll have to look.  If not, it shouldn't be too hard to implement.
  21. Like
    OggDude got a reaction from StriderZessei in Fly Casual!!   
    Qualities or attachments that affect the dice pool are not added by the secondary weapon, neither for the check, nor after activating.  Once you activate the secondary weapon, you may include effects that alter the dice pool, such as added advantage for Superior.  Setback and boosts, however, are not rolled for the secondary weapon, even after it's activated.
     
    If you think about it, setback and boost dice are only ever rolled as part of a dice check.  They're never rolled separately, then added to an already-rolled check.  Ever  So, setback and boosts from the secondary weapon are never rolled, regardless.
  22. Like
    OggDude got a reaction from StriderZessei in Fly Casual!!   
    I can picture an Indiana Jones-like encounter between a Jedi and a bounty hunter.  The Jedi pulls out his lightsaber and shows off with a bunch of sweet moves.  The bounty hunter just looks bored and unimpressed, pulls out his SSB-1, and shoots him with it.
  23. Like
    OggDude got a reaction from warchild1x in Another Character Generator   
    The Knowledge skill one should work now.  The other one... I think I can pre-set an alternate characteristic for a skill, but I'll have to look.  If not, it shouldn't be too hard to implement.
  24. Thanks
    OggDude got a reaction from salamar_dree in Another Character Generator   
    The Knowledge skill one should work now.  The other one... I think I can pre-set an alternate characteristic for a skill, but I'll have to look.  If not, it shouldn't be too hard to implement.
  25. Like
    OggDude got a reaction from 09/20/Thanos in Another Character Generator   
    So, any issues with the pre-release?  Can I just do a formal release with it?
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