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OggDude

Another Character Generator

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Mercy grenades have a mistype in their features entry making it read: "A character hit by this grenade must make a Hard (◆◆◆) Resilience check]b] or become disoriented for 1 round per ♼. Additionally, he has an inaccurate or incomplete memory of the encounter."

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spelling mistake in the Flare jacket entry: "Once per encounter, can trigger flage charge. Everyone in short range makes Hard (◆◆◆) Vigilance check. Fail means staggered for 1 round, plus 1 round per ♼♼♼."

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For the lightsaber forms. When selecting the talents that lets one change the attribute from Brawn to X, it would be nice to have a toggle (like the one for Dedication) that lets you switch/choose which attribute would show up on your sheet. (e.g. Lightsaber (Cun))

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Top, right on the specialization pane.  Button is called "Skill Char".  It'll appear whenever you select a technique that substitutes a different characteristic.

 

The reason it doesn't do it on the talent itself is because you could have multiple techniques selected.  Also, in the future, skills other than Lightsaber might also be included.

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Two questions.  First, I can't seem to find in the Data Editor a method for updating the descriptions of the Motivations.  The motivation categories I can update the descriptions of no problem, I'm just not finding the sub-motivations.  I did briefly check the documentation but that looked more like adding new motivations, unless I didn't look closely enough.

 

Second, is there a method of purchasing a blaster pistol or carbine as stun only for half price?  I only found out about that rule recently as a result of the carbine thread, but it could be really useful in our current campaign (we're in an Academy, so everything is stunlocked for the students).

 

Thanks!

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What about printing up an encounter sheet for the ship with your group as adversaries?  If you add your group members to the roster, their rolls will show up.

 

 

Then what is the point of having a vehicle sheet? I have done that in the past. But really it is kind of a pain to print out my character. Then print out an encounter just to get a vehicle page with my characters rolls. Also then you end up with 2 vehicle sheets because the encounter sheet doesn't have the speed and maneuver stuff. When you already did part of the work of making the vehicle sheet something useful. I would rather have the vehicle sheet fully implemented. You started to add the GM hooly ideas for a vehicle sheet. I kind of want everything one needs for vehicle combat on the vehicle sheet. 

 

You can Print the Encounter sheet on the back of the ship sheet (There is the option to print the vehicle in the encounter and it is identical to the one from the character generator). Surely, flipping it over can't be that much of a hassle for you.  :rolleyes:

 

Ogg,

I had not played around with the encounter page until you mentioned it. I like it.

A possible solution to this question might be to add a roster tab to the group section when a vehicle is added to the group the way it does when you add it to the encounter.

That way if you are maintaining a group sheet for the party, you don't have to create an encounter sheet separately.

 

I found a couple of minor issues in the encounter section.

1. NPC astromechs do not have all of the possible maneuvers and actions listed on pages 72-73 in Stay on Target available to them. It only has the new ones presented that were presented in Stay on Target.

2. Not sure if they are supposed to or not, but the Vehicle sheets in both the Character Generator and GM Tools section do not account for talents like Defensive Driving or ship upgrades like an Advanced Targeting Array. They show talents like Skilled Jockey for the Pilot skill, it would be great if it would reflect the other stuff as well. Although our group's pilot has two ranks of Skilled Jockey, the roster only shows -1 set back die.

 

These are just the things that I have noticed so far, I am not sure if there are issues with other talents or upgrades.

 

Thanks again Ogg!!!

Edited by Dakkar98

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Ogg,

 

Fact: If you purchase a Non-stacking Talent in one specialization, you are allowed to bypass it without spending any points when you reach it in another class.

 

My Question: If possess the class skills granted from the talents Basic Combat Training, Tactical Combat Training, Vehicle Combat Training, or Well-Traveled, shouldn't you be allowed to bypass those talents without spending any points?

 

If yes, can you make the Character Generator check for that?

 

Thanks!

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Ogg,

 

Fact: If you purchase a Non-stacking Talent in one specialization, you are allowed to bypass it without spending any points when you reach it in another class.

 

My Question: If possess the class skills granted from the talents Basic Combat Training, Tactical Combat Training, Vehicle Combat Training, or Well-Traveled, shouldn't you be allowed to bypass those talents without spending any points?

 

If yes, can you make the Character Generator check for that?

 

Thanks!

While you may possess the class skills granted from them, that does not mean that you possess that talent.  Sure that talent would do nothing else for you at that point, but at least by the rules, that still means that you would have to purchase the talent and cannot bypass it.  If anything, that'd be a GM's call if they wanted to allow you to bypass it.

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As Bystander mentioned, that rule only counts for talents that you already bought.  It doesn't matter that the talent doesn't apply to your character for whatever reason, it still needs to be bought once (assuming its an unranked talent), and then subsequent appearances on trees will be free.

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Getting exception errors when two of my players attempt to print off their characters, here are links to the exported characters:

 

https://www.dropbox.com/s/mwnxksspwgw2shb/Boomer%20-%20Corellian%20Human%20Smuggler.xml?dl=0

 

https://www.dropbox.com/s/t95xeo13sfls9ao/Strzalkowski%20_Strzal_%20-%20Selonian%20Explorer.xml?dl=0

 

here's the error I am getting:

 

 

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at SWCharGen.CharCtlMotivations.Initialize(Character myChar, Boolean bw, Int32 testBot, Int32 startIndex, Boolean asMorality)
   at SWCharGen.frmPrintCharacter.DoSocialPages(List`1 pages, Boolean bw)
   at SWCharGen.frmPrintCharacter.GenerateCharSheet()
   at SWCharGen.frmPrintCharacter.myDoc_PrintPage(Object sender, PrintPageEventArgs e)
   at System.Drawing.Printing.PrintPageEventHandler.Invoke(Object sender, PrintPageEventArgs e)
   at System.Drawing.Printing.PrintDocument.OnPrintPage(PrintPageEventArgs e)
   at System.Drawing.Printing.PrintDocument._OnPrintPage(PrintPageEventArgs e)
   at System.Drawing.Printing.PrintController.PrintLoop(PrintDocument document)
   at System.Drawing.Printing.PrintController.Print(PrintDocument document)
   at System.Drawing.Printing.PrintDocument.Print()
   at SWCharGen.CoolPrintPreviewControl.RefreshPreview()
   at SWCharGen.CoolPrintPreviewControl.set_Document(PrintDocument value)
   at SWCharGen.CoolPrintPreviewDialog.OnShown(EventArgs e)
   at System.Windows.Forms.Form.CallShownEvent()
   at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbacks()

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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

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As Bystander mentioned, that rule only counts for talents that you already bought.  It doesn't matter that the talent doesn't apply to your character for whatever reason, it still needs to be bought once (assuming its an unranked talent), and then subsequent appearances on trees will be free.

 

Sounds like another good choice for a possible GM Grant.

I don't think that any player should have to buy a talent that makes two skills that are already class skills for them class skills for them again just to progress down the tree.

Edited by Dakkar98

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Sheet Management

If you don't print out talents sheets or Force powers, the character sheet is usually 4 pages. If you do print the the talents and Force powers out it pushes what should be page 4 to the end. Please make it not do that. Make the core character sheet the first group of pages, and any talent or Force power pages get added to the end.

Please Make Talents and Force Powers begin at page 5+.

 

Equipment Page

Any weapon once fully tricked out gets to the point where it takes up a couple of inches of the page. If you have have a couple of these items what is normally page 4 ends up getting split into page 4 and 5.

Possible corrections:

1. Column adjustment capability during print preview for the equipment page (page 4) would be nice if it is even possible.

2. Less description in the special section for attachments and modifications.

3. Make an item 2 lines, 1st has it's name and numerical stats, 2nd is the special section and is the whole width of the page.

Last is probably the easiest option, with maybe a check box on the equipment screen to denote how you would like the display to appear.

Adversaries already does option 3. Please place a check box on the equipment page or just in the options in general to say:

[ ] Display equipment in Adversary Format.

 

Gear Head

Gear Had talent is supposed to halve the cost for adding mods to an item or vehicle. That is not factored into the program.

 

GM grant that I would like to see in future versions:

Gain an additional wound whenever you take a dedication for Brawn, and an add strain when ever you take a dedication for Willpower.

 

Thanks again Oggy!

 

I had some additional thoughts that I added to my above quote.

 

Thanks!

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Hi OggDude, First of all, congratulations for the great work, the your program is great.
 
I been using the program these days to organize my campaign, and help me in my sessions and i have some suggetions.
 
-I tried to create the sheet of the "Vader" adversary (with too many things i guess..) and when i try to print it as an encounter, the program runs out of memory, if i use de "stat block" the saved result is almost a upward line image (something like 743x6466) , so i guess if you could create new layouts for the stats block (or maybe some editor for layouts), and an option to print only the adversary and nothing else with some layout options.
 
-Another thing that i notice is that may help users is the option to increase the little boxes with the statistics under the grids because even when you maximize the program they stay the same size, maybe adding some area divisors to let the user decide the size of objects will be a great option.
 
-Maybe an option to open statistics on another screen (not jamming the main application), that may come in handy when in the middle of a session.
 
-Some lists does not have search boxes, like the inventory, that will be really usefull.
 
-The group editor can be easily be transformed in to a powerfull session tool if we are able to see caracter sheets and other informations in it, and with it not locking the main application, so we can see character, adversaries and things like that.
 
I am a programmer my self (.Net included) so if you needing any help i be glad to give a hand.
 
Thanks keep up the great work

 

 

My post only show up now so i am just bring it up, sry

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Getting exception errors when two of my players attempt to print off their characters, here are links to the exported characters:

 

https://www.dropbox.com/s/mwnxksspwgw2shb/Boomer%20-%20Corellian%20Human%20Smuggler.xml?dl=0

 

https://www.dropbox.com/s/t95xeo13sfls9ao/Strzalkowski%20_Strzal_%20-%20Selonian%20Explorer.xml?dl=0

 

here's the error I am getting:

 

 

See the end of this message for details on invoking

just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************

System.NullReferenceException: Object reference not set to an instance of an object.

   at SWCharGen.CharCtlMotivations.Initialize(Character myChar, Boolean bw, Int32 testBot, Int32 startIndex, Boolean asMorality)

   at SWCharGen.frmPrintCharacter.DoSocialPages(List`1 pages, Boolean bw)

   at SWCharGen.frmPrintCharacter.GenerateCharSheet()

   at SWCharGen.frmPrintCharacter.myDoc_PrintPage(Object sender, PrintPageEventArgs e)

   at System.Drawing.Printing.PrintPageEventHandler.Invoke(Object sender, PrintPageEventArgs e)

   at System.Drawing.Printing.PrintDocument.OnPrintPage(PrintPageEventArgs e)

   at System.Drawing.Printing.PrintDocument._OnPrintPage(PrintPageEventArgs e)

   at System.Drawing.Printing.PrintController.PrintLoop(PrintDocument document)

   at System.Drawing.Printing.PrintController.Print(PrintDocument document)

   at System.Drawing.Printing.PrintDocument.Print()

   at SWCharGen.CoolPrintPreviewControl.RefreshPreview()

   at SWCharGen.CoolPrintPreviewControl.set_Document(PrintDocument value)

   at SWCharGen.CoolPrintPreviewDialog.OnShown(EventArgs e)

   at System.Windows.Forms.Form.CallShownEvent()

   at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)

   at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)

   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)

   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)

   at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)

   at System.Windows.Forms.Control.InvokeMarshaledCallbacks()

 

First off, just the call stack is normally sufficient for me to figure out what's going on.  I don't need all the rest.  If it's too long, try putting it into a "spoiler" tag so it doesn't fill up everyone's screen.

 

There was a bug in printing morality, but it only showed up if morality didn't fit on the current page and it was going to be added to the next page.  This has now been fixed.

 

Also, at least on Boomer's character sheet, his story was too long.  The story on the character sheet is meant to be a summary and needs to fit on a single page.  If you need a multi-page story, just write it out in a Word document or something similar, and print it out separately.  This is exactly what I do with my players.  If I have a long origin story for them, I'll write it and put it in a Word document (completely with page backgrounds, images, and EotE formatting), and print it out as a separate document for them.  The story in the character generator generally maxes out at about 3 or 4 paragraphs and has the highlights of the character's origin.  Remember, the character generator isn't a word processor :)  Just keep it brief so it doesn't overflow the page.

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Hi OggDude, First of all, congratulations for the great work, the your program is great.
 
I been using the program these days to organize my campaign, and help me in my sessions and i have some suggetions.
 
-I tried to create the sheet of the "Vader" adversary (with too many things i guess..) and when i try to print it as an encounter, the program runs out of memory, if i use de "stat block" the saved result is almost a upward line image (something like 743x6466) , so i guess if you could create new layouts for the stats block (or maybe some editor for layouts), and an option to print only the adversary and nothing else with some layout options.
 
-Another thing that i notice is that may help users is the option to increase the little boxes with the statistics under the grids because even when you maximize the program they stay the same size, maybe adding some area divisors to let the user decide the size of objects will be a great option.
 
-Maybe an option to open statistics on another screen (not jamming the main application), that may come in handy when in the middle of a session.
 
-Some lists does not have search boxes, like the inventory, that will be really usefull.
 
-The group editor can be easily be transformed in to a powerfull session tool if we are able to see caracter sheets and other informations in it, and with it not locking the main application, so we can see character, adversaries and things like that.
 
I am a programmer my self (.Net included) so if you needing any help i be glad to give a hand.
 
Thanks keep up the great work

 

 

My post only show up now so i am just bring it up, sry

 

 

Uh... yeah, it sounds like you have a really complicated version of Vader you've worked up :)  If you go overboard creating adversaries, memory, as well as spacing on encounter sheets and ridiculously long stat blocks, can become an issue.  I would recommend creating a streamlined version of Vader that's customized just for your encounter.  Vader is more a force of nature, than an actual adversary.  Just give enough information so that the PCs appropriately pee their pants as they're running away in terror.  You really don't need much more than that.

 

Not sure what you mean by statistic boxes?

 

I didn't write these apps to be a real-time play aid, but to be a management tool for your various characters, adversaries, groups, encounters, and vehicles.  You can have both the GM Tools and character generator running at the same time.  in fact, any changes you make to the character generator will automatically be reflected in the GM Tools (even if they're running on different machines).  Most information should be printed up before your session starts.  However, it is possible to quickly create encounters on-the-fly and print them out as needed.  But, again, they're not meant to be used real-time, except maybe as a reference if you've added all of the descriptions in for everything :)

 

As a GM, I don't use my apps while I run a game.  I print everything up and stick them in sheet protectors.  Some players bring their laptops and run the character generator with their characters loaded, but that's usually only so that they can add new equipment, or update duty, morality, credits, etc., after the session.  They'll mark stuff off on their printed sheets to keep track of things like wounds or strain.

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I am using your program while running the game, and it's almost perfect for it (besides the thing i have pointed), just to inform :D
 
But i think that this changes may help anyone that uses the program (while running the game or not):
-A new search filter in some areas will be great, like the equipment and inventory area, sometimes is hard to find somethings even with the current filter options
-The Stats boxes are the ones that show informations when you are listing thing on grid like adversaries, in some cases they are to small, so i tougth that adding an option to resize then will be great

Of course this are just suggestions ^^
Thanks for the program again.
Edited by Vaughnad

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Ogg,

I had not played around with the encounter page until you mentioned it. I like it.

A possible solution to this question might be to add a roster tab to the group section when a vehicle is added to the group the way it does when you add it to the encounter.

That way if you are maintaining a group sheet for the party, you don't have to create an encounter sheet separately.

 

I found a couple of minor issues in the encounter section.

1. NPC astromechs do not have all of the possible maneuvers and actions listed on pages 72-73 in Stay on Target available to them. It only has the new ones that were presented in Stay on Target. I was able to fix this myself in the data editor.

2. Not sure if they are supposed to or not, but the Vehicle sheets in both the Character Generator and GM Tools section do not account for talents like Defensive Driving or ship upgrades like an Advanced Targeting Array. They show talents like Skilled Jockey for the Pilot skill, it would be great if it would reflect the other stuff as well. Although our group's pilot has two ranks of Skilled Jockey, the roster only shows -1 set back die.

 

These are just the things that I have noticed so far, I am not sure if there are issues with other talents or upgrades.

 

Thanks again Ogg!!!

 

Edited by Dakkar98

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My players very often lose character sheets, but they consistently update their characters when they get home. One thing I would like to see (but it is only a suggestion) is a 'current values' area for Wounds, Strain, and Critical Injuries. It would mean that they can track any long term critical injuries and make sure when they turn up to the session, they know that they start on x amount of wounds and y amount of strain (unless I say otherwise of course).

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I don't believe I have any vehicle-specific talents making any changes on encounter sheets, just on the character sheet.  I'd have to add a concept for which vehicle position they're in, and that's just not in there yet.  I'll look into adding it later.

 

As for current wounds, strain, etc., I don't want to print that on the sheet since the space on the sheet is meant for you to write it in and erase it, as needed.  It can't be erased if it's printed out :)  I'll ponder this and see if I can come up with a solution.

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My players very often lose character sheets, but they consistently update their characters when they get home. One thing I would like to see (but it is only a suggestion) is a 'current values' area for Wounds, Strain, and Critical Injuries. It would mean that they can track any long term critical injuries and make sure when they turn up to the session, they know that they start on x amount of wounds and y amount of strain (unless I say otherwise of course).

Ebak,

I personally love the group sheet, it allows me to make perception checks for the characters to notice things without asking them to roll and queuing them into the fact that they might miss something. If you haven't checked it out you should.

If you use the group sheet, you could note the ending values of their wounds and critical injuries. There is no need to track the strain, because RAW has your strain reset and the beginning of each session.

 

The all you have to do is not lose the group sheet between sessions.  ;)

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Uh... yeah, you know, I had forgotten all about that :)  If you "Show Details" on the group sheet, it actually gives you a space to jot down the wound and strain values for your group.  No need to add them to the character sheet.

 

Sorry, as time goes on, I start to forget all the features :)  I added that specifically because someone had asked for the same exact thing some months back.

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I am using your program while running the game, and it's almost perfect for it (besides the thing i have pointed), just to inform :D
 
But i think that this changes may help anyone that uses the program (while running the game or not):
-A new search filter in some areas will be great, like the equipment and inventory area, sometimes is hard to find somethings even with the current filter options
-The Stats boxes are the ones that show informations when you are listing thing on grid like adversaries, in some cases they are to small, so i tougth that adding an option to resize then will be great

Of course this are just suggestions ^^

Thanks for the program again.

 

 

I'd just like to second the search filter.  It would be -really- nice to have more filter functionality in the equipment section.  Also, I get a StackOverflowException when I filter the equipment list, purchase an item, and then try to sort the items by name.  It might be worth some time (if you can spare it) to look over the entire equipment purchase interface for some usability enhancements (ability to auto-confirm after selection, immediate purchase of 1 at base button, etc.).

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