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OggDude

Another Character Generator

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I didn't get to sending out the next release yesterday. Sorry for the delay. I'll try to get it out by Tuesday, after the next update.

Just wondering if you saw my post about the Ryyk Blade having the wrong number of a advantage required for a critical. It should be 2 instead of 3.

Edited by rowdyoctopus

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I didn't get to sending out the next release yesterday. Sorry for the delay. I'll try to get it out by Tuesday, after the next update.

Just wondering if you saw my post about the Ryyk Blade having the wrong number of a advantage required for a critical. It should be 2 instead of 3.

 

Yeah, I did see it.  Not sure if I fixed it yet. I was going to go through the last few pages of posts before I do the next release just to pick up on bug reports.

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Weren't most of today's changes to the actual text, rather than structural?

 

Was there anything to be updated in the character generator?

Battle Meditation replaced the Range Upgrade in Column 2/Row 5 with a Strength Upgrade to allow the power to work at vehicle scale.  But that's the only change that would affect OggDude's program since the rules text isn't included, and the bulk of the changes in this week's update were just that, changes to the rules text.

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***BUG***

I noticed that on the Selonians that the tail attack reads: 

 

"When used to attack, it uses the Brawl skill combined with the Agility characteristic, but like most Brawl weapons, adds its weapon damage to the character's Brawn for total damage."

(Suns of Fortune Pg. 93)

 

I noticed that when I printed a character sheet it shows as using the Brawn characteristic instead of the Agility characteristic in the character generator.

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Yeah, the Selonian ability will still show up as Brawn.  I'll see about adding this ability to an upcoming release.

 

I think I've made all the changes finally.  As Dono said, most of the changes in the last update were textual.  I did add/change the new Control ability, and changed Heal/Harm basic power to 20 XP.

 

Sorry again for the delay, but I'll try getting the new release out tomorrow.

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***Typo***

Not sure if you knew this or not but when you print out a group sheet it says +1 to strain threshold and +2 Strain threshold on doubles. When it should be Wound threshold instead of strain threshold.

Thx :)

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Next release is up and should be available on Google Drive in about 15 minutes!

 

Release 1.3.4.0
 
New/Changed Data:
 
  • Changed Ryyk blade critical to 2.
  • Changed restricted flag of training lightsaber emitter to false.
 
New Features and Enhancements:
 
  • In attachment editor, added two new settings:  Min Encumbrance and Max Encumbrance.  If the attachment only works with items of a certain encumbrance, use these settings to indicate the encumbrance range.
  • You may now sort on the skill list's Career column.
  • For shown weapons, if you have a talent that adds damage to only one hit of an attack, and you're using either a two-weapon set, or a weapon with the auto fire, blast, or linked qualities (any of which can generate multiple hits), the extra damage will now be shown in brackets and not included with the main damage, indicating that it is not necessarily applied to all hits.  If a single weapon does not have any of those qualities, damage from such talents will be included in the total, as it was before.  Also, if any damage is shown bracketed, an explanatory note will be shown at the bottom of the grid.
 
Bug Fixes:
 
  • Some lightsaber weaopns (specifically the Ancient Sword) have a +dam value, rather than a straight dam value.  However, only Brawl and Melee weapons were checked for this, resulting in a 0 damage.  Lightsaber-skilled weapons will now also be checked.
  • If you selected a character in the character pane, then set a campaign filter that hid the selected character, and then clicked "New", an exception would be generated.  This no longer happens.
  • Droids, and other non-Force species, were able to choose FaD careers, which give a Force rating.  They are no longer allowed to do this.  They can still, however, purchase FaD specializations, since none of them give a Force rating.
  • In adversaries, if you chose a lightsaber technique that used a characteristic other than Brawn, it would show properly for skills, but not for weapons.  It will now show properly for weapons as well.
  • Fixed issue in adversary description where a referenced skill could cause an exception if it didn't exist in the profile.
  • In group sheets, Duty help text now correctly indicates change to Wound instead of Strain.
  • In group sheets, added more help text for dark side/light side threshold changes.
 
FaD Beta Update #5:
  • Changed morality options to start with 29 or 71 Morality.
  • Changed double-bladed lightsaber and hilt to have Unwieldy 3.
  • Changed shoto lightsaber and hilt to give a -1 to damage instead of -2.
  • Changed Shadowsheath attachment so that it can be used by any weapon with encumbrance of 2 or under.  Also made changes for this in the attachment editor.
  • Made cost and HP changes to crystals and emitter.
 
FaD Beta Update #6:
  • Removed threat from Zabrak's special ability.
  • Made changes to Provincial Law Enforcement Officer, Toydarian Merchant, Imperial Assassin, IG-100 Magnaguard, Stalking Acklay, Jakobeast, Kouhun, Mature Tusk Cat, and Ysalamir.
 
FaD Beta Update #7:
  • Made changes to Hutt Slave Dealer, Imperial Assassin, Cautious Smuggler, Dandy Gambler, Fallen Master, Stalking Acklay, and Jakobeast.
 
FaD Beta Update #8:
  • Replaced Battle Meditation Range ability with new Control ability.
  • Changed Heal/Harm's basic power to 20 XP.

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[update text here]

I have your program installed on two computers. One automatically checks for updates when I open it. The other one doesn't. Any idea why or how I can fix it?

 

On the one that does not check for updates uninstall and reinstall from web install.  :) Usually fixes it. 

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Crashed on newest update (about 5 mins ago). Debug text below.

 

I was on skills tab, scrolling and clicked on "Buy" dropdown of a skill (Gunnery I think). I may have clicked on "Cyber" since that appeared highlighted white on crash.

 

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.
 
************** Exception Text **************
System.InvalidCastException: Unable to cast object of type 'System.Windows.Forms.DataGridViewTextBoxEditingControl' to type 'System.Windows.Forms.ComboBox'.
   at SWCharGen.Form1.dataGridView1_CellClick(Object sender, DataGridViewCellEventArgs e)
   at System.Windows.Forms.DataGridView.OnCellClick(DataGridViewCellEventArgs e)
   at System.Windows.Forms.DataGridView.OnMouseClick(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.DataGridView.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)
 
 
************** Loaded Assemblies **************
mscorlib
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----------------------------------------
 

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I think I found a bug. 
I took a shoto Hilt and put a Krayt pearl in it. It does not seem to be taking the -1 damage to the Krayt pearl and instead seems to put the damage as 10. When I add the mods to the pearl it goes to 11. It should start at 9. shoto hilt should take it down to 8. The +1 damage should put it back to 9. 

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I think I found a bug. 

I took a shoto Hilt and put a Krayt pearl in it. It does not seem to be taking the -1 damage to the Krayt pearl and instead seems to put the damage as 10. When I add the mods to the pearl it goes to 11. It should start at 9. shoto hilt should take it down to 8. The +1 damage should put it back to 9.

It's not a bug. You were working on Jedi Knight Nigel Tufnel's Lightsaber. He likes his things to go to eleven.

Edited by zathras23

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I think I found a bug. 

I took a shoto Hilt and put a Krayt pearl in it. It does not seem to be taking the -1 damage to the Krayt pearl and instead seems to put the damage as 10. When I add the mods to the pearl it goes to 11. It should start at 9. shoto hilt should take it down to 8. The +1 damage should put it back to 9.

It's not a bug. You were working on Jedi Knight Nigel Tufnel's Lightsaber. He likes his things to go to eleven.

 

So its a undocumented feature

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The Comm Jammer from the core rulebook is listed in the program as rarity 5. It is actually rarity 3 in the EotE rulebook. I don't have AoR or F&D to cross reference whether or not it is the same there. I assume it would be.

Edited by rowdyoctopus

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