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If I'm reading this right (pg 187), each mod beyond the first costs "an additional 100 credits beyond the base cost".  That seems to indicate that the first mod costs 100 credits, and all others cost 200 credits.  Is this how everyone else sees it?

 

 

If that was true, they could have just written 100 for the first, and 200 for each additional mod. The way I see it, its 100 for the first, 200 for the second, 300 for the third, etc. Would also be in line with modding difficulty, that is raised by one purple die for every additional mod.

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If I'm reading this right (pg 187), each mod beyond the first costs "an additional 100 credits beyond the base cost".  That seems to indicate that the first mod costs 100 credits, and all others cost 200 credits.  Is this how everyone else sees it?

 

 

If that was true, they could have just written 100 for the first, and 200 for each additional mod. The way I see it, its 100 for the first, 200 for the second, 300 for the third, etc. Would also be in line with modding difficulty, that is raised by one purple die for every additional mod.

 

That's how I had originally read it as well, but it was worded rather poorly and I didn't want to make mod installation cost too much :)  The consensus on at least one other thread said the same thing.  I think I'll stick with this one (200, 300, etc) and change it if it's wrong in another release.

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If I'm reading this right (pg 187), each mod beyond the first costs "an additional 100 credits beyond the base cost".  That seems to indicate that the first mod costs 100 credits, and all others cost 200 credits.  Is this how everyone else sees it?

 

 

If that was true, they could have just written 100 for the first, and 200 for each additional mod. The way I see it, its 100 for the first, 200 for the second, 300 for the third, etc. Would also be in line with modding difficulty, that is raised by one purple die for every additional mod.

 

Well, we could always ask FFG directly how the pricing works.  The option does exist (under More... on the header at the top of the page, select Customer Service and there's an option for Rules Questions), and Sam Stewart's response time is pretty good, typically within a day or two at most (not counting holidays).

 

Re-reading that section of the core rulebook again, I'm inclined to go with the "cost increases alongside the difficulty" interpretation instead of the "flat 100 credits per modification" approach, if only because the escalating costs will help cut down on the extent of modifications being made.

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If I'm reading this right (pg 187), each mod beyond the first costs "an additional 100 credits beyond the base cost".  That seems to indicate that the first mod costs 100 credits, and all others cost 200 credits.  Is this how everyone else sees it?

 

 

If that was true, they could have just written 100 for the first, and 200 for each additional mod. The way I see it, its 100 for the first, 200 for the second, 300 for the third, etc. Would also be in line with modding difficulty, that is raised by one purple die for every additional mod.

 

Well, we could always ask FFG directly how the pricing works.  The option does exist (under More... on the header at the top of the page, select Customer Service and there's an option for Rules Questions), and Sam Stewart's response time is pretty good, typically within a day or two at most (not counting holidays).

 

Re-reading that section of the core rulebook again, I'm inclined to go with the "cost increases alongside the difficulty" interpretation instead of the "flat 100 credits per modification" approach, if only because the escalating costs will help cut down on the extent of modifications being made.

 

I'll see if I can clarify it.  In the meantime, I've added the increasing scale costs to the attachment window.

 

And speaking of attachments, I just finished (drum roll please) an attachment editor.  A lot of people have been asking for this, so I bit the bullet and added it.  Didn't take as long as I thought it would to do, actually.

 

And I'm still doing testing, since so many changes have been made to the code.  Every time I do this, I find something else that either is wrong (though those are becoming far fewer), needs tweaking, or something I want to add.  For instance, I added all of the new AoR vehicles and then tested the new vehicle roster support in the encounter editor, using a star destroyer.  The darned ship has so many guns that it went off of the page.  I was basing my added pages on whether or not a particular roster would fit on the current page, not if it wouldn't even fit on an empty page :)  So, I had to modify the control so that it would scale the control based on weapon systems, then continue the same roster on the next page.  That took over a day and a half to do :)  And then I just had to create a rival group with 20 members and of course it also was too big to fit on an empty page.  So, rival groups now continue their grid counts on following pages.

 

That's been my programming experience the past month :)  But it should be worth it.  Here's an updated list of changes and improvements that will be included in the 1.1 release:

 

 

Release 1.1.0.0:
 
New Features & Enhancements:
 
  • Added new data from Age of Rebellion, Enter the Unknown, and Beyond the Rim.  Special thanks to Donovan Morningfire and lordfireyes for doing a lot of the grunt-work in entering the new data.
  • Added Signature Abilities from the Enter the Unknown source book.  The Signature Abilities button will only show up if the specified career has signature abilities (currently, only Explorer has these), and only if you have a specialization tree that is capable of having a signature ability attached to it.  A list of your signature abilities will show up on the character sheet in the talents/force powers page.
  • Added Duty to the Obligations pane for both characters and groups.  You can now use a drop-down to select whether to edit obligation or duty.
  • Due to popular demand, Obligation/Duty pane now supports increase/reduction in return for XP and credits.  You may set a starting value of between 5 and 20, and it will enable or disable the options based on this value and the value of your obligation or duty.  Selected options will remain selected, even if your obligation or duty goes out of range, so you can later modify them without losing your option.
  • Also due to popular demand, the data editor now supports creation and editing of item attachments.  As this is a rather complex editor, please see the documentation for details on its functionality.
  • 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 vehicles and vehicle rosters to encounters in the GM Tools.  You can now add vehicles to an encounter and assign encounter adversaries to various vehicle positions.  Each position has a list of actions and skills associated with those actions.  
  • The encounter modify dialog has been enhanced to include multiple panes for the various parts of an encounter, including description of the encounter, adversaries, vehicles, and rosters for those vehicles.  In order to edit a roster, at least one adversary and one vehicle must be included in the encounter.
  • The encounter sheet has been modified to include vehicle rosters, including positions, actions, and associated skills belonging to the adversaries that hold those positions.  Weapon positions are organized by weapon group and lists all adversaries (and their appropriate weapon skill) assigned to each individual gun in a group.
  • New print options are now available for encounter sheets.  You may now choose what information you want on the encounter sheet, including adversaries, vehicle rosters, and vehicle sheets for all of the vehicles defined for the encounter.
  • 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, encountern, 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.  All sheets will also now display a page number at the bottom. Many other changes and efficiencies have also been made to printed sheets.
  • Added Copy feature to adversaries in GM Tools, characters in the generator, and vehicles in the vehicle panes.  You can now make a copy of any of these items in case you want to work off of duplicates.
  • Modified Import feature of adversaries in GM Tools and characters in the generator to allow the import of multiple items at one time.
  • Added Import and Export to the vehicle panes.
  • 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.
  • Added editors for vehicle actions, vehicle positions, signature abilities, and signature ability nodes.
  • Most combo boxes and grids with no headers will now be sorted alphabetically.
  • Intrinsic mods associated with armor will now be displayed on the character sheet along with any attachments to that armor.
  • Enhanced certain gear to include on-the-fly mods in their description, if they modify any checks with boosts or setbacks.
 
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.
  • There was an issue with duplicate unranked talents appearing on the first row of a specialization.  Such talents would not auto-select themselves when one was selected.  This was because there would be no way of unselecting such a talent once selected.  The generator will now check for this contingency and give you the option of removing the talent from all specs.  Other talents that rely on the unranked talent will also be deselected.
  • Fixed an issue where human non-career skills, as well as specialization skills, were allowing more than the proper number of skills to be checked.  The extra skill would not actually be selected, and subsequent checks would deselect all skills.  This was a grid configuration problem and is now fixed.
  • Fixed an issue where changing a specialization would keep old specialization skill choices intact.  Specialization skill choices will now be cleared each time a specialization changes.  Note that changing careers properly cleared both career and specialization skill choices.
 
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.
  • Droid adversaries from "Enter the Unknown" have been included in the "EtU Adversary Import" directory.  These adversaries may be optionally imported into the GM Tools by using the Adversary import feature.
Edited by OggDude

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Has anyone entered the necessary data for all the bits left blank (Talents, Equipment etc.. Would anyone be willing to share this. I have done some and would be happy to upload somewhere or work with anyone willing to do the same

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Just an update...

 

First off, sorry it's been taking so long to get the new release out.  All code changes are in and all data has been entered.  I've just been doing some regression testing and keep noticing minor and not-so-minor issues which need to be fixed.  I think I've already gone through about 5 or 6 complete rebuilds since yesterday afternoon.  The generator seems really stable (finally), but it's my third or so pass on the data editor, and more small things keep popping up.  I still need to do another complete sweep or two of the GM Tools as well.

 

Anyway, please be patient :) and the release will be out shortly.

Edited by OggDude

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Just an update...

 

First off, sorry it's been taking so long to get the new release out.  All code changes are in and all data has been entered.  I've just been doing some regression testing and keep noticing minor and not-so-minor issues which need to be fixed.  I think I've already gone through about 5 or 6 complete rebuilds since yesterday afternoon.  The generator seems really stable (finally), but it's my third or so pass on the data editor, and more small things keep popping up.  I still need to do another complete sweep or two of the GM Tools as well.

 

Anyway, please be patient :) and the release will be out shortly.

 

Please take your time and complete the job the way YOU want to.  We are all beggars here, and your work is well worth the wait.

 

Thank you for even updating your wonderful program.

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Sir its no problem to wait for something as awesome as your character program, especially since you are doing it for yourself and the community. I personally thank you and wish I had money to send you. Broke and in school right now but love the work. Take your time and don't let it burn you out. We lazy folk need ya. *grin*. Seriously keep up the awesome work!

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Interested in your program, particularly the new version, once it's ready.

 

FYI, the most recent version link is an empty ZIP.

 

Could you correct that, in the meantime, perhaps? If you no longer have that version (Source Control is your Friend) can someone else who has it put it up and post a link in here?

 

Thanks

 

~Sylrae

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Interested in your program, particularly the new version, once it's ready.

 

FYI, the most recent version link is an empty ZIP.

 

Could you correct that, in the meantime, perhaps? If you no longer have that version (Source Control is your Friend) can someone else who has it put it up and post a link in here?

 

Thanks

 

~Sylrae

The link on the first post works just fine for me. It's a 35.8mb ZIP file.

Edited by Bjornsides

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Not sure if this has been discussed earlier in the thread and determined there was no way to resolve...

 

Apparently for Humans, if you later select a specialization or talent that adds one of the two skills you picked as your bonus non-career skills, the program unchecks the bonus Human skill.

 

I see this as being a big issue in regards to the Recruit universal spec introduced in the Age of Rebellion Beta, as a fifth of that spec's talents are about making non-career skills into career skills, to say nothing of the Insight talent.  Or as noted, just simply purchasing an additional specialization that has the previous non-career skill as a career skill.

Maybe it's late, but I'm not seeing the issue.  If you make a non-career skill into a career skill, then you can't pick it for the bonus human rank, since it only works for non-career skills.  I must be missing something :)

 

That's the problem.  The "bonus non-career skill" for a Human becomes unchecked, and the skill rank that the Human PC had prior to the chosen skill becoming a career skill is removed.

 

In the game rules, once a Human PC denotes a non-career skill as part of their special benefit, they've always got that 1 rank in the skill, even if it later becomes a career skill.  As noted by lead designer Sam Stewart, this game is not 'retroactive-friendly' in that you don't get a refund on XP if you bought two ranks of a skill at the non-career rate and then purchase a specialization that offers the skill as a career skill.

 

For a more specific example, I have a Human pre-gen character that used one of her bonus non-career skill ranks to take a rank in Disicpline, as the character is going to be a Force-user.  I then spend 5 of her XP to purchase the Insight talent (mostly to make Perception a career skill for her), but the system effectively sees that and says "okay, Discipline is a career skill now, so even though this character selected Discipline during initial character creation, I'm going to uncheck that skill and force them to chose something else."  And as noted, the game system doesn't work that way; once you've made a selection, you don't get to go back and "pick something else" just because you made an advancement that turned the non-career skill into a career skill.

 

You're right, that will be difficult.  The generator doesn't have a "creation" and "maintenance" mode, so there's no way for it to differentiate between what was originally picked and the current state.  We may have to live with this for awhile, until I can think of a simple way of doing this.  Adding up XP costs is a fairly in-depth task as it is, and having some costs remain fixed, while others are figured out on-the-fly, will greatly complicate things.

 

 

Just an update on this issue:  as I was testing all of my new changes, I remembered this issue.  One of the new features I've added is the XP/Credit bonus for obligation and duty.  While doing that, I made it so that if one of the options was selected, and then duty or obligation changed so it wouldn't be available anymore, I keep it selected anyway.  Then, if in the future, it is unselected, it'll remain that way until duty or obligation changes again so it can be used.

 

That got me thinking I could do something similar with this situation.  What I did was remove the code in skill calculations that automatically removes all career skills in the non-career list.  Then, before removing the skill from the species non-career grid, I check to see if it's in the non-career list.  If it is, I keep it there.  So, using Donovan's example, if you were to select Discipline in the species non-career grid, then select the Insight talent, and go back to species, Discipline will still be in the grid and still be selected. If you then uncheck Discipline in the species non-career grid, it'll recognize that it isn't a non-career skill anymore and immediately remove it from the grid.

 

I'll do some more testing, but I think this solves the problem. 

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Really impressed with this!

 

I'd also like to request a text only stat block, a summary char sheet (before pressing print screen), and possibly a choice to print out a b&w friendly charsheet.

 

I'm really inspired by this, if I can find some time not coding for work, I think i may try my own hand.

 

Good Job!

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Really impressed with this!

 

I'd also like to request a text only stat block, a summary char sheet (before pressing print screen), and possibly a choice to print out a b&w friendly charsheet.

 

I'm really inspired by this, if I can find some time not coding for work, I think i may try my own hand.

 

Good Job!

 

Thanks.  What sort of text stat block/export would everyone want?  As for the "summary char sheet", I don't quite get what sort of function that would serve.  There's a stat summary at the bottom right of the generator, plus you can get more specific info from just going through the panes.  And, when you hit print, you get a preview screen anyway.  In fact, that's what I normally do when I want to see a general summary of the character:  I just look at the print preview without printing.  You can zoom in and out with the wheel on the mouse, too.

 

As for a black and white printout, just use the "Sheet Style" drop down from the print preview and select "Simplified".  This works on all printable sheets.

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I think a good textual stat block may look like this:

 

[Character Name] [unusedXP]/[spentXP]/[TotalXP]xp

[Gender] [species]

Attributes: [Attributes]

Thredholds: Wound [WoundsThresh], Strain [strainThresh]

Defenses: [DefenseRanged] Ranged, [DefenseMelee] Melee

Soak: [soak]

Career: [Career]

Specializations: [array: [specializations]['*' to indicate primary]]

[optional:[Age] [Height] [Weight] [Hair] [Eyes]]

Skills: [array:[skillName] [Ranks] ['*' to indicate primary career; '+' to indicate spec skill; '-' to indicate species skill]]

Talents: [array:[TalentName] [:RanksIfApplicable]]

Credits: [Credits]

Equipment: [array:[Equipment]([Mods])]

Obligations: [array:[Obligation]:[Obligation Amount] [Description]]

Background: Social Class: [social], Hook:

[optional: story]

 

Example:

Bevin "Hammer Hands" Stihl 0/120/120xp

Male Human

Attributes: Brawn 4, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3

Thredholds: Wound 16, Strain 12

Defenses: 0 Ranged, 0 Melee

Soak: 5

Career: Hired Gun

Specializations: Marauder*

Age: 36 1.92m 100kg Brown Hair Blue Eyes

Skills: Athletics* 1, Brawl* 1, Coercion+ 1, Cool- 1, Discipline* 1, Melee+ 1, Piloting(Planetary)* 0, Ranged(Light)* 1, Resilience+ 0, Survival* 0, Underworld- 1,Vigilence* 0

Talents: Toughened 1, Feral Strength 2

Credits: 340

Equipment: Brass Knuckles, Combat Knife, Holdout Blaster (Filed Front Sight), Shock Gloves, Heavy Clothing, Comlink (Handheld), Emergency Medpack, Stimpack, Backpack, Ration Pack 2, Extra Reloads 2, Utility Belt, Tent, Climbing Gear

Obligations: Blackmail 35 Threw a fight, being blackmailed for evidence

Background: Social Class: Down and Out,  Hook: Failure of Character

Story: Bevin was a rising middle weight prize fighter of some notoriaty. He unwisely wasted his credits on partying and living large. When bill collectors came around, he made a deal with a hutt to pay them off. The hutt later called in the favor wanting Bevin to throw a fight. Bevin did so, but there is evidence held by some third party proving he threw the fight. The hutt told Bevin he's on his own to clean up his own mess.

Edited by Jimmifett

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The new release is finally ready!  I've been tinkering with it now for over two weeks and I fixed all of the minor and somewhat minor bugs that I've found.  I'm  sure there's more that everyone will find :)  Anyway, here it is:

 

Release 1.1.0.0:
 
New Features & Enhancements:
 
  • Added new data from Age of Rebellion, Enter the Unknown, and Beyond the Rim.  Special thanks to Donovan Morningfire and lordfireeyes for doing a lot of the grunt-work in entering the new data.
  • Added Signature Abilities from the Enter the Unknown source book.  The Signature Abilities button will only show up if the specified career has signature abilities (currently, only Explorer has these), and only if you have a specialization tree that is capable of having a signature ability attached to it.  A list of your signature abilities will show up on the character sheet in the talents/force powers page.
  • Added Duty to the Obligations pane for both characters and groups.  You can now use a drop-down to select whether to edit obligation or duty.
  • Due to popular demand, Obligation/Duty pane now supports increase/reduction in return for XP and credits.  You may set a starting value of between 5 and 20, and it will enable or disable the options based on this value and the value of your obligation or duty.  Selected options will remain selected, even if your obligation or duty goes out of range, so you can later modify them without losing your option.
  • Also due to popular demand, the data editor now supports creation and editing of item attachments.  As this is a rather complex editor, please see the documentation for details on its functionality.
  • 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 vehicles and vehicle rosters to encounters in the GM Tools.  You can now add vehicles to an encounter and assign encounter adversaries to various vehicle positions.  Each position has a list of actions and skills associated with those actions.  
  • The encounter modify dialog has been enhanced to include multiple panes for the various parts of an encounter, including description of the encounter, adversaries, vehicles, and rosters for those vehicles.  In order to edit a roster, at least one adversary and one vehicle must be included in the encounter.
  • The encounter sheet has been modified to include vehicle rosters, including positions, actions, and associated skills belonging to the adversaries that hold those positions.  Weapon positions are organized by weapon group and lists all adversaries (and their appropriate weapon skill) assigned to each individual gun in a group.
  • New print options are now available for encounter sheets.  You may now choose what information you want on the encounter sheet, including adversaries, vehicle rosters, and vehicle sheets for all of the vehicles defined for the encounter.
  • 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, encounter, 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.  All sheets will also now display a page number at the bottom and will fill unused page areas with a notes section. Many other changes and efficiencies have also been made to printed sheets.
  • Added Copy feature to adversaries in GM Tools, characters in the generator, and vehicles in the vehicle panes.  You can now make a copy of any of these items in case you want to work off of duplicates.
  • Modified Import feature of adversaries in GM Tools and characters in the generator to allow the import of multiple items at one time.
  • Added Import and Export to the vehicle panes.
  • Added Copy feature to the data editor.  Now, all types of data that can be added may now be copied.  When making a copy of an item, you will immediately be presented with an editor for the copied item, including a new default key for the new item, but everything else being replicated from the original.  The item will only be added if you click "Add" from the editor.
  • 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.
  • Added editors for vehicle actions, vehicle positions, signature abilities, and signature ability nodes.
  • Most combo boxes and grids with no headers will now be sorted alphabetically.
  • Intrinsic mods associated with armor will now be displayed on the character sheet along with any attachments to that armor.
  • Enhanced certain gear to include on-the-fly mods in their description, if they modify any checks with boosts or setbacks.
  • All numeric fields, including XP and Credits, have been converted to numeric up/down controls.
  • Species innate weapon display in the species editor has been enhanced to better describe the configuration.
  • Also for species innate weapons, you may now select from all skills, rather than just combat skills (e.g., Ithorian's use of Resilience for its Bellow weapon).
 
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 Trandoshan species had two separate entries for its innate "Claw" weapon modifier.  The extra one 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.
  • There was an issue with duplicate unranked talents appearing on the first row of a specialization.  Such talents would not auto-select themselves when one was selected.  This was because there would be no way of unselecting such a talent once selected.  The generator will now check for this contingency and give you the option of removing the talent from all specs.  Other talents that rely on the unranked talent will also be deselected.
  • Fixed an issue where human non-career skills, as well as specialization skills, were allowing more than the proper number of skills to be checked.  The extra skill would not actually be selected, and subsequent checks would deselect all skills.  This was a grid configuration problem and is now fixed.
  • Fixed an issue where changing a specialization would keep old specialization skill choices intact.  Specialization skill choices will now be cleared each time a specialization changes.  Note that changing careers properly cleared both career and specialization skill choices.
  • There were several instances of drop down lists with static information being editable.  They've all been converted into non-editable lists.
  • Fixed an issue with human non-career skill ranks.  If you selected a non-career skill, then chose a talent or specialization that gave you that skill as a career skill, the skill would become deselected and removed from the grid.  While this makes logical sense, the game does not allow you to retroactively go back and re-do your non-career skills; once selected, it should remain selected.  Now, if a skill has been selected in the non-career skill grid, it will remain in the grid and selected, even if that skill later becomes a career skill.  If, for whatever reason, you later decide to uncheck the skill, it'll immediately be removed from the grid and you will be unable to select it again.
  • Species innate weapons have a feature where the innate weapon will either replace the standard "Unarmed" weapon, or be added as an additional weapon.  For instance, the Ithorian "Bellow" was supposed to be an additional weapon to "Unarmed".  However, this feature was not being implemented properly in either the character or the species editor.  Innate non-"All Skill" weapons were always replacing "Unarmed" and there was no way in the editor to select or deselect the replace feature.  This feature now works properly: the species editor has been modified to implement the replace feature, and the Ithorian will have both its "Bellow" weapon and the standard "Unarmed".  Note: If you've added species with innate weapons before this release, they will default to being in addition to the "Unarmed" weapon.  If you had intended them as a replacement, you'll need to edit the weapon with the species editor.
 
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.
  • Droid adversaries from "Enter the Unknown" have been included in the "EtU Adversary Import" directory.  These adversaries may be optionally imported into the GM Tools by using the Adversary import feature.

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First off thanks to everyone who put in time on this project it's great.  Only been messing with it for a little bit now, looks great.  I have noticed one thing so far, and i could be missing something entirely as well, but when I go to select Force powers I've noticed the drop down box is blank.  I must've screwed something up when transfering my custom files to the new program cuz im getting this: 

"Unhandled exception has occured in your application.  If you click Continue, the application will ignore this error and attempt to continue.  If you click Quit, the application will close immediately." 

This only happens when I select the Explorer characters.

Edited by Dbrowne1974

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