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OggDude

Another Character Generator

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The sorting has been fixed and will be in the next release.

Awesome! Thanks!

And just for you, Brad, I changed the generic blaster rifle picture to the E11 :)

 

Edit: And apparently for Dakkar as well.  Didn't see you guys' discussion :)  And it is the one in the right bottom corner (without the stock folded out).

Cool. I’m glad that I can be a good influence. ;)

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The H-9 Pistol Grip does not actually change the weapon's skill to Ranged (Light) like it should.

Don't have my book handy to check, but I was under the impression the attachment gave you the option to use Ranged (Light) with a penalty, and that the shooter could opt to still use Ranged (Heavy) if they so desired.  And as an option, the program shouldn't automatically change which skill is used to display the dice pool.

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Don't have my book handy to check, but I was under the impression the attachment gave you the option to use Ranged (Light) with a penalty, and that the shooter could opt to still use Ranged (Heavy) if they so desired.  And as an option, the program shouldn't automatically change which skill is used to display the dice pool.

 

Picture taken from my copy of the book:

 

File%20Jul%2025%2C%208%2046%2019%20PM.jp

Edited by bradknowles

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Don't have my book handy to check, but I was under the impression the attachment gave you the option to use Ranged (Light) with a penalty, and that the shooter could opt to still use Ranged (Heavy) if they so desired.  And as an option, the program shouldn't automatically change which skill is used to display the dice pool.

 

Picture taken from my copy of the book:

 

File%20Jul%2025%2C%208%2046%2019%20PM.jp

 

I agree with Brad, the answer is right there in the description of the attachment.

The option between Ranged (Light) and Ranged (Heavy) is decided by whether you put on the attachment or not.

Once you have made the choice to apply this attachment the weapon then uses the Ranged (Light) skill for all combat checks you make with it..

If you then make a Ranged (Light) combat check to fire it with two hands, you take no penalty

If you then make a Ranged (Light) combat check to fire it with one hand, you suffer a setback die.

 

So, the program should not automatically apply the setback die as that is situation depending on how many hands you are using, but it should change the skill used to Ranged (Light).

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Getting back to the original issue, I just tested it and the weapon's skill becomes Ranged Light, both in the description, and on the printed character sheet, so it appears to be working correctly.  Where are you not seeing this happen?

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I created an adversary using the GM's tools, cave him a carbine with a pistol grip.

 

OK-98 Blaster Carbine - Skill: Ranged - Heavy ([AB][AB][AB][AB][bO]) Range: Medium, Damage: 11, Crit: [AD][AD][AD], Qualities: Stun Setting, Accurate 1 Features: May ignore first [DE] "out of ammo" during combat, or may modify with Easy ([DI]) Mechanics check to add +2 damage. Modded weapon may explode with [[DE]., Attachments: Forearm Grip (1 Innate Talent (Point Blank) Mod, 1 Quality (Accurate 1) Mod, Decreases the additional difficulty of making Ranged (Heavy) checks with this weapon while engaged to an additional [DI] (rather than [DI][DI]). ), H9 Pistol Grip (1 Weapon's skill changes to Ranged-Light Mod, 1 Reduces weapon's range to Medium, if longer Mod, Add [sE] to any combat check made when firing one-handed.), Telescopic Optical Sight (1 Decrease the difficulty of combat checks at long and extreme range by 1 Mod), OK-98 Modification (2 Damage +1 Mods, GM can spend [DE] to have the modified OK-98 catastrophically overheat and explode, inflicting one hit from the weapon (dealing base damage) on the user and destroying the weapon after the attack has been resolved.)

 

 

I could create it as a custom item and make it Ranged (Light) and it would show correctly, but custom items can't use any attachments, so the Forearm Grip and the Telescopic Optical Sight then wouldn't work right. I also created the OK-98 Modification attachment so the damage increase would be reflected in the stats of the weapon itself instead of just being listed as a feature. It would have been great to be able to create an attachment that once added it gives you a choice between optional add ons (ie. OK-98 Special: Choose one of the following: [May ignore first [DE] "out of ammo" during combat] or [+2 Damage, GM can spend [DE] to have the modified OK-98 catastrophically overheat and explode, inflicting one hit from the weapon (dealing base damage) on the user and destroying the weapon after the attack has been resolved.] )

 

Also, for this same character, I put the MB-7 "Ranger" Range Finder upgrade on his armor and even with the optional mod for an additional Sniper Shot talent it was only showing 1 rank of Sniper Shot. When I tried to go to the talents and manually up the rank by 1 to 2 it jumped to 4. After that I could reduce it to 3 but not to 2. It would allow 1, 3 or 4, but not 2. I finally just removed the mod from the armor altogether and just gave him 2 ranks of Sniper Shot as if he possessed the talents instead of the tech.

 

Any help appreciated thanks.

 

Edit: Deadly Accuracy apparently doesn't add in for adversaries either.

Edited by Dakkar98

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I was wondering if there was a way to modify an existing vehicle temporarily without creating a whole new vehicle.

   For example I am running the Dead in the Water Adventure from the Game Masters Kit. In the adventure it has stats for the Kappa-Class Shuttle. So I looked it up in the ships that already exist. I found it but was from the Desperate Allies book and had noticeably different stats. So to not throw off the game balance I created a whole new ship. I guess what I am looking for is something like when creating an Adversary you can add custom armor, weapons, and gear, but for ships to use in a specific encounter with out having to pull from the preexisting ships or add your own model to the existing list.

  Thanks for your hard work and dedication. :)

Edited by sevick

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I created an adversary using the GM's tools, cave him a carbine with a pistol grip.

 

OK-98 Blaster Carbine - Skill: Ranged - Heavy ([AB][AB][AB][AB][bO]) Range: Medium, Damage: 11, Crit: [AD][AD][AD], Qualities: Stun Setting, Accurate 1 Features: May ignore first [DE] "out of ammo" during combat, or may modify with Easy ([DI]) Mechanics check to add +2 damage. Modded weapon may explode with [[DE]., Attachments: Forearm Grip (1 Innate Talent (Point Blank) Mod, 1 Quality (Accurate 1) Mod, Decreases the additional difficulty of making Ranged (Heavy) checks with this weapon while engaged to an additional [DI] (rather than [DI][DI]). ), H9 Pistol Grip (1 Weapon's skill changes to Ranged-Light Mod, 1 Reduces weapon's range to Medium, if longer Mod, Add [sE] to any combat check made when firing one-handed.), Telescopic Optical Sight (1 Decrease the difficulty of combat checks at long and extreme range by 1 Mod), OK-98 Modification (2 Damage +1 Mods, GM can spend [DE] to have the modified OK-98 catastrophically overheat and explode, inflicting one hit from the weapon (dealing base damage) on the user and destroying the weapon after the attack has been resolved.)

 

 

I could create it as a custom item and make it Ranged (Light) and it would show correctly, but custom items can't use any attachments, so the Forearm Grip and the Telescopic Optical Sight then wouldn't work right. I also created the OK-98 Modification attachment so the damage increase would be reflected in the stats of the weapon itself instead of just being listed as a feature. It would have been great to be able to create an attachment that once added it gives you a choice between optional add ons (ie. OK-98 Special: Choose one of the following: [May ignore first [DE] "out of ammo" during combat] or [+2 Damage, GM can spend [DE] to have the modified OK-98 catastrophically overheat and explode, inflicting one hit from the weapon (dealing base damage) on the user and destroying the weapon after the attack has been resolved.] )

 

Also, for this same character, I put the MB-7 "Ranger" Range Finder upgrade on his armor and even with the optional mod for an additional Sniper Shot talent it was only showing 1 rank of Sniper Shot. When I tried to go to the talents and manually up the rank by 1 to 2 it jumped to 4. After that I could reduce it to 3 but not to 2. It would allow 1, 3 or 4, but not 2. I finally just removed the mod from the armor altogether and just gave him 2 ranks of Sniper Shot as if he possessed the talents instead of the tech.

 

Any help appreciated thanks.

 

Edit: Deadly Accuracy apparently doesn't add in for adversaries either.

OK, so the problem is in adversaries, not characters.  I'll check it out.

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Great tool!

I'm gonna sit down this evening (or, more likely, this week) and start filling in the data for the EotE core book and sourcebooks for my upcoming campaign.

Oh the joy of adding text verbatim from a book to a program... haven't done that since high-school... and that's some 20 years ago :P

 

(But I do understand why you did it this way. But it's still a pain hehehe)

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Eeeh... This is going to be more work than I thought...

With my Dyslexia (thanks for that, whoever invented that word), it's going to take a pretty big effort to get the descriptions done.

Any way I could prove that I own certain modules and core books and get someone to share their data files?

Because this is kinda killing me.

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Hello together :-)

This Generator is great and i am curently trying to translate it into german,but i encountered a slight Problem.

While i can change a lot of things (Atributes,skillnames,talenttrees),by editing the xml.files in the datafolder,i am not able to change some others (soak,meleedefence,ranged defense,etc.)

Is there a way to change them?

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So Oggdude, do you know when you might be picking up Force & Destiny?  ;)

 

I picked up my copy today to start going over changes and update all the descriptions that I had typed in for the beta.  Which leads to another question.  When you are able to update the builder for F&D, will the various descriptions still map appropriately, or will the various talents/powers/etc be different entries?

 

Thanks!

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Basically, the FaD Beta source will be transitioned to the FaD CRB source.  This means that, for the most part, all existing items will remain the same, but just have their source updated.  In rare instances, a Beta item removed from the CRB might be kept around with the original Beta source designation if it still has some use, but there's a good chance everything will just be replaced by the FaD CRB.  Obviously, the FaD CRB source will become a "core" source, just as the Beta is now.

 

Your characters should remain 99% intact.  Existing items (species, careers, specializations, etc) will keep their current keys and just be updated to their CRB versions.  You may see changes to specializations, new talents, changes to species, or whatever, depending on what was changed between the Beta and the release CRB, but your species, career, specialization, or whatever, will stay the same.

 

Note that this has happened many times in previous releases.  For instance, have you noticed when Species Menagerie species have been replaced with their official FFG versions?  I didn't think so :)  It's pretty seamless, and unless you're paying attention, you may not even notice.

 

My FLGS didn't have the CRB or the GMK when I went there tonight :(, but I've pre-ordered then and they should arrive next week.  However, I've made a ton of changes and fixes since the last release, so I may make one last release before the CRB just so it's out there.

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I see where we can make an adhoc description for attachment functions when creating a new attachment, however I didn't see any option to add Consumables to a ship. I checked the files and there doesn't appear to be a consumables feature which I'm betting means no associated function in the script.

 

1) did I miss a "Increase Consumables by" mod under the standard mod?

2) is there a function to do this that just needs an XML snippet in ItemDescriptors.xml?

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Consumables for a vehicle is just fluff.  When you create the vehicle, you can put whatever you want into it.  As such, there's no way to add a "week" or "month" of consumables.  If you want to create an attachment that adds consumables, just use the ad hoc feature.

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Marksman Barrel attachment was limited to Blaster Rifle under "Item Limits" instead of "Category Limits", this effectively only made it usable on the basic blaster rifle, instead of anything classified as a blaster rifle.

 

Edit: Don't forget to limit it to Non-Heavy Rifles as well. I forgot initially.

Edited by Dakkar98

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