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Another Character Generator

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3 minutes ago, Volt80 said:

Until you get so far behind that trying to catch up seems like too much to do, so you hope an update will come out soon and catch you up (at least partly).  At least, that's me.  :wacko:

Disciples of Harmony was indeed the latest book added to the generator.  I've got DoR and UP sitting on my desk, taunting me.  I may break down and start doing some data entry...unless someone already has some data files ready to go....  :ph34r:

Unless you also plan on entering all of the NPCs, Dawn of Rebellion has relatively little to enter - goes quickly. (Then I decided to enter all of the NPCs in, too...so...there ya go.)

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2 minutes ago, Nytwyng said:

Unless you also plan on entering all of the NPCs, Dawn of Rebellion has relatively little to enter - goes quickly. (Then I decided to enter all of the NPCs in, too...so...there ya go.)

Hmm, good point.  I focus mainly on the character building stuff, like talents, powers, trees, species, etc.

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On 6/8/2018 at 4:25 PM, player1735393 said:

This generator is fantastic.  Does anyone know if there was any built in code that we can enter in the description sections of the xml files to represent dice or symbol images? When entering new talents, I'd love to be able to put in a setback die symbol, for example, instead of using text.  

It might be in the FAQ or help section, but here you go:

	https://community.fantasyflightgames.com/topic/89135-another-character-generator/	 	
		Dice and Symbols:		
		 		
		[ABILITY]		
		[ADVANTAGE]		
		[BOOST]		
		[CHALLENGE]		
		[DARK]		
		[DESPAIR]		
		[DIFFICULTY]		
		[FAILURE]		
		[FORCE]		
		[FORCEPOINT]		
		[LIGHT]		
		[PROFICIENCY]		
		[SETBACK]		
		[SUCCESS]		
		[THREAT]		
		[TRIUMPH]		
		 		
		Other tags:		
		 		
		[B] [b]  Bold on/off		
		[I] [i]     Italics on/off		
		[H1] [h1] Header 1 on/off (large blue/gray header)		
		[H2] [h2] Header 2 on/off (dark brown header)		
		[H3] [h3] Header 3 on/off (olive right-justified header)		
		[H4] [h4] Header 4 on/off (smaller lighter brown header)		
		[P] New paragraph		
		[BR] Break/new line		
		[S] [s] Small text (such as for talents)		
		[T] [t] Talent text for the character sheet		
		[TA] [ta]  Talent text for alternative lines (lt brown background)		
		[W] [w]  Weapon text for the character sheet		
		[WA] [wa]  Weapon text for alternative lines (lt brown background)		
		 		
		Plus, you can put in HTML if you want, as I'm rendering descriptive text using web browser controls using an embedded style sheet.		
		

 

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Loving the generator, though I came across this error when I tried to add a Universal specialization to a character, specifically the Force Sensitive Emergent, and Force Sensitive Exile.

 

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.PowerTree.GetVisibleNode(PowerTreeNode node)

   at SWCharGen.PowerTree.FindVisibleNodes(PowerTreeNode node)

   at SWCharGen.PowerTree.CreateLines(PowerTreeNode node)

   at SWCharGen.PowerTree.GeneratePowerTree(ForcePower fpow)

   at SWCharGen.frmSWCharGenMain.cmbPowers_SelectedIndexChanged(Object sender, EventArgs e)

   at SWCharGen.frmSWCharGenMain.UpdatePowerCombo(CharForcePower selPower)

   at SWCharGen.frmSWCharGenMain.CreateForcePowerPanel()

   at SWCharGen.frmSWCharGenMain.MyChar_CharacterChanged(Object sender, CharEventArgs e)

   at SWCharGen.Character.CharacterChangedEventHandler.Invoke(Object sender, CharEventArgs e)

   at SWCharGen.Character.ChangeCharacter(ChangeEnum what, Boolean makeDirty)

   at SWCharGen.Character.Recalc(ChangeEnum what, Boolean makeDirty)

   at SWCharGen.Character.AddSpecialization(Specialization spec, Boolean startingSpec)

   at SWCharGen.frmSWCharGenMain.btnPurchase_Click(Object sender, EventArgs e)

   at System.Windows.Forms.Control.OnClick(EventArgs e)

   at SWCharGen.ImageButton.OnClick(EventArgs e)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at SWCharGen.ImageButton.WndProc(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

 

 

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Microsoft.GeneratedCode

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Microsoft.GeneratedCode

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Microsoft.GeneratedCode

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----------------------------------------

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----------------------------------------

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----------------------------------------

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----------------------------------------

Microsoft.GeneratedCode

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    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

----------------------------------------

Microsoft.GeneratedCode

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    Win32 Version: 4.7.3056.0 built by: NET472REL1

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

----------------------------------------

Microsoft.GeneratedCode

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    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

----------------------------------------

Microsoft.GeneratedCode

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    Win32 Version: 4.7.3056.0 built by: NET472REL1

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

----------------------------------------

Microsoft.GeneratedCode

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    Win32 Version: 4.7.3056.0 built by: NET472REL1

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

----------------------------------------

Microsoft.CSharp

    Assembly Version: 4.0.0.0

    Win32 Version: 4.7.3056.0

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll

----------------------------------------

 

************** 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.

Any help would be really appreciated.

 

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I'm Having trouble adding an item attachment. Every time I click Add it gives me the following error. I have tried clearing the cache and that did nothing.
I also added the Conjure Force Power, but it does not show up far any of the test Force users I tried to have purchase it.

Thoughts anyone?

Any help would be appreciated.

Thanks,

Dakkar98

 

I can't remember how to do a spoiler tag, or I would post the Just In Time Debugging list.

 

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Okay, either this is a bug or there's something I've missed.

At the behest of my players, I started inputting some of the universal specs from Dawn of Rebellion.

In the Data Editor,  I've added the talents, updated the tree, clicked the universal spec checkbox, and made sure everything is saved. When I go into the character generator however, the spec is not visible in the universal spec list (all I see are Emergent, Exile and Recruit). What am I missing?

To add to my frustration, it does show up as a Universal Spec when I go into GM Tools and choose Print Tree.

I feel I should be going into the "Career" and adding the spec to the list there but there isn't a Universal career that I can see. Anyone have any luck with this or is this another 'hope Oggy returns soon' kind of bug?

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15 minutes ago, warchild1x said:

Okay, either this is a bug or there's something I've missed.

At the behest of my players, I started inputting some of the universal specs from Dawn of Rebellion.

In the Data Editor,  I've added the talents, updated the tree, clicked the universal spec checkbox, and made sure everything is saved. When I go into the character generator however, the spec is not visible in the universal spec list (all I see are Emergent, Exile and Recruit). What am I missing?

To add to my frustration, it does show up as a Universal Spec when I go into GM Tools and choose Print Tree.

I feel I should be going into the "Career" and adding the spec to the list there but there isn't a Universal career that I can see. Anyone have any luck with this or is this another 'hope Oggy returns soon' kind of bug?

Make sure the source you assigned (or the default "User Data") is selected in the Options.

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On 6/22/2018 at 1:00 PM, Nytwyng said:

There’s currently a big with adding attachments. OggDude is aware, and has said that it is fixed for the next update (when it arrives).

Does anyone have a workaround for this bug?  I tried copying and modifying an existing attachment.  It saved without error but didn't show up in character generator and when I came back to editor, it errored out when I selected it

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6 hours ago, Varlie said:

Does anyone have a workaround for this bug?  I tried copying and modifying an existing attachment.  It saved without error but didn't show up in character generator and when I came back to editor, it errored out when I selected it

Only workaround I can think of is to add the attachment directly to the coding, and then modify it in the Data Editor afterward. But I have no idea how to do that, or if that would even work.

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7 hours ago, Takeshi Yamato said:

Only workaround I can think of is to add the attachment directly to the coding, and then modify it in the Data Editor afterward. But I have no idea how to do that, or if that would even work.

That does and doesn't work.

You'd have to go into the data folder (usually located in the pathway 'username'/AppData/Roaming/SWChargen), then into DataCustom and modify the ItemAttachments file.  It's complicated (and helps immensely if you've already got a custom file for adding item attachments), but doable.

However, if you then try to modify the attachment in the Data Editor, it removes several lines from the custom ItemAttachments file after you first save, making the last custom item listed in the file not show up in the CharGen app, as well as giving you the runtime error if you then try to go back in and modify it.

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Has anybody already made custom datasets for Unlimited Power and/or Dawn of Rebellion they would be willing to share via PM? Am happy to send them proof I own both books (and later down the line, Fully Operational and Knights of Fate when I get them) to avoid any questions on legality.

I can probably start inputting them myself through the Data Editor if not, but if someone else has already been kind enough to put in the time I would appreciate saving myself several hours.

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2 minutes ago, Kualan said:

Has anybody already made custom datasets for Unlimited Power and/or Dawn of Rebellion they would be willing to share via PM? Am happy to send them proof I own both books (and later down the line, Fully Operational and Knights of Fate when I get them) to avoid any questions on legality.

I can probably start inputting them myself through the Data Editor if not, but if someone else has already been kind enough to put in the time I would appreciate saving myself several hours.

I would love have the costum data as well.

I have also bought the books, but I still waiting it to arrive :-)

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4 hours ago, Donovan Morningfire said:

That does and doesn't work.

You'd have to go into the data folder (usually located in the pathway 'username'/AppData/Roaming/SWChargen), then into DataCustom and modify the ItemAttachments file.  It's complicated (and helps immensely if you've already got a custom file for adding item attachments), but doable.

However, if you then try to modify the attachment in the Data Editor, it removes several lines from the custom ItemAttachments file after you first save, making the last custom item listed in the file not show up in the CharGen app, as well as giving you the runtime error if you then try to go back in and modify it.

Thanks for pointing this out.  I tried adding the Flickerphase Blade from Knights of Fate into the system and did get the error. When I opened the XML file, if was missing the last few lines which closed out the brackets causing the error.  I was able to compare it to other data sets and added them in manually.  I now see it in the generator.  As you mentioned, I'm not going to try modifying it and the only option from the attachment I am unsure how to "program" in the XML file is the "Or increase the existing inaccurate quality by 1" option but as I'm not planning on using a crystal or other  mod that adds Inaccurate, I'm OK with that.

I am attaching the XML that includes the entry, if you have other custom entries, be sure to copy and paste the entry rather than overwriting the file.

ItemAttachments.xml

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This may have been said multiple times in this gargantuan thread but if anyone is working populating their data with detail from the books, I just found an incredible  OCS scanner app.  I've used a couple in the past with various degrees of success but OfficeLens from Microsoft works VERY well.

When taking pictures, you can crop out text from the next column to avoid confusion, scan multiple page into a single document, and then you can choose how to save it, with my default being saved as a WORD file on my OneDrive account which I then open on my computer to cut and paste into the data editor.  I would say it has a 95% success rate and I've done everything in Knights of Fate up to the new Gear.  

The arcing text used in the book can sometimes cause a problem but it is fairly easy to correct.  Then be sure to put the coding options and Symbol tags into the word document before pasting into the program, it is just a bit easier to read there.

Google Play versionAppStore version

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Hi Guys,

I’m after a bit of help with lightsaber crafting.

I want to use the Guard Shoto hilt from Keeping the Peace which is already on the equipment list on the generator, however it doesn’t appear on the list of hilts to craft from on the crafting tool?

Do I need to do something to my character to allow me access to that or is this an error on the system?

Thanks in advance, Gav

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1 minute ago, Gadgetgav said:

Hi Guys,

I’m after a bit of help with lightsaber crafting.

I want to use the Guard Shoto hilt from Keeping the Peace which is already on the equipment list on the generator, however it doesn’t appear on the list of hilts to craft from on the crafting tool?

Do I need to do something to my character to allow me access to that or is this an error on the system?

Thanks in advance, Gav

The crafting rules don't allow you to replicate specific items from the sourcebooks, and this is 100% intentional on the part of the designers.

If you specifically want to build the KtP Guard Shoto, you'll need to default to the core rulebook's hilt building rules, which is purchase the necessary parts (i.e. pay credits equal to the hilt's cost) and then assemble with no rolling required.

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3 minutes ago, Donovan Morningfire said:

The crafting rules don't allow you to replicate specific items from the sourcebooks, and this is 100% intentional on the part of the designers.

If you specifically want to build the KtP Guard Shoto, you'll need to default to the core rulebook's hilt building rules, which is purchase the necessary parts (i.e. pay credits equal to the hilt's cost) and then assemble with no rolling required.

Ok, so I can’t use any of the additional extras such adding HPs etc. By spending advantages and triumphs then?

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