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OggDude

Another Character Generator

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Oggdude,

 

First off, love the app.  You've done a spectacular job.

 

I have one question about the XML files.  Is there an easy way to merge the data from them into the files when a new release is put out?  I don't mind having to enter all the description data myself, but I don't want to lose it by overlaying the files when a release happens.

What Oggy does is with each release he will note any and all changes files or folders within the Data folder.  So you can keep your updated Data and just copy over the new stuff from each release.

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I haven't attempted it yet, but is the source compiled in a manner that will enable it to run under Mono on a Mac?

+1 on this. Would be great to cross-compile and have a Mac version. 

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I haven't attempted it yet, but is the source compiled in a manner that will enable it to run under Mono on a Mac?

+1 on this. Would be great to cross-compile and have a Mac version.

Ipad or android pad too

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I second the request for an android version, though I'm not sure of the feasibility. Another feature (or set of features) to consider would be a Google+ Hangouts integrated version. I'm not sure how it all works, but to be able to quickly access these sheets via Hangouts, alongside an initiative, wounds/strain, and number of minions tracker, and a dice roller, would be awesome.

 

Also, great work! This is a great utility that makes making characters a breeze!

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I think I found some bugs / typos. 

 

1)  I don't think having an armor mod (such as the althetics skill boost) should raise the XP cost to increase Athletics.  This is similar for all other mods that increase skills. 

 

2)  I'm not sure if this has been stated before, but the creator doesn't tax the additional 10 XP for out of career specialization purchases. 

 

3)  On the Gadgeteer tree, buying point blank allows you to buy disorient, when you shouldn't be able to do this. 

 

4)  If as a human, you select a non-class skill, but purchase it later, you are allowed to purchase a new non-class skill.  Edit: Forgot to finish that thought.  It shouldn't be allowed to do this. 

 

5)  Vaacum Shielding attachment should be 1000 credits.  The Brawn Cybernetics Leg Mod II should be 10,000 credits (not 1000).

 

6)  I think with the Tinkerer talent you should be able to add Hardpoints to weapons that don't have them already (although I'm positive on this rule, but RAW adding an additional hard point to 0 would be 1 hard point). 

 

Requests: Could you put in a Duty tab so this builder would be compatible with Age of Rebellion characters?  All you would need would be to clone the mechanic for obligation, but rename it (although you would have to add a counter for contribution rank).  Everything else could be added by hand.  Can you add the encumberance values to the equipment tab in the editor?  Right now you have to print the sheet to figure it out (or add it up by hand I suppose). 

Edited by lordfireyes

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4)  If as a human, you select a non-class skill, but purchase it later, you are allowed to purchase a new non-class skill. 

Were does it say this? Everything I have read or heard from developer podcasts is there is never reimbursement for buying anything latter.

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4)  If as a human, you select a non-class skill, but purchase it later, you are allowed to purchase a new non-class skill. 

Were does it say this? Everything I have read or heard from developer podcasts is there is never reimbursement for buying anything latter.

 

Apologies.  I forgot to finish my thought.  Shouldn't be allowed.  I edited it to reflect this. 

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Can we get a program verision number in the download link so we know if we have the latest?

 

Also, if my players create characters, should I be able to just drop the .xml files for their characters into my data folder?  I tried this and it displayed their characters name in the initial window, but upon selecting them it just switched back to one of the chars I made.

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Can we get a program verision number in the download link so we know if we have the latest?

 

Also, if my players create characters, should I be able to just drop the .xml files for their characters into my data folder?  I tried this and it displayed their characters name in the initial window, but upon selecting them it just switched back to one of the chars I made.

you have to use the import/export feature

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One other thing I just discovered was that if you select a droid subtype other than the default, the program crashed if you return to the species pane.  It also crashed for me if I selected the character panel.  Does anyone else have this problem?

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Can we get a program verision number in the download link so we know if we have the latest?

 

Also, if my players create characters, should I be able to just drop the .xml files for their characters into my data folder?  I tried this and it displayed their characters name in the initial window, but upon selecting them it just switched back to one of the chars I made.

you have to use the import/export feature

I made a character on a different computer today and used the export/import feature and it was completely blank, so not sue that is working correctly.

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I just noticed that Armored Clothing is returning an encumbrance value of 0 on the final sheet, despite having a value of 3. I checked the editor and the correct value of 3 is there, it's just not reflected in the actual generator.

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I think I found some bugs / typos. 

 

1)  I don't think having an armor mod (such as the althetics skill boost) should raise the XP cost to increase Athletics.  This is similar for all other mods that increase skills. 

 

2)  I'm not sure if this has been stated before, but the creator doesn't tax the additional 10 XP for out of career specialization purchases. 

 

3)  On the Gadgeteer tree, buying point blank allows you to buy disorient, when you shouldn't be able to do this. 

 

4)  If as a human, you select a non-class skill, but purchase it later, you are allowed to purchase a new non-class skill.  Edit: Forgot to finish that thought.  It shouldn't be allowed to do this. 

 

5)  Vaacum Shielding attachment should be 1000 credits.  The Brawn Cybernetics Leg Mod II should be 10,000 credits (not 1000).

 

6)  I think with the Tinkerer talent you should be able to add Hardpoints to weapons that don't have them already (although I'm positive on this rule, but RAW adding an additional hard point to 0 would be 1 hard point). 

 

Requests: Could you put in a Duty tab so this builder would be compatible with Age of Rebellion characters?  All you would need would be to clone the mechanic for obligation, but rename it (although you would have to add a counter for contribution rank).  Everything else could be added by hand.  Can you add the encumberance values to the equipment tab in the editor?  Right now you have to print the sheet to figure it out (or add it up by hand I suppose). 

 

You just got this in under the wire.  I had already made the new ZIP file when I read it :)

 

Fixed everything except #4 & #6.  Again, the generator doesn't keep a "creation" and "maintenance" state, so it doesn't put any limitations on you when you update your character.  You can purchase new characteristics whenever you want to as well.  If you're not supposed to do something that's legal when you create your character, but illegal when you maintain it, then just don't do it :)  Putting in a "new character" mode would be a pain with little reward.

 

As for adding HPs to items that normally don't have HPs... is there a ruling on this somewhere?  The description says "makes one piece of equipment more modifiable" (emphasis mine).  To me, that indicates that it has to be modifiable to begin with, and that means it needs to have at least 1 HP.  But I could be wrong.

 

As for AoR, I've been staying away from it because I don't want to make major changes to support new features, just to have them totally change in the final version of the product.  Adding new columns to the equipment grid might be problematic since I have limited space if I'm going to support smaller screen sizes and/or screens with higher DPI settings.  I purposely removed encumbrance from the grid and added it to the descriptive text.  I might be able to squeeze it into the owned equipment grid.  I could also just have an encumbrance total counter on the equipment pane somewhere, if that would be useful.

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Release 1.0.0.7 is now available for download (thanks for being patient, everyone!)

 

Release 1.0.0.7
 
  • Added a special weapon to all characters called "Unarmed".  This represents the standard unarmed weapon option.  It cannot be removed, sold, equipped, or held, but it can be shown or not shown, depending on whether or not you want to display it on your character sheet.
  • Added a new feature to species to support specialized innate weapon options, such as claws.  Species modified with such abilities include Barabel, Cathar, Gamorrean, and Trandoshans.
  • Modified the species editor to support the new innate weapon feature.
  • An incorrect lookup was causing a bad xp calculation when purchasing non-career specializations.  This has been corrected.
  • Padded armor incorrectly had 2 hard points.  It now has 0.
  • Fixed price of shock gloves to be 300 credits.
  • In the Survivalist tree, a connection between Swift and Outdoorsman was incompletely defined.  It is now fixed.
  • In the Gadgeteer tree, removed an incorrect one-way link from Point Blank to Disorient.
  • Skills that had been modified with attachments were having their XP calculated incorrectly.  This has been fixed.
  • The Vacuum Sealed armor mod was incorrectly priced. This has been fixed to 1000 credits.
  • The Cybernetic Leg (Mod II) implant was incorrectly priced.  This has been fixed to 10000 credits.
  • For printing, full color/simplified and default page settings will now be saved between launches.  This applies to character sheet printing, as well as new print features.
  • For all non-dialog windows, such as the main generator window and the main editor window, the last position and size of the window will now be saved between launches.
  • If you purchased more than one specialization that included a force rating (you would have to create your own, as the generator only includes Force Sensitive Outcast), your force rating would be cumulative.  This has been fixed so that all specializations can only contribute a maximum of one to your force rating.
  • Added a new feature to species.  Species can now designate certain skills as career skills.  The species editor has been updated to offer this feature, as has the following species:  Shistavanen, Squib.
  • Skills selected in species and species option can now have a minimum rank of 0 and a maximum rank of 5.  If a species designates a skill as a career skill, but does not offer a bonus to that skill, just specify 0 for the rank and check the Career? checkbox.
  • Added the following species, from Menagerie 2.0:  Shistavanen, Sluissi, Snivvian, Squib, Sullustan.
  • Added a new application for GM Tools.  Currently, this application supports adding and editing of adversaries, creating graphical adversary stat blocks that you can include in your own documents, and creating and printing out encounter tracking sheets.  I'll be adding more features to this, including group sheets and starships, in upcoming releases.  See the documentation for full details on the new GM Tools.  Special thanks goes to jshock at the RPTools forums for his fantastic work on the icons I'm using for conditions and effects.
  • Added a donate button to the generator.  A lot of people have been asking for this, and I really appreciate the support!
  • A few dialog windows had the "Show in taskbar" setting turned on.  Now, only the main app window will show in the task bar.
  • Updated the documentation with the new GM Tools feature, as well as some other changes.  Also included a table of contents, and it now indicates the time/date it was last updated, as well as the version of the software that it was updated to.
  • Added the Lightsaber skill in order for Force-wielding adversaries to have a skill to use with their lightsabers.  This is an Agility-based combat skill.
  • Changed the Lightsaber weapon to use the new Lightsaber skill.
 
File Changes:
 
Modified Data/Gear.xml to fix price of Cybernetic Leg (Mod II) implant.
Modified Data/Armor.xml to change hard points of Padded Armor
Modified Data/Weapons.xml to fix price of shock gloves and to add the new Lightsaber skill to the lightsaber.
Modified Data/Skills.xml to include the new Lightsaber skill.
Modified Data/Specializations/Survivalist.xml to fix connection problem in tree
Modified Data/Specializations/Gadgeteer.xml to fix connection problem in tree
Modified Data/ItemDescriptors.xml to add the following new descriptors:
  DIFFSUBLONG (Decrease Long Range Difficulty)
  DIFFSUBLONGEXT (Decrease Long and Extreme Range Difficulty)
 
Modified Data/ItemDescriptors.xml to add <QualDesc> descriptions to all untyped descriptors (ones that aren't skills, qualities, talents, or characteristics).
Modified Data/ItemAttachments.xml to:
  Use DIFFSUBLONGEXT in place of a miscellaneous descriptor for the Telescopic Optical Sight attachment.
  Fixed price of Vacuum Sealed armor mod
Modified the following files in Data/Species to add new innate weapons:
  Barabel.xml
  Cathar.xml
  Gamorrean.xml
  Trandoshan.xml
 
Added the following new files to Data/Species:
  Shistavanen.xml
  Sluissi.xml
  Snivvian.xml
  Squib.xml
  Sullustan.xml
 
Added the following new files to Data/SpeciesImages:
  SHIST.png
  SLUISSI.png
  SNIIVVIAN.png
  SQUIB.png
  SULLUSTAN.png
 
Added the following new directory to Data:
  Adversaries
 
Added the following new files to Data\Adversaries:
  Adver01.xml through Adver65.xml (66 new files)
 
 
Correction:  The Adversaries directory is NOT in Data, but off the main directory.
Edited by OggDude

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Oggdude,

 

First off, love the app.  You've done a spectacular job.

 

I have one question about the XML files.  Is there an easy way to merge the data from them into the files when a new release is put out?  I don't mind having to enter all the description data myself, but I don't want to lose it by overlaying the files when a release happens.

 

Like Conviction said, I mention all of the XML changes in the change log each release.  That being said, it wouldn't be too difficult for someone with a little XSLT experience to write a merge transform.

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I haven't attempted it yet, but is the source compiled in a manner that will enable it to run under Mono on a Mac?

 

I really know nothing about this, but from the little I've read about Mono, one of its Achilles' Heel is that it doesn't have complete support for graphics-heavy applications, which this is.  So, it may, or may not work :)  Not having a Mac, I can't test it.

 

As this is written in .NET, there's reverse compilers out there, if someone wants to try and compile it for Mono.

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Can we get a program verision number in the download link so we know if we have the latest?

 

Also, if my players create characters, should I be able to just drop the .xml files for their characters into my data folder?  I tried this and it displayed their characters name in the initial window, but upon selecting them it just switched back to one of the chars I made.

 

I just modified my signature for this.  Thanks for the suggestion :)

 

And, as someone else mentioned, there's an import/export feature for this.  The problem is that file names are generated automatically based on the files that are already there.  This allows you to have multiple characters with the same name without messing anything up.  Unfortunately, if you have two character files with the same saved file name, they'll write over one another.

 

So... use the export and import function.  If you really, really want to do it by hand, just blank out the <FileName> tag at the bottom before copying and it'll figure out a new, proper file name for it.

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Can we get a program verision number in the download link so we know if we have the latest?

 

Also, if my players create characters, should I be able to just drop the .xml files for their characters into my data folder?  I tried this and it displayed their characters name in the initial window, but upon selecting them it just switched back to one of the chars I made.

you have to use the import/export feature

I made a character on a different computer today and used the export/import feature and it was completely blank, so not sue that is working correctly.

 

 

Yeah, I just tried it and it's not working anymore.  Bummer.  I'll figure out what's wrong and have it fixed in the .8 release.

 

Edit:  Correction, it is working.  I had just accidentally exported a new blank character :)  Hey, it's 5 in the morning and I haven't slept yet.  So... import and export does work properly.

 

Edit 2:  I see the problem now. It's exporting the current character, not the selected character.  So you have to load the character, then click "Export".  I'll fix that in the next release.

Edited by OggDude

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Just in case it wasn't obvious, the big change for this version is the GM Tools.  If you look at the documentation, it has everything you need to know to use it.  Basically, it has an adversary editor and an encounter editor.  You can print out encounter sheets to use for combats, and you can create graphical stat blocks for an adversary with various customization options.  I've included all 66 adversaries from the Core Rulebook, but you can, of course, create your own, or edit the existing ones.

 

The encounter sheets work with any number of adversaries in an encounter group, has unique support for each type of adversary (minion, rival, and nemesis), and also has a low-ink version, just like the character sheet.  I hope you'll like how I arranged things and how I give you boxes to mark things off.  If you're not sure what everything is for, or how to use the sheet, read the documentation, as I tried to explain it there.

 

The stat blocks are for GM's who are creating their own adventures.  It'll generate a graphics image of an adversary which you can include in your own documents.  You can customize how it looks, the colors used, and even include a background graphic.  I also included three sample background panels that you can use (they're the panels that I have throughout the apps).  You can quickly just copy the stat block to the clipboard and paste into your document, or you can save it using standard graphical file formats.

 

Again, if anyone can think of any other use for adversaries, please make a suggestion!  It took a long time to add them and I want to get as much mileage out of them as possible :)

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One other thing I just discovered was that if you select a droid subtype other than the default, the program crashed if you return to the species pane.  It also crashed for me if I selected the character panel.  Does anyone else have this problem?

 

I tried selecting a random droid model, then switching panes around, and returning to Species, and it all worked.  What were the exact steps you used to create the issue?

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