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OggDude

Another Character Generator

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When moving personal data from one version to the next, is there anything special that I need to watch out for other than moving the edited xml files over?  I've filled out lots of data from the CRB and don't want to lose it.

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When moving personal data from one version to the next, is there anything special that I need to watch out for other than moving the edited xml files over?  I've filled out lots of data from the CRB and don't want to lose it.

 

There's no automatic merge feature.  However, if you read the release notes, I tell you what files have been modified.  So, any new files that have been added can just be copied over.  Any existing files that have changed can have the changes copied over, if they matter to you.  Just load the XML in a text editor and make the changes by hand (or use the data editor If I tell you the exact change that was made).

 

For instance, I changed the prices of a few items in this release.  If you've added a bunch of equipment, or added descriptions and the like, then just run the data editor, load up the item, and change the price yourself.

 

I know this is kind of a nuisance, but as I mentioned a few weeks ago, a robust merge solution is a bear to write, especially when you have to choose which fields in which items to copy over.  It's generally easier just to do it once by hand.  Or... someone can create an XSLT transform that can do the same thing.  I just haven't had the time to play with it.

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Before I start doing the design work on group sheets, is there any requests for what you want on them?  So far, I've come up with the following:

 

Page 1:

  • Description block, including group name, base of operations, campaign, and... ?
  • Character summary blocks, with name, species, career, spec, plus characteristics and attributes.  They'll probably be two across.  Just enough info to be useful to the GM, but not clutter up the sheet.
  • Obligation table, including individual obligation and special group obligation that you'll be able to enter in a group dialog.  The obligation table will have the following:  Triggered check box, d100 roll needed to trigger, character name (or "Group" for group obligation), obligation name, size, and notes.  If a d100 roll triggers an obligation, the GM will just check the appropriate box.
  • Destiny pool, including, I'm thinking, 15 light pip check boxes and 15 dark pip check boxes to keep track of destiny points.
  • A notes section between the obligation table and the destiny pool (at the bottom), similar to the way the encounter tracker does it.

Page 2:

  • Group credits
  • Group vehicle summaries (once I add vehicles)
  • Group equipment (weapons, armor, and gear), possibly with location?

 

The group sheet in the back of the CRB also has contacts and resources.  Not sure what resources even are :)  Would these be useful?  Can you think of anything else you might want?

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Yay! Donate button added in the new release. Sent you some cash for the awesome work you are doing. Keep it up :)

 

Thanks!  That was very generous of you!  I really appreciate it!

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Thanks for the new release. I noticed you didn't update the Age of Rebellion races. Are you playing to or just going to wait until the book is officially released?

 

Thanks

 

I noticed on the Encounter sheet (which is AWESOME!) that when you use minions you can change a count (meaning how many there are) however it doesn't change their skill dice pool. Not sure if it's suppose to?

 

For example: 1 Imperial Stormtrooper minion would have Ranged (Heavy) GGG (green dice), but you you had 3 minion in the same group they would roll YYG (2 upgrades for the extra 2 minions above the 1st)

 

I have no idea about programming so that might be too hard to do. Now I"m typing this it probably makes sense that is didn't upgrade. *rabbles on*

 

Thanks,

Edited by archon007

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Thanks for the new release. I noticed you didn't update the Age of Rebellion races. Are you playing to or just going to wait until the book is officially released?

 

Thanks

 

I noticed on the Encounter sheet (which is AWESOME!) that when you use minions you can change a count (meaning how many there are) however it doesn't change their skill dice pool. Not sure if it's suppose to?

 

For example: 1 Imperial Stormtrooper minion would have Ranged (Heavy) GGG (green dice), but you you had 3 minion in the same group they would roll YYG (2 upgrades for the extra 2 minions above the 1st)

 

I have no idea about programming so that might be too hard to do. Now I"m typing this it probably makes sense that is didn't upgrade. *rabbles on*

 

Thanks,

 

I'm still contemplating whether or not to update anything to AoR before the release.  Donovan sent me some info on it, though, so I should have the changes.

 

Not upgrading minion dice was on purpose, since the upgrades won't last the entire battle.  Instead, I put in the minion counter and a note giving the rule to upgrade for every minion above one.  Is that OK with everyone?

 

Edit:  I just noticed I forgot to add "above one" to the descriptive text on the sheet :)  Oops.  Next release...

Edited by OggDude

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Is there a way to add your own adversary category?

I would like to have a category for good NPC characters. Thanks

 

Just because Adversary is named Adversary doesn't mean that it can't be used with helpful NPCS.  Just like friendly minions, rivals, and nemeses are still named as such.

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Is there a way to add your own adversary category?

I would like to have a category for good NPC characters. Thanks

Yeah, just type what you want in the combo box.

Oh ok thanks. The other issue I'm having is on setting up the encounter I'm trying to add 2 groups of 3 minion each. I can't seem to add the same type to the encounter system. I guess I could push the count to 6, but it's really 2 groups of 3. Thanks

[edit] Looking at just increasing the count will make it hard. The second encounter I have 2 groups of 4 it will be hard to determine if 1 person is killed from 1 group and 2 are killed the 2nd group. I hope that makes sense

Edited by archon007

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Is there a way to add your own adversary category?

I would like to have a category for good NPC characters. Thanks

Yeah, just type what you want in the combo box.

Oh ok thanks. The other issue I'm having is on setting up the encounter I'm trying to add 2 groups of 3 minion each. I can't seem to add the same type to the encounter system. I guess I could push the count to 6, but it's really 2 groups of 3. Thanks

[edit] Looking at just increasing the count will make it hard. The second encounter I have 2 groups of 4 it will be hard to determine if 1 person is killed from 1 group and 2 are killed the 2nd group. I hope that makes sense

 

 

Yeah, that's a mistake.  You're supposed to be able to add more than one group of the same type, but I copied some code that checks for an existing group and just replaces it.  I'll fix that in the next release.

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Is there a way to add your own adversary category?

I would like to have a category for good NPC characters. Thanks

Yeah, just type what you want in the combo box.
Oh ok thanks. The other issue I'm having is on setting up the encounter I'm trying to add 2 groups of 3 minion each. I can't seem to add the same type to the encounter system. I guess I could push the count to 6, but it's really 2 groups of 3. Thanks

[edit] Looking at just increasing the count will make it hard. The second encounter I have 2 groups of 4 it will be hard to determine if 1 person is killed from 1 group and 2 are killed the 2nd group. I hope that makes sense

Yeah, that's a mistake. You're supposed to be able to add more than one group of the same type, but I copied some code that checks for an existing group and just replaces it. I'll fix that in the next release.
Any idea when that might be? The only reason I ask is I'm running at a local convention this weekend, so just determining if I should just adding in a copy of the units I need (adding a "B" to the name) or if it might be fixed before then. Thanks.

Or is there a easy way to duplicate a npc, maybe through export/import?

Edited by archon007

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Any idea when that might be? The only reason I ask is I'm running at a local convention this weekend, so just determining if I should just adding in a copy of the units I need (adding a "B" to the name) or if it might be fixed before then. Thanks.

Or is there a easy way to duplicate a npc, maybe through export/import?

 

 

I just tried it, and yes, you can export and then import an adversary and it'll get duplicated.  I'll be sure to get the .8 release out before this weekend.  The change is already made, I just want to accumulate more bug fixes :)

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Really enjoy your work, happy to donate!

 

A quick tip for those concerned with merging files when new updates come out...  You might want to grab Winmerge to help with that.  It is great for comparing and reconciling text files.

 

Looking forward to seeing more of your excellent work!

 

Back to editing my data...   :)

Edited by Flyynt

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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?

I think that I've been able to isolate the cause to the following by tried recreating this problem with another droid, and it only occurs after you select the multiple free skills from the career tab.  If you change your droid subtype before selecting the free career / specialization skills its fine.  However, if you try and change the model type after selecting your career it crashes.  It also crashes if the last pane open was the model type upon switching back to the species tab. 

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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?

I think that I've been able to isolate the cause to the following by tried recreating this problem with another droid, and it only occurs after you select the multiple free skills from the career tab.  If you change your droid subtype before selecting the free career / specialization skills its fine.  However, if you try and change the model type after selecting your career it crashes.  It also crashes if the last pane open was the model type upon switching back to the species tab. 

 

 

That was a tricky one :)  It was getting a stack overflow because the excess skills were triggering a change, which then triggered another change, which then triggered the original change.  Blam-o!  Out of memory!  All fixed now, though.

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For the GM Tool, if the adversary's name is too long, it gets cut off in the middle.  Try out the Imperial Stormtrooper Sergeant [Rival] to see the effect. 

 

I'm now adjusting the font size of the name down until it fits into the space.

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Great application - thanks.
 
I found a bug and a spelling error:
 
Spelling error:
In the Career tab -> Career skills + Specialization skills boxes. the line "You my choose N more skill(s)" Should be "You may choose N more skill(s)"
 
Bug:
Open the CharGen app -> Click "OK" on the welcome message box -> Go to "Characters" tab -> double click on the "Character Name" in the "Select Character" list - > Get unhandled exception.

 

Exception details:

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.Form1.CharacterButtonClick(Object sender, EventArgs e)
   at SWCharGen.Form1.dvgCharacters_CellDoubleClick(Object sender, DataGridViewCellEventArgs e)
   at System.Windows.Forms.DataGridView.OnCellDoubleClick(DataGridViewCellEventArgs e)
   at System.Windows.Forms.DataGridView.OnDoubleClick(EventArgs 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)


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----------------------------------------
SWCharGen
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System
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SWCharGenLib
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System.Configuration
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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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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Great application - thanks.

 

I found a bug and a spelling error:

 

Spelling error:

In the Career tab -> Career skills + Specialization skills boxes. the line "You my choose N more skill(s)" Should be "You may choose N more skill(s)"

 

Bug:

Open the CharGen app -> Click "OK" on the welcome message box -> Go to "Characters" tab -> double click on the "Character Name" in the "Select Character" list - > Get unhandled exception.

 

Thanks.  Both have been fixed.

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In the GM tools section, could we have a way to either increase in size or MAXIMIZE the 'add or modify' encounter window?

 

Very awesome tool btw.  When I'm GM'ing I want all the info on the enemies on a desposable piece of paper that I can write notes on and keep track of wounds etc.  Your tool was exactly what I was looking for!

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Is there a way to set a weapons critical to "-" meaning nothing? Some weapons can't critical. I tried typing in 0 but it defaulted to 1.

[Edit] having an issue when trying to modify a user weapon now when I try to increase Crit to 6 (since no 0) it just won't save, keeps reverting to Crit 1

[Edit 2] it seems something weird happened with this update all weapons have a Crit rating of 1 in the Data Editor. OK, so in the Data Editor all weapons Crit rating show as 1, but if you adjust it then save, it shows correctly in the Character Builder. Hope that makes sense. However there doesn't seem to be a N/A option for Crit Rating

Also, super wish list any way to add the EOTE symbols? It would be super AWE's me to be able to add dice symbols to Adversary special abilities.

Edited by archon007

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Is there a way to set a weapons critical to "-" meaning nothing? Some weapons can't critical. I tried typing in 0 but it defaulted to 1.

[Edit] having an issue when trying to modify a user weapon now when I try to increase Crit to 6 (since no 0) it just won't save, keeps reverting to Crit 1

[Edit 2] it seems something weird happened with this update all weapons have a Crit rating of 1 in the Data Editor. OK, so in the Data Editor all weapons Crit rating show as 1, but if you adjust it then save, it shows correctly in the Character Builder. Hope that makes sense. However there doesn't seem to be a N/A option for Crit Rating

Also, super wish list any way to add the EOTE symbols? It would be super AWE's me to be able to add dice symbols to Adversary special abilities.

 

For adversary custom weapons, you can set crit to 0.  There was a couple of places in the editor where the minimum was 1, but I changed them to 0.  Also, it appears that crits in the weapon editor always showed up as 1, since I wasn't setting the control at all :)  I fixed that issue.  And, I upped all of the crit maxes to 6.  So it should be uniform now, with a min of 0 and a max of 6.

 

You can add special dice to adversary special abilities now.  Just type them in, like "[ABILITY]" , "[bOOST]", "[TRIUMPH]", etc.  Any place with a description (and generally a preview box) can accept special symbols.

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