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OggDude

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  1. Thanks
    OggDude got a reaction from StriderZessei in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  2. Thanks
    OggDude got a reaction from SacredRebirth in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  3. Thanks
    OggDude got a reaction from Demon4x4 in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  4. Like
    OggDude got a reaction from Ahrimon in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  5. Thanks
    OggDude got a reaction from Varlie in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  6. Thanks
    OggDude got a reaction from 09/20/Thanos in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  7. Like
    OggDude got a reaction from Kualan in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  8. Like
    OggDude got a reaction from Jareth Valar in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  9. Like
    OggDude got a reaction from Nytwyng in Another Character Generator   
    Here's a link to the pre-release of 2.3.3, which includes Cyphers and Masks.  Let me know if anyone finds any issues with it.
    Pre-release 2.3.3.0
    New/Changed Data:
    Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks". In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value. Bug Fixes:
    An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden. If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this. On the Specialization pane, the title appeared too small.  This has been fixed. On the Signature Ability pane, the title appeared too small.  This has been fixed. In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this. In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work. In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly. In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen. The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed. If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed. The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed. The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed. In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator. In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked. Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     
  10. Thanks
    OggDude got a reaction from Sith Interceptor 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)
  11. Thanks
    OggDude got a reaction from Roderz in Another Character Generator   
    Unlimited Power is in the current version.  I'm working on Cyphers and Masks right now.  Still have Droids and Vehicles to go, then I should be ready.
  12. Like
    OggDude got a reaction from Bojanglez in Another Character Generator   
    All links are also in my About Me pane.
  13. Thanks
    OggDude got a reaction from Meribson 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)
  14. Thanks
    OggDude got a reaction from ddbrown30 in Another Character Generator   
    All links are also in my About Me pane.
  15. Like
    OggDude got a reaction from Daeglan in Another Character Generator   
    All links are also in my About Me pane.
  16. Like
    OggDude got a reaction from kaosoe in Another Character Generator   
    All links are also in my About Me pane.
  17. Haha
    OggDude got a reaction from Mr_Badger1138 in Another Character Generator   
    It's the Khan of Cons  
  18. Like
    OggDude got a reaction from jivjov in Another Character Generator   
    Speaking of this weekend... It's KublaCon weekend here in the Bay Area.  I'll be running "Echoes of the Past" once again, Saturday at 10AM.  So, if you're going to the con, sign up and have some Star Wars fun!
  19. Like
    OggDude got a reaction from Bojanglez in Another Character Generator   
    Speaking of this weekend... It's KublaCon weekend here in the Bay Area.  I'll be running "Echoes of the Past" once again, Saturday at 10AM.  So, if you're going to the con, sign up and have some Star Wars fun!
  20. Haha
    OggDude got a reaction from Daeglan in Another Character Generator   
    It's the Khan of Cons  
  21. Haha
    OggDude got a reaction from Stan Fresh in Another Character Generator   
    It's the Khan of Cons  
  22. Like
    OggDude got a reaction from Daeglan in Another Character Generator   
    I had restructured and simplified the code that modifies the standard unarmed "weapon".  Unfortunately, I didn't do it quite right and left something out.  It'll work in the next release.
  23. Thanks
    OggDude got a reaction from EliasWindrider in Another Character Generator   
    Unlimited Power is in the current version.  I'm working on Cyphers and Masks right now.  Still have Droids and Vehicles to go, then I should be ready.
  24. Thanks
    OggDude got a reaction from Sharatec in Another Character Generator   
    Unlimited Power is in the current version.  I'm working on Cyphers and Masks right now.  Still have Droids and Vehicles to go, then I should be ready.
  25. 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.
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