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OggDude

Another Character Generator

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Oddly the data editor is giving me an Exception when starting a html tag with < … otherwise it seems to work fine and it did not complain for about 100 cases before, but once I reached the terrify talent it started to hand out terrifying exceptions. ;-)
Ignoring the exception works fine too. 

edit:

I think, I understand the exception now, I did not delete the default text this time before opening the HTML tag and the editor tried to parse the whole following default text which was beyond the scope of the array. 

 

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************** Ausnahmetext **************
System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
   bei TheArtOfDev.HtmlRenderer.Core.Parse.HtmlParser.ExtractAttributes(String source, Int32 idx, Int32 length, Dictionary`2& attributes)
   bei TheArtOfDev.HtmlRenderer.Core.Parse.HtmlParser.ParseHtmlTag(String source, Int32 idx, Int32 length, String& name, Dictionary`2& attributes)
   bei TheArtOfDev.HtmlRenderer.Core.Parse.HtmlParser.ParseHtmlTag(String source, Int32 tagIdx, CssBox& curBox)
   bei TheArtOfDev.HtmlRenderer.Core.Parse.HtmlParser.ParseDocument(String source)
   bei TheArtOfDev.HtmlRenderer.Core.Parse.DomParser.GenerateCssTree(String html, HtmlContainerInt htmlContainer, CssData& cssData)
   bei TheArtOfDev.HtmlRenderer.Core.HtmlContainerInt.SetHtml(String htmlSource, CssData baseCssData)
   bei TheArtOfDev.HtmlRenderer.WinForms.HtmlPanel.set_Text(String value)
   bei SWCharGen.SWCharGenWebBrowser.set_DisplayText(String value)
   bei SWCharGen.frmSWDataEditMain.txtDescription_TextChanged(Object sender, EventArgs e)
   bei System.Windows.Forms.Control.OnTextChanged(EventArgs e)
   bei System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
   bei System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m)
   bei System.Windows.Forms.TextBoxBase.WndProc(Message& m)
   bei System.Windows.Forms.TextBox.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
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************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

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

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Edited by SEApocalypse

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2 hours ago, lupex said:

As per RAW, if you start with a F&D career you get a force rating of one.  If you start with a different career and buy  a F&D specialisation you don't gain any force rating.

Exactly.

Your point?

The character in question is a droid, so....

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Hey guys
Just got the Disciples of Harmony and decided to manually input all the new data myself instead of waiting for a Dataset. I'm just having trouble with adding special abilities to the new species. 
Ex: For the Arkanians, they have Dark Vision. It removes 2 setbacks on any skillchecks due to darkness. 
I can't seem to add this to their special abilities without having it automatically add the remove setback symbols to the skill sheet, which I don't want because it's only a situational setback removal. Halp!

Same thing with adjusting the Cosian encumbrance threshold increase,

Edited by Murdoc0

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Its entirely possible that I'm a moron but I'm wondering if there's a way to enter custom items for characters besides the Custom Weapons and Armor in the Adversaries tab.

That way if my PC's loot the character, they can enter the custom item in inventory.

 

Thanks for any help!

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another error Ive noticed with regards to worn armor , specifically, but perhaps not limited to Armored Robes , ENC for this is 5 , and given the worn encumbrance of armor is ENC less 3 , it should weigh me down 2 ENC but when selected and worn it has no weight.

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2 hours ago, G GN0ME said:

Its entirely possible that I'm a moron but I'm wondering if there's a way to enter custom items for characters besides the Custom Weapons and Armor in the Adversaries tab.

That way if my PC's loot the character, they can enter the custom item in inventory.

 

Thanks for any help!

Yeah. Use the Data editor to create it.

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Ok  I've been fighting this for a couple of weeks, and the creator still won't run.

I have installed the latest .net

I've run as administrator

I've sacrificed a chicken to the computer loa

I get a 'thinking' pointer and the program seems to recede into the background for a moment, and then it stops thinking and comes back to fore.

I probably should have asked before but honestly I've only just thought of that >.> <.< 

I hope this is a known sort of problem with an easy fix...

 

Thanks,

Lamentation

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Anyone else having trouble with a visual bug when adding the ebb/flow power?
The tree works correctly, but lacks all the connections arrows to the right and the central control upgrade which has 5 connections, two down, one top, left and right, is making a only a single connection down which basically leads just between to two double column upgrades instead of making one line to each of them. 

Edited by SEApocalypse

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Don't know if it's possible to implement, but it would be nice to be able to search the text of an item (such as Special Abilities) rather than just the name. Sometimes I might want to add an ability that lets a NPC get a bonus to initiative, for example, but don't want to scroll through the entire list, reading every entry. Being able to enter "initiative" in the search box and have it display all items that contain that text in their descriptions would be great. 

No biggie, and certainly not something to waste your time on if it's not easily implemented. :)

 

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Got a small bug (?) in connection with GM Grants of talents. As part of a house rule, my GM has determined that my character should get the "Well-Traveled" talent from Recruit for free (on account of being a Cerean and already having those career skills). I open the GM Grants screen and select Well-Traveled. Then, when I select the Specialization tab and switch over to the Recruit specialization, the generator deducts 10 XP for the Well-Traveled talent from my total. Is there a way to ensure that the program does not deduct XP for a free GM Grant talent?

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2 hours ago, Warklaw said:

I am curious if there is a reason as to why species is not a part of a adversary record?

Because adversaries do not really use species. None of the adversaries have species in their record. 

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5 hours ago, Warklaw said:

I am curious if there is a reason as to why species is not a part of a adversary record?

For the most part, Adversaries in this system are presented generically. If, however, you have need for an Adversary that you make to have certain species special abilities, OggDude's software allows you to add it by using the "Special Abilities" button when creating or modifying Adversaries.

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On 6/15/2017 at 11:35 AM, Kaigen said:

Got a small bug (?) in connection with GM Grants of talents. As part of a house rule, my GM has determined that my character should get the "Well-Traveled" talent from Recruit for free (on account of being a Cerean and already having those career skills). I open the GM Grants screen and select Well-Traveled. Then, when I select the Specialization tab and switch over to the Recruit specialization, the generator deducts 10 XP for the Well-Traveled talent from my total. Is there a way to ensure that the program does not deduct XP for a free GM Grant talent?

Are you sure it deducted it for the talent.  A while back there was a bug which reset your bonus xp from obligation/duty/morality the first time a GM grant was awarded.  This could be what happened.

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On ‎6‎/‎19‎/‎2017 at 5:37 PM, Daeglan said:

Because adversaries do not really use species. None of the adversaries have species in their record. 

While I get it may not mechanically matter having a species listed it is certainly still important from a role playing perspective and it would be awesome to see it in the stat block. While I can of course append it in a number of ways to the name or such it just seems odd as every adversary is of some species type.

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10 hours ago, Warklaw said:

While I get it may not mechanically matter having a species listed it is certainly still important from a role playing perspective and it would be awesome to see it in the stat block. While I can of course append it in a number of ways to the name or such it just seems odd as every adversary is of some species type.

I have previously suggested species templates for NPCs, pulling in any relevant special abilities.  I think Og was looking into this but hat it would take a lot of programming sorcery to implement.

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Wow- as a newcomer, thanks to OggDude and the community for maintaining a great resource! This CharGen helps me prioritize my purchases by seeing a snapshot of a potential character, gear, etc. Again, thanks! :)

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23 hours ago, Warklaw said:

While I get it may not mechanically matter having a species listed it is certainly still important from a role playing perspective and it would be awesome to see it in the stat block. While I can of course append it in a number of ways to the name or such it just seems odd as every adversary is of some species type.

Go look in the book. None of them list species. This is because species is irrelevant in the Stat block. Characters don't look at Stat blocks. Players don't look at Stat blocks. What you do is grab the Stat black that best matches your need. And you tell the player what they see. Not what what Stat block you are using. An imperial pilot minion might be a tie pilot. Or a mercenary z95 pilot. Species is irrelevant other than for physical description. The goal of the npc Stat blocks is to make the GMS life easier. Not harder. 

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On 6/20/2017 at 9:17 AM, SladeWeston said:

Are you sure it deducted it for the talent.  A while back there was a bug which reset your bonus xp from obligation/duty/morality the first time a GM grant was awarded.  This could be what happened.

That's a possibility, but if I grant the talent and switch to the obligation tab, it still shows the +10 starting XP box checked. The XP deficit doesn't hit until I switch to the specialization tab and select the Recruit specialization. And then if I go back to Obligation, the box is still checked, and if I uncheck it I lose another 10 XP.

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On 6/15/2017 at 10:08 AM, warchild1x said:

When printing a Group sheet in GM Tools.

If you select Show Member Details in the print options, when you go to print, the group members and their obligation do not show at all.

That was a bug related to the new way I'm doing printing.  it's been fixed.

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On 6/15/2017 at 9:35 AM, Kaigen said:

Got a small bug (?) in connection with GM Grants of talents. As part of a house rule, my GM has determined that my character should get the "Well-Traveled" talent from Recruit for free (on account of being a Cerean and already having those career skills). I open the GM Grants screen and select Well-Traveled. Then, when I select the Specialization tab and switch over to the Recruit specialization, the generator deducts 10 XP for the Well-Traveled talent from my total. Is there a way to ensure that the program does not deduct XP for a free GM Grant talent?

I'm now checking to see whether or not free, unranked talents are being marked because of a "free" grant talent.  If so, the talent is now marked as "free" as well, so it doesn't take XP.

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Possible quirk/bug...

Over the weekend, I created an encounter in GM Tools to give me a nice quick reference for an NPC squadron led by a PC. The ships all added fine, and they I had no problem adding crews of the NPC Minion pilots, but when printing, somewhere between 1-3 didn't display the pilot.

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I'm adding some custom attachments in order to stick them on the PCs' ship (they're flaws rather than cool things, but I figured attachments was the way to go for that).  So I make the new attachments, put the descriptions into the description box, and add them to the ship.  When I hit "Print" or "Stat Block", however, the descriptions of my new attachments don't appear; just the titles.

I'm a newb with this generator, so I suspect there's some obvious thing I'm doing wrong.  Any guesses?

(Thanks!)

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