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OggDude

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  1. Like
    OggDude got a reaction from Mattheau in Another Character Generator   
    So, you think removing the flavor text and, say, putting reference page numbers in their place for where to find the information in the Core Rulebook would do the trick?  I could do this for pretty much all of the descriptions, such as for obligations, characteristics, motivations, skills, attachments, weapons and gear, etc.  I don't add any long-winded descriptions to the character sheet, only short synopses of a few things, such as talents and force powers.  And, of course, the entire purpose of a character generator, when it comes down to it, is creating a character sheet  So as long as the sheet doesn't get affected, the generator is still serving its main purpose.
     
    The only other things, I suppose, are the logo (easily replaced) and pictures of equipment, which are cool, but optional.
     
    Oggy
  2. Thanks
    OggDude got a reaction from DarthDude 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)
  3. Like
    OggDude got a reaction from Varlie in Another Character Generator   
    The problem is that Defensive and Deflection are tagged as Weapon qualities.  I did check, and both are looked for and used when calculating melee and ranged defense for armor.  What I'll do is remove the Weapon designator so they'll show up for both weapons and armor.
    I haven't gotten to attachments in CotR, which is why I didn't catch this one yet 🙂 
    Edit:  Actually, only Defensive was tagged as a Weapon-only quality.  Deflection wasn't.
  4. Like
    OggDude got a reaction from 09/20/Thanos in Another Character Generator   
    As you've been doing this for awhile... when did this problem start?  Do you remember doing anything (installing new software, changing Windows versions, etc) around the same time?  If it used to work, then something's changed.  I have both the default (DataCustom) custom data, as well as different datasets, and they all play nicely with one another.
  5. Like
    OggDude reacted to Nytwyng in Another Character Generator   
    I can do that a little later. (About to log in to work and be in a series of boring video meetings. Yay?) While I appreciate the help, I’m afraid I’ll be sending you on a wild goose chase. All three of those were ones that the description disappeared on. The YT-2400 description reappeared when I reentered the description with no others present; brand new XML file. The YT-1300 reappeared after pasting the same XML file that was in use, complete with description, when the description hadn’t been showing up, but now was one of only two xml files. (I hope that made sense.) The YT-2000’s description remained unreadable after pulling all of the old xml files into the new folder.
    Is it possible that, after reaching X number of xml files (for some reason, seemingly limited to vehicles) that the software just “stops reading” them? It seems unlikely, because even after pulling all of the others over and the 2000 being unread, the 2400 (brand new xml file) and the 1300 (old xml file) still displayed their descriptions. (Mostly just thinking out loud here.)
    I’ll pull a few later to send. Definitely those three. I didn’t look last night; since being a new folder, I didn’t think to check/change sharing permissions, so I’ll see how - for example - the Starships and Speeders content looks. (It was the most obvious of examples of entire vehicles not showing up at all.) Will those three do?
    Thanks for your assistance.
    While I’m here, looking back, I’ve been a bit snippy in some of my responses to some people on the subject. Working in a support call center I should know better than to snap at someone just trying to help - reconfirming information and making sure simple stuff hasn’t been overlooked is part of the gig. I didn’t quite go full “custmonster,” but I was on the path. My apologies.
  6. Like
    OggDude got a reaction from Greymantle64 in Another Character Generator   
    So, I updated the Morality table in groups to use the CRB, rather than the beta.  I'm guessing not a lot of people use the group feature from GM Tools, or this would have come up sooner.  If you're a GM, and you already have all your players' characters in the generator, it's probably worth it to add a group for them, if for nothing else than to print out the group sheet.  It's very useful during play, as it has obligation, duty, and morality rolls, plus common skills, group equipment, etc.
    Anyway, here's what Morality looks like now:

  7. Like
    OggDude got a reaction from Greymantle64 in Another Character Generator   
    This is actually another thing I kind of like about being able to select a universal spec as your first spec:  it adds nuance and complexity (in a good way) to the build process.  On one hand, you can start off with something that could be considered outside your career and have more control over your abilities and progress.  On the other hand, you won't be able to use the spec for signature abilities, since it's not a career spec.  So, if you're going to want signature abilities down the road, you'll eventually have to get a career spec.  You could end up with the same build, just getting your specs in a different order and at different times.
  8. Like
    OggDude got a reaction from Greymantle64 in Another Character Generator   
    You know what, I bet something like that is coming.  It makes sense:  if you have universal specs, why not have universal signature abilities?  The possibilities could be endless...
  9. Like
    OggDude got a reaction from Craftidore in Another Character Generator   
    When you go to print, it shows a list of everyone in your group.  You need to select the members that you want in your group sheet, as not everyone in the group is necessarily at every game session.  You can select them individually by checking the box next to them, or click the "Select All" button.  Also, check all the options you want on the sheet.  The obligation, duty/contribution, and morality boxes should all be checked.
    You might also want to check the "Show Member Detail" button if you want to see a summary of each selected character, including stats and ranked/common skills.
    The Obligation/Duty tab is for group obligation and duty; that is, obligation and duty assigned to the group as a whole, rather than to individual PCs.  The obligation and duty displayed on the sheet will be a combination of individual and group duty.
  10. Thanks
    OggDude got a reaction from Bellona in Another Character Generator   
    I replied in email.  Basically, your character had two user-defined specializations and one of them was no longer available.  It's supposed to handle this without crashing, but there was a bug (so, yay, another bug fixed).
  11. Like
    OggDude got a reaction from Jedifish in Another Character Generator   
    So, I updated the Morality table in groups to use the CRB, rather than the beta.  I'm guessing not a lot of people use the group feature from GM Tools, or this would have come up sooner.  If you're a GM, and you already have all your players' characters in the generator, it's probably worth it to add a group for them, if for nothing else than to print out the group sheet.  It's very useful during play, as it has obligation, duty, and morality rolls, plus common skills, group equipment, etc.
    Anyway, here's what Morality looks like now:

  12. Like
    OggDude got a reaction from Kualan in Another Character Generator   
    So, I updated the Morality table in groups to use the CRB, rather than the beta.  I'm guessing not a lot of people use the group feature from GM Tools, or this would have come up sooner.  If you're a GM, and you already have all your players' characters in the generator, it's probably worth it to add a group for them, if for nothing else than to print out the group sheet.  It's very useful during play, as it has obligation, duty, and morality rolls, plus common skills, group equipment, etc.
    Anyway, here's what Morality looks like now:

  13. Like
    OggDude got a reaction from GameboyAK in Another Character Generator   
    So, I updated the Morality table in groups to use the CRB, rather than the beta.  I'm guessing not a lot of people use the group feature from GM Tools, or this would have come up sooner.  If you're a GM, and you already have all your players' characters in the generator, it's probably worth it to add a group for them, if for nothing else than to print out the group sheet.  It's very useful during play, as it has obligation, duty, and morality rolls, plus common skills, group equipment, etc.
    Anyway, here's what Morality looks like now:

  14. Like
    OggDude got a reaction from Josep Maria in Another Character Generator   
    So, I updated the Morality table in groups to use the CRB, rather than the beta.  I'm guessing not a lot of people use the group feature from GM Tools, or this would have come up sooner.  If you're a GM, and you already have all your players' characters in the generator, it's probably worth it to add a group for them, if for nothing else than to print out the group sheet.  It's very useful during play, as it has obligation, duty, and morality rolls, plus common skills, group equipment, etc.
    Anyway, here's what Morality looks like now:

  15. Like
    OggDude got a reaction from Varlie in Another Character Generator   
    So, I updated the Morality table in groups to use the CRB, rather than the beta.  I'm guessing not a lot of people use the group feature from GM Tools, or this would have come up sooner.  If you're a GM, and you already have all your players' characters in the generator, it's probably worth it to add a group for them, if for nothing else than to print out the group sheet.  It's very useful during play, as it has obligation, duty, and morality rolls, plus common skills, group equipment, etc.
    Anyway, here's what Morality looks like now:

  16. Like
    OggDude got a reaction from Arrakus in Another Character Generator   
    I'm just going to leave Armor Inserts the way they are.  You can always ignore the attachment and just add Armored Clothing to your inventory.  If you want to make them into Super Armored Clothing, create a new Armor with the stats you want.
  17. Like
    OggDude got a reaction from Kualan in Another Character Generator   
    I'm just going to leave Armor Inserts the way they are.  You can always ignore the attachment and just add Armored Clothing to your inventory.  If you want to make them into Super Armored Clothing, create a new Armor with the stats you want.
  18. Haha
    OggDude got a reaction from StriderZessei in Another Character Generator   
    This is another one that could go any number of ways, depending upon how it's interpreted.  The description does say "turns any article of clothing into Armored Clothing", which implies that the armor is transformed into Armored Clothing.  However, if it is truly transformed into a different type of armor, then armor such as Adverse Environmental Gear would would no longer have its "ignore setback" feature, for example, which doesn't make sense.  If existing features of the base armor should be kept, then it's not really being changed into Armored Clothing, but only being given Armored Clothing's stats.  If the encumbrance should be changed, then it would have noted that in the attachment table that lists it, which implies that the encumbrance remains the same.  Which, in turn, implies that it's not an actual transformation.  But on the third hand (you need to be a Besalisk to ponder this, I guess), maybe setting the encumbrance to 3 is implied by the fact that it's "turned into" Armored Clothing.   And why am I envisioning Vizzini from "The Princess Bride" explaining this right now?  Inconceivable!
    It might be interesting to hear from the devs on what their intention was for this attachment.
  19. Haha
    OggDude got a reaction from Jareth Valar in Another Character Generator   
    This is another one that could go any number of ways, depending upon how it's interpreted.  The description does say "turns any article of clothing into Armored Clothing", which implies that the armor is transformed into Armored Clothing.  However, if it is truly transformed into a different type of armor, then armor such as Adverse Environmental Gear would would no longer have its "ignore setback" feature, for example, which doesn't make sense.  If existing features of the base armor should be kept, then it's not really being changed into Armored Clothing, but only being given Armored Clothing's stats.  If the encumbrance should be changed, then it would have noted that in the attachment table that lists it, which implies that the encumbrance remains the same.  Which, in turn, implies that it's not an actual transformation.  But on the third hand (you need to be a Besalisk to ponder this, I guess), maybe setting the encumbrance to 3 is implied by the fact that it's "turned into" Armored Clothing.   And why am I envisioning Vizzini from "The Princess Bride" explaining this right now?  Inconceivable!
    It might be interesting to hear from the devs on what their intention was for this attachment.
  20. Haha
    OggDude got a reaction from Bellona in Another Character Generator   
    This is another one that could go any number of ways, depending upon how it's interpreted.  The description does say "turns any article of clothing into Armored Clothing", which implies that the armor is transformed into Armored Clothing.  However, if it is truly transformed into a different type of armor, then armor such as Adverse Environmental Gear would would no longer have its "ignore setback" feature, for example, which doesn't make sense.  If existing features of the base armor should be kept, then it's not really being changed into Armored Clothing, but only being given Armored Clothing's stats.  If the encumbrance should be changed, then it would have noted that in the attachment table that lists it, which implies that the encumbrance remains the same.  Which, in turn, implies that it's not an actual transformation.  But on the third hand (you need to be a Besalisk to ponder this, I guess), maybe setting the encumbrance to 3 is implied by the fact that it's "turned into" Armored Clothing.   And why am I envisioning Vizzini from "The Princess Bride" explaining this right now?  Inconceivable!
    It might be interesting to hear from the devs on what their intention was for this attachment.
  21. Like
    OggDude got a reaction from Daeglan in Another Character Generator   
    This is actually another thing I kind of like about being able to select a universal spec as your first spec:  it adds nuance and complexity (in a good way) to the build process.  On one hand, you can start off with something that could be considered outside your career and have more control over your abilities and progress.  On the other hand, you won't be able to use the spec for signature abilities, since it's not a career spec.  So, if you're going to want signature abilities down the road, you'll eventually have to get a career spec.  You could end up with the same build, just getting your specs in a different order and at different times.
  22. Like
    OggDude got a reaction from Kualan in Another Character Generator   
    I always confuse Technician career with Mechanic spec 🙂  But in the second example, Warrior is a career (I double checked 🙂 ) and they're referring to taking Retired Clone Trooper spec instead of a Warrior spec.  Of course, that's a weird example, as Warrior is a Force career, and not one you'd normally associate with a clone.  
    Regardless, it's supposedly what they had in mind, which is why I added it.  You can turn it off if you don't like it and everything is back to the way it was.
  23. Like
    OggDude got a reaction from Donovan Morningfire in Another Character Generator   
    You can actually add the reward even if you're not a Jedi, since there's no career validation.  However, unless you already have a Force rating, adding a rank of the Force Rating talent won't do anything (Force Rating is a Force talent, which only takes effect if you have a Force rating already).  However, I actually like it this way, as you may have other needs for it, such as adding another FR to a character with FSE or a FaD career.


  24. Thanks
    OggDude got a reaction from Bellona in Another Character Generator   
    I've been adding all the new stuff from Collapse of the Republic.  When I add a new book, there's a chance that some talent, item, or whatnot does something that the generator doesn't support.  This was the case with the Ichor Blade talent, where you choose a weapon and modifications are applied to it.  This required a whole new feature to be added, which slowed things down.  Sometimes, I think that they add things like this just to try and stump me 🙂 
    Anyway, that's working now.  I think I have vehicles left to enter, plus assorted adversaries scattered around the remainder of the book.  Oh, and for the option where you can spend 30 XP to get an extra Force rating when you start in the Jedi career, I'm handling that by having a special reward called "Jedi" that grants the talent, and shows up on your character sheet so you can track where it came from.
    Anyway, still plugging along.
  25. Like
    OggDude got a reaction from Malashim in Another Character Generator   
    I've been adding all the new stuff from Collapse of the Republic.  When I add a new book, there's a chance that some talent, item, or whatnot does something that the generator doesn't support.  This was the case with the Ichor Blade talent, where you choose a weapon and modifications are applied to it.  This required a whole new feature to be added, which slowed things down.  Sometimes, I think that they add things like this just to try and stump me 🙂 
    Anyway, that's working now.  I think I have vehicles left to enter, plus assorted adversaries scattered around the remainder of the book.  Oh, and for the option where you can spend 30 XP to get an extra Force rating when you start in the Jedi career, I'm handling that by having a special reward called "Jedi" that grants the talent, and shows up on your character sheet so you can track where it came from.
    Anyway, still plugging along.
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