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OggDude

Another Character Generator

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One easy fix for the non-career to career skill bug would be to give yourself an extra 5 XP (that should be what it costs to get the level 1 skill once it is a career skill).  It may not be the prettiest or best solution, but it would work.  Or maybe you don't restrict the human skills they can choose based on their career/specialization? 

Yeah, the extra XP is a work-around, but then you as both player and GM need to remember where that extra XP came from in the first place, so it's not exactly an elegant solution.

 

As for the not restricting the Human bonus skills, that's a possibility, particularly since most players are probably going to remember what their career skills are from their initial career & spec anyway.

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Yeah, the extra XP is a work-around, but then you as both player and GM need to remember where that extra XP came from in the first place, so it's not exactly an elegant solution.

 

 

There are places where you can type things in that you could add that fact as a descriptor.  It is not an elegant solution, more of a patch until a better solution could be found.

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I'm adding AoR data to the next release, but I don't have the book, so I'm relying upon other sources.  So far, I have talents, the new knowledge skill, careers, force abilities and powers, and specializations.  I've also added duty (which will be on the obligation panel), based on a review that I read that listed them.  I believe I also have stats for the new species, which will replace any existing ones from Menagerie 2, but I haven't added those yet.

 

Unfortunately, I don't have a source for new adversaries, equipment, or vehicles.  Has anyone added those in as custom data?  Also, I know that duty gives you added goodies, but I don't know what they are or how they work.  Can anyone explain it?

 

Of course (obligatory legal disclaimer), please don't include descriptions for anything, since the new data should only be useful to people who have purchased the AoR beta book.  I know the new talents and careers, and especially the force powers, are pretty much useless to me right now :)

 

Edit:  One more thing:  is there such thing as group duty, like there is group obligation?

Edited by OggDude

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Hi there OggDude!

 

I just want to start off by saying thank you for this wonderful program you have created and that it has helped so much in my new group.

 

I had a couple of questions for you about the program and wondering if you could help me out?

#1: on the Data Editor under the Gear tab; when creating a new piece of equipment, I noticed that the built in mods (increase melee or ranged defense) does nothing to the character sheet when clicked. Is this just a glitch or am I misunderstanding how it works?

 

#2: Under the Item attachments tab, the buttons for modifying or adding the items are all grayed out and unable to change anything. Would you be able fix this or tell me what I need to do differently?

 

Thank you for your time and have a pleasant day. :)

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OggDude,

If it'd save you some time, I've got most of the new material (talents, careers, Force Powers, and specializations sans the Recruit from the Beta Updates) loaded as a custom data file, using page references from the AoR Beta.  I've also got material from my Ways of the Force, but it'd be easy enough to prune that out.

 

If interested, I can shoot you a dropbox link via PM here.

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OggDude,

If it'd save you some time, I've got most of the new material (talents, careers, Force Powers, and specializations sans the Recruit from the Beta Updates) loaded as a custom data file, using page references from the AoR Beta.  I've also got material from my Ways of the Force, but it'd be easy enough to prune that out.

 

If interested, I can shoot you a dropbox link via PM here.

I would also like to get this.   I was halfway through adding this info myself.

 

I am working on updating for the Species for the latest release of the Unofficial Species Menagerie

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OggDude. You are completely amazing for putting in so much effort here.

I'm helping Gm a game over @ rpol.net. as well as a tabletop version of this game.

in the Table-top version we decided we wanted to play endgame level PC's for a game.

So I gave my group 1000xp on top of any racial xp(to be added in as if the earned it in game, meaning not for attributes) and their choice of gear.

 

One of my pc's noted that having 3 tinker and or jury rigged items causes them to deselect randomly when moving through the menue's.

 

XP purchases to duplicate: Bounty hunter, Gadgeteer,

Toughened to armor master[imp] picking up extra jury rigged  for 20 xp

outlaw tech(Left side:Tinker-Jury rigged) (Right side-Tinker-Jury rigged)

(all for under 300xp, the player spent the rest picking up all the enduring/dedication(str) and ended up with a soak of 13 and 25 health, voted "most likely to die via black hole" by the group)

Equipment:

Shock Gloves(X1, JR(lower Crit))

Heavy Blaster pistol (x2, 1 hp each,)

Disruptor Rifle (x1, JR(lower Crit))

 

Heavy Battle Armor (x1, JR(Ranged def))

 

any time after modding the equipment in any number of ways that you goto spec's it will ask to reasign hp(Sometime only one hp, other times all 3)

if you save the sheet then go back to modify which mods on the equipment  hp wont be there and some mods will be randomly removed.

sometimes the sheet wont let you put hard points on both heavy blasters(This is the issue i find most of the time) 

 

 

Any q's about my process feel free to pm me.

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I think I found a bug, although maybe I'm just doing something incorrectly. I am playing a Sulissi and one of my racial advantages is to start with 1 rank in Gearhead. When I go to specializations, it does not reflect this. I didn't think this was a big deal, as it correctly shows that I have 1 rank in Gearhead when I print out my sheet. However, when I tried to buy a the specialization under Gearhead, it would not let me unless I checked off the box, giving me a second level of Gearhead and charging me 5xp. Sorry if that was hard to follow.

 

Also. Thanks for this app. It's awesome!

 

-Christian

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OggDude. You are completely amazing for putting in so much effort here.

I'm helping Gm a game over @ rpol.net. as well as a tabletop version of this game.

in the Table-top version we decided we wanted to play endgame level PC's for a game.

So I gave my group 1000xp on top of any racial xp(to be added in as if the earned it in game, meaning not for attributes) and their choice of gear.

 

One of my pc's noted that having 3 tinker and or jury rigged items causes them to deselect randomly when moving through the menue's.

 

XP purchases to duplicate: Bounty hunter, Gadgeteer,

Toughened to armor master[imp] picking up extra jury rigged  for 20 xp

outlaw tech(Left side:Tinker-Jury rigged) (Right side-Tinker-Jury rigged)

(all for under 300xp, the player spent the rest picking up all the enduring/dedication(str) and ended up with a soak of 13 and 25 health, voted "most likely to die via black hole" by the group)

Equipment:

Shock Gloves(X1, JR(lower Crit))

Heavy Blaster pistol (x2, 1 hp each,)

Disruptor Rifle (x1, JR(lower Crit))

 

Heavy Battle Armor (x1, JR(Ranged def))

 

any time after modding the equipment in any number of ways that you goto spec's it will ask to reasign hp(Sometime only one hp, other times all 3)

if you save the sheet then go back to modify which mods on the equipment  hp wont be there and some mods will be randomly removed.

sometimes the sheet wont let you put hard points on both heavy blasters(This is the issue i find most of the time) 

 

 

Any q's about my process feel free to pm me.

 

I did what you said.  I did find an issue where it wasn't adding up all of your jury rigged talent ranks properly and fixed that.  I then added the jury rigged "mod" to four different items and it did save it properly.

 

As for Tinkerer, every time you switch specializations that include Tinkerer, and you haven't yet chosen all of your equipment to tinker, it'll prompt you to do so.  Once you've chosen them all, it won't ask anymore.  I selected all four (or whatever it was) items to tinker, then saved and reloaded.  All were still selected and still had their extra HPs.  The only issue I saw was that selecting tinker equipment didn't reset the "Save" flag.

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I think I found a bug, although maybe I'm just doing something incorrectly. I am playing a Sulissi and one of my racial advantages is to start with 1 rank in Gearhead. When I go to specializations, it does not reflect this. I didn't think this was a big deal, as it correctly shows that I have 1 rank in Gearhead when I print out my sheet. However, when I tried to buy a the specialization under Gearhead, it would not let me unless I checked off the box, giving me a second level of Gearhead and charging me 5xp. Sorry if that was hard to follow.

 

Also. Thanks for this app. It's awesome!

 

-Christian

 

Not sure I follow.  When you get a talent rank from a species, attachment, etc., it is in addition to any talents you might pick in a specialization.  So, if you get Gearhead from your species, then choose the Mechanic tree, you'll see Gearhead in the tree, but it has nothing to do with the rank you already have.  If you pick Gearhead from the specialization, you'll have two ranks.

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Not sure I follow.  When you get a talent rank from a species, attachment, etc., it is in addition to any talents you might pick in a specialization.  So, if you get Gearhead from your species, then choose the Mechanic tree, you'll see Gearhead in the tree, but it has nothing to do with the rank you already have.  If you pick Gearhead from the specialization, you'll have two ranks

 

Ahh... I guess I assumed that the free rank was the first rank of the tree. This makes sense. Thanks!

Edited by djplasmid

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Not sure I follow.  When you get a talent rank from a species, attachment, etc., it is in addition to any talents you might pick in a specialization.  So, if you get Gearhead from your species, then choose the Mechanic tree, you'll see Gearhead in the tree, but it has nothing to do with the rank you already have.  If you pick Gearhead from the specialization, you'll have two ranks

Ahh... I guess I assumed that the free rank was the first rank of the tree. This makes sense. Thanks!

 

Yeah, I remember this sort of thing coming up during the EotE Beta, particularly when folks such as myself, Cyril, and others were doing home-brew conversions of various species.  There was a lot of back and forth about if a "free talent" should be a ranked talent or not, with the general consensus being that free talents should be ranked.  Otherwise, you'd run into cases where for certain specializations, a species with a free non-ranked talent would get a quick boost up that spec's talent tree, particularly if the spec put the talent at 15 or more XP.

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OggDude,

If it'd save you some time, I've got most of the new material (talents, careers, Force Powers, and specializations sans the Recruit from the Beta Updates) loaded as a custom data file, using page references from the AoR Beta. I've also got material from my Ways of the Force, but it'd be easy enough to prune that out.

If interested, I can shoot you a dropbox link via PM here.

Could I also get that Age of Rebellion data? I've got a player interested in some of the AoR stuff, and we've been solely using the character generator so far.

 

Edit: Didn't see that other response; ignore me!

Edited by jivjov

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OggDude,

If it'd save you some time, I've got most of the new material (talents, careers, Force Powers, and specializations sans the Recruit from the Beta Updates) loaded as a custom data file, using page references from the AoR Beta.  I've also got material from my Ways of the Force, but it'd be easy enough to prune that out.

 

If interested, I can shoot you a dropbox link via PM here.

 

Could I also get that Age of Rebellion data? I've got a player interested in some of the AoR stuff, and we've been solely using the character generator so far.

 

 

To be clear, the file offer was strictly for OggDude, and not a general "I'll send it to anyone that asks."

 

Gotten a bunch of PMs asking for the files, so this is the most expedient way to say "Sorry, but not happening at the current time."

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I was thinking of adding a character/adversary export feature, but I'm not sure what other software is out there to export to :)  What other software do you guys use that could benefit from something like this?

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Hey Ogg, will you be including the equipment and Specialties from Enter the Unknown in a future release, or should I get cracking at entering it myself?

(You really need a team man! My wife was blown away that you're just one guy and you have made a character creator that is better than the official 4e one that WotC made a few years back.)

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Sounds great to me :)  I could use some help with data.  Currently, I have all the data from AoR with the exception of new vehicles.  I've also added all new AoR adversaries, as well as adversaries from Beyond the Rim (these will be included as import packs).  I have not added any new vehicles from Beyond the Rim, however.  And, of course, I have all Menagerie 2.0 species, though some were replaced by AoR species.

 

So... I'll gladly accept any other data that I don't already have.  I'd like to prioritize new data from any FFG published sources.  That includes upcoming source books and any released adventures.  I'll also consider adding fan-based releases of the same excellent caliber as Menagerie 2.0, but as I said, I'd like to include FFG published sources first.

 

I'm hoping to release version 1.1 by the end of the week.  I've made a ton of tweaks and general improvements and upgrades.  The only major thing I haven't done yet is the vehicle rosters.  Here's basically what I have so far (though this list doesn't include everything I've done yet):

 

Release 1.1.0.0:
 
New Features & Enhancements:
 
  • All data from Age of Rebellion is now included standard.
  • Added Duty to the Obligations panel for both characters and groups.  You can now use a drop-down to select whether to edit obligation or duty.
  • Groups may now "own" vehicles and equipment.  The group editor now contains the same equipment and vehicle panels as the character editor.
  • Vehicles may now carry equipment as cargo.  Vehicles do not "purchase" equipment; all equipment on a vehicle must be transferred there from another source. 
  • Equipment pane now contains a "Transfer" button.  This button allows you to transfer equipment between the equipment owner and any other equipment sources accessible by that owner.  For instance, a character may transfer equipment between itself and any vehicles it owns, groups it belongs to, and vehicles owned by any of those groups.  A group may transfer between itself and any character belonging to that group and any vehicle it owns.  For characters in the generator, you may also transfer credits to and from the character and any group that the character belongs to.
  • The GM Tools now contains a "Stock Vehicle" pane.  Stock vehicles are pre-made customized vehicles.  Characters and groups may now add these stock vehicles instead of always having to create new customized vehicles.  When used, copies of the vehicles are made, so any subsequent changes made to a character's or group's stock vehicle will not modify the original stock vehicle.
  • Added an "Option" button to the top of the character generator.  This will bring up a dialog that will allow you to choose which optional source material for data to use for generating your character.  Core rule data is always present, and limiting displayed data will not effect characters that use other data.  For instance, if you have a Jawa character, but de-select Menagerie 2.0 from the sources, your character will still be a Jawa, but Jawa will not be displayed in the species drop-down.
  • The "Option" dialog will also allow you to choose whether or not to include character vehicles when printing out character sheets.  Checking this option will add vehicle sheets to the printed character sheet for every vehicle a character owns.
  • Group sheets now have new options in addition to selecting which character(s) to include.  You may now optionally include obligation and duty charts, an inventory of group equipment, full vehicle sheets for all group vehicles, and member details.  Checking member details will display a stat block for each member in addition to their name and description.
  • Did a complete overhaul of the character, group and vehicle sheets.  All sheets will now automatically overflow to additional pages if needed to fit all data, such as for long lists of talents or equipment, and even for large numbers of obligations, duties, and motivations.  Most panels will now adjust to fit text, such as for motivations, obligations, and stories, so you don't have to worry about long notes being cut off (they must still fit on one page).  Vehicles will also now show any items stored within the vehicles, and character and group sheets will now optionally include vehicle sheets for any owned vehicles.  Many other changes and efficiencies have also been made to printed sheets.
  • Added TT24 Holdout Blaster from Beyond the Rim
  • Added Copy feature to adversaries in GM Tools.  You can now make a copy of an adversary, if you'd like to base a new adversary off of an old one.
  • Modified Import feature of adversaries in GM Tools to allow the import of multiple adversaries at one time.
  • Added Copy feature to characters in the generator.  You can now make a copy of your character to base a new character off of it, or to perform testing and what-if scenarios.
  • Modified Import feature of characters in the generator to allow the import of multiple characters at one time.
  • The cost/quantity dialog will now be displayed for both selling and purchasing an item.  A new option allows you to enter in your own percentage of the original price, from 1% to 500%.
  • Modified data editor to include a Source field.  Source can be selected via the drop-down (if any sources exist for custom data), or by typing a new source in the drop-down.  Core rulebook data cannot have its source modified.
Bug Fixes:
 
  • On the Vehicle pane, the name and notes weren't showing up when the vehicle was selected.  They will now show up.
  • Some editors did not force uppercase for key values.  All should now force keys to be uppercase.
  • In the talent editor, fixed career skills were not being saved.  They will now be saved.
  • The Trandoshan species incorrectly had Enduring as an innate talent.  This has been removed.
  • The Shortened Barrel attachment had an incorrect price.  This has been changed to the correct price.
  • Fixed an issue with species weapons where the Range field was getting the name of the skill.  It will now get the proper range value.
  • Fixed an issue with the attachment editor where multiple ranks of Jury Rigged talents were not accumulating properly.  The result was that only one item could be jury-rigged at a time, instead of one item for each rank.  It will now allow the proper number of Jury Rigged "mods" to be added to equipment.
  • Selecting an item to be Tinkered will now properly set the "dirty" flag on the character so the "Save" button will become active.
Imports:
 
  • All adversaries from the adventure module "Beyond the Rim" have been included in the "BtR Adversary Import" directory.  These adversaries may be optionally imported into the GM Tools by using the Adversary import feature.
  • All adversaries from Age of Rebellion Beta have been included in the "AoR Adversary Import" directory.  These adversaries may be optionally imported into the GM Tools by using the Adversary import feature.

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Wow, lots of updates on this one.

 

I've got some free time over the next few days, so I'm willing to chip in and get some vehicle stat blocks done, either from Age of Rebellion or from Enter the Unknown.  Also working on entering some of the new gear from Enter the Unknown (got the weapons, most of the armor, and a few bits of equipment as well).  Got the new talents and specializations added (pretty simple once you get the hang of it).  There are a couple oddities with the new gear, one of which being the Glop Grenade, which has Blast 0 (with the idea that if Blast is triggered, the Ensnare quality gets applied to the targets rather than damage).

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Anyone else running this on a Surface Pro? I just transferred it to mine for use anywhere I go, and it works, but the screen is formatted funny and requires odd scrolling.

Otherwise, its the ultimate tool to take to gaming with me!

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I was thinking of adding a character/adversary export feature, but I'm not sure what other software is out there to export to :)  What other software do you guys use that could benefit from something like this?

HTML would be nice for exporting for those of us with Android tablets.

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