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17 minutes ago, SladeWeston said:

Right.... :P

Anyway, @OggDude since a <shutters> Beckon Call is clearly a Star Wars thing, it seems like the text should likely be updated.  Although admittedly it might cause less confusion to keep it how you have it.

I'm normally not That Guy, but given the context....

Don't you mean "<shudders>?" :P

Edited by Nytwyng

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1 minute ago, Nytwyng said:

I'm normally not That Guy, but given the context....

Don't you mean "<shudders>?" :P

Ohh the shame and irony  :lol:.  It really is what I deserve for trying to squeeze in posts during our staff meeting.  "Never rush a grammar criticism post."  That's forum posting 101.

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2.0.1, and "Endless Vigil", is up and released!  Give it about 15 minutes to sync with DropBox.  And run it through its paces!  Tell me if you find any bugs.

Release 2.0.1.0

New/Changed Data:

  • Added all new information from "Endless Vigil", including specializations, species, talents, motivations, backgrounds, moralities, signature abilities, the Manipulate Force power, plus all equipment, attachments, vehicles (including podracers and attachments), droids, and lightsaber crafting.
  • Added all paramilitary conversion attachments from page 71 of "Dangerous Covenants".  Each attachment will show up for the type of vehicle listed in the chart.
  • The Navigator specialization was missing Survival from its list of career skills.  This has been fixed.
  • The Bardottan species had "Aleena" in the description.  This has been fixed.
  • The Farsight Force power was missing a connection between the bottom-row Mastery abiltiy and the Range ability to the right.  This has been fixed.
  • The Vibro-Bayonet attachment was incorrectly applying its damage mods to the base weapon.  It will now apply them properly to the bayonet.
  • In the Data Editor, signature abilities Unmatched Courage and The Bigger They Are were listed as "added item".  They are now flagged properly as base items.
  • In the Data Editor, the SC2-M tank was also showing up as "added item".  It is now flagged properly as a base item.
  • The AD-1S starfighter and its varioius attachments had some naming issues still.  These should be taken care of, although existing AD-1S's  will probably be removed.
  • For crafting, blunt weapon was incorrectly set to be an average Mechanics or Survival check.  It is now correctly set to easy.
  • For cargo clothing from "Desperate Allies", there is now an attachment for it for tracking encumbrance.  Just add the free attachment and check an optional encumbrance mod for each 1 encumbrance item being stored in the armor.  If you want to keep track of the actual items, use the armor's notes.
  • Changed a phrase in Autopilot Droid Brain from "beacon" to "beckon".

New Features/Enhancements:

  • Standardized the max number of items in combo box drop down lists based on the height of the display.
  • In the Data Editor, the signature ability and Force power editors now include a filter based on the Ability or Power setting, so only nodes for a particular ability or power will show up in the drop down lists.
  • In the Data Editor, the last source list will now be automatically included when you add an item.
  • Weapons can now have a "handedness" value.  Currently, it is for cosmetic and crafting purposes only.  Values can be one-handed, two-handed, either, none, or ignored.  This setting is normally ignored, but if included, will show up in descriptions.
  • Certain types of items, such as double-bladed lightsabers, make attachments cost double the price.  This is now supported.
  • Companions are now transfer sources when you transfer equipment.


Bug Fixes:

  • Fixed an issue that prevented new users from running the programs.
  • There was an issue with the web install involving manifest files.  This should be taken care of.
  • Another issue with web install was that Sql Server CE files were not being included, which caused an exception when the generator was run.  This should be taken care of.
  • If you launched the character generator with no data (specifically, no characters), you'd get an exception in "CharShowInfo".  This will no longer happen.
  • In the skills pane, the header of the skill grid was not the right size which caused some text to be partially obscured.  This has been fixed.
  • When a new species was selected, the character was not being recalculated, so the change was not displayed.  This has been fixed.
  • There were a few places in the generator where auto recalc had been turned off for the current character in order to save needless recalcs from happening.  However, it wasn't always turned back on properly.  This resulted in certain changes not being reflected in the character due to recalculations not being performed properly.  These situations should be fixed.
  • There was an issue where the campaign setting for a character would be erased after the character was saved.  This will no longer happen.
  • When selecting item attachments, Jury Rigged was never showing up.  It will now show up if the character has an available Jury Rigged talent rank.
  • When printing a group sheet, character summaries all displayed "Test [Rival]".  This was because the summary control was being translated when it was loaded, which occurred after everything had already been set.  Translation now occurs before everything is set, so values are now what they should be.
  • In the Crafting dialog, if you chose a droid directive that allowed skill choices, then selected all the skills, the "Choose" button would not allow you to change them.  This has been fixed.
  • In the Crafting dialog, when adding the Unobtrusive effect to droids, the key for Indistinguisable wasn't set.  If Behavioral Optimizations was then selected, Indistinguisable wasn't displayed in the list.  This has been fixed.
  • In the Crafting dialog, when adding to droid characteristics using Superior Hardware, if you later lowered the count, it would retain all of the previous characteristic changes.  It will now remove any excess characteristics until it matches the effect count.
  • In the Crafting dialog, Adaptive Programming will now bring up a skill list for each purchased effect.  You can apply ranks to any of the skills multiple times if you want.
  • In the Crafting dialog, there was still an issue with Integral Attachment not honoring the "1 or less HP" rule.  It should now do so correctly.
  • In the Crafting dialog, Supreme Craftsmanship did not work as intended.  It will now allow the user to choose a skill once for each purchased effect, so different skills may be chosen, or the same skill multiple times.
  • In the Crafting dialog, the Compact effect is now limited to three purchases.  It still worked properly before, but extra purchases past three were ignored.
  • In the Crafting dialog, there was a logic error that prevented selection of integral attachments if the item's base HP was 0.  It will now display all HP 0 and 1 attachments, regardless of the item's HP limit, assuming they're applicable to the crafted item.
  • In the Crafting dialog, chosing Two-handed and enough Lightweight effects to cancel the encumbrance gain did not work.  Encumbrance changes are now cumulative, and the minimum value check is performed only once, rather than after each change.
  • In the Data Editor, fixed issue with item attachment editor where changes to mods or limits weren't displayed immediately in the summary.
  • In the Data Editor, when modifying an existing species where option choice or option names were used multiple times, certain option choices or options could end up being repeated several times, while others were removed completely (this happened on the Droid species because more than one option choice was called "Droid").  This was due to the validation routine that made sure proper keys were in placer for options and option choices because it matched new names with existing names.  It will now only update a key if one is missing.
  • In the Data Editor, when adding or modifying an item attachment, the mod editor was not being filtered by attachment type.  It will now only show mods applicable to the attachment.
  • In the Data Editor, adding a sub-species to a species would give an error dialog that the key was missing.  It will no longer do this.
  • In the Sources dialog, selecting or deselecting a source would cause an exception.  This has been fixed.
  • In the Sources dialog, the "Core" cell was editable.  It is now properly read-only.
  • In the Options dialog, clicking "Select None" caused an exception.  This no longer happens.
  • In the Transfer dialog, from the Equipment pane of the generator, group sources for equipment were not being found.  This has been fixed.
  • In the Transfer dialog, from the Equipment pane in the group dialog, bases and vehicles had their transferred equipment updated properly, but characters did not.  This has been fixed.
  • Groups and vehicles did not support custom inventory items, which caused crafted items being transferred to them to disappear.  Groups and vehicles have been updated to support custom inventory, so this now works properly.
  • After modifying a companion, any equipment changes to the companion were not showing up.  This has been fixed.
  • After modifying a base NPC, any equipment changes to the NPC were not showing up.  This has been fixed.
  • In the Equipment pane, if you clicked Add to add a non-HP item, the dialog would say "Quantity to Sell".  This has been fixed.
  • In the Equipment pane, the "Show purchasable items only" check box stopped working.  It is now working again.
     

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My copy of Endless Vigil indicates that standard lightsaber hilts are encumbrance 1, but the character generator lists them as encumbrance 3 when crafting them.  Also, shouldn't the encumbrance of the item added to the lightsaber using the 4 advantage "Inbuilt" option be added to the lightsaber's encumbrance?

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8 minutes ago, SJanson said:

My copy of Endless Vigil indicates that standard lightsaber hilts are encumbrance 1, but the character generator lists them as encumbrance 3 when crafting them.  Also, shouldn't the encumbrance of the item added to the lightsaber using the 4 advantage "Inbuilt" option be added to the lightsaber's encumbrance?

In none of the item creators, has it specified that having something inbuilt required you to add the different encumbrance values together.

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1 minute ago, Dakkar98 said:

In none of the item creators, has it specified that having something inbuilt required you to add the different encumbrance values together.

I will double-check my book when I get home, but I was pretty certain that Endless Vigil specifically stated that you add the inbuilt item's encumbrance to that of the lightsaber.  I could certainly be mistaken, of course, but that still doesn't change the fact that the standard hilts in the generator seem to be using the wrong encumbrance.

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10 minutes ago, SJanson said:

I will double-check my book when I get home, but I was pretty certain that Endless Vigil specifically stated that you add the inbuilt item's encumbrance to that of the lightsaber.  I could certainly be mistaken, of course, but that still doesn't change the fact that the standard hilts in the generator seem to be using the wrong encumbrance.

I just checked, you are correct, it does say to add the encumbrance of the lightsaber to the encumbrance of the item you are adding it to.

Though, for gadget crafting and cybernetic crafting it does not state that. Weird that id did for lightsabers.

Apparently, if you craft the lightsaber first, then craft a gadget to add it too, you don't have to worry about it.

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3 minutes ago, SJanson said:

My copy of Endless Vigil indicates that standard lightsaber hilts are encumbrance 1, but the character generator lists them as encumbrance 3 when crafting them.  Also, shouldn't the encumbrance of the item added to the lightsaber using the 4 advantage "Inbuilt" option be added to the lightsaber's encumbrance?

Both standard lightsaber and hilt are encumbrance 1.

 

11 minutes ago, SJanson said:

I will double-check my book when I get home, but I was pretty certain that Endless Vigil specifically stated that you add the inbuilt item's encumbrance to that of the lightsaber.  I could certainly be mistaken, of course, but that still doesn't change the fact that the standard hilts in the generator seem to be using the wrong encumbrance.

Yeah, it does.  Generally, in-built items are part of an attachment, and the attachment specifies the encumbrance to add.  For instance, the under barrel grenade launcher attachment say to increase encumbrance by 2, while the flame projector does not say to increase encumbrance.

Inbuilt Item for lightsabers does explicitly say to add the lightsaber's encumbrance to the item.  Since I'm working this the other way around (lightsaber remains the primary item, while the item it's built into is either a weapon modifier or a description of an item), I should be adding either the weapon or the item's encumbrance to the lightsaber.  I'm also extrapolating this for the gadget version of Inbuilt, even though it doesn't explicitly say it.

By the way, the reason I'm doing Inbuilt this way is because if I made the lightsaber a weapon modifier to a base item, it couldn't be upgraded.  So it remains the primary item, while it's "inbuilt" status is just described.

Needless to say, I've fixed this for 2.0.1.1 :)

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13 minutes ago, Boisterous Bothan said:

One mistake I caught: The Philaxian Phase-Knife is listed as 15,000 credits but it should be 1,500 credits.

 

Great work Ogg! Thank you so much for your time and effort.

Fixed.

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Keep 'em coming!  I've currently got:

  • In the Crafting dialog, inbuilt items were not adding their encumbrance value to the crafted item's.  This is now performed.
  • In the Crafting dialog, if a lightsaber is inbuilt into an item, the description says "weapon".  This has been fixed.
  • The Philaxian Phase-Knife had an incorrect price.  It is now correctly 1,500 credits.
  • In the Innate Weapon editor, you can now specify the encumbrance of the innate weapon. This encumbrance is added to the item it belongs to (except for vehicles).
     

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5 minutes ago, Boisterous Bothan said:

One more thing for the Philaxian Phase-Knife; the Ghostfire Crystal is listed as an available attachment for the weapon but it shouldn't be.

I forgot to flag it as a crystal.  Fixed.

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The Shistavanen species appears to always add one rank of Brawl even if you choose the Survival skill options.  I made sure to try with an empty CustomData folder, cleared the cache and tested on another PC.

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1 hour ago, OggDude said:

Both standard lightsaber and hilt are encumbrance 1.

Interestingly, when I add "Personalized Design" to my standard lightsaber for 3 advantage, it jumps up to 3 encumbrance.

 

Also, OggDude, your character generator is incredibly helpful, so thank you. :)

Edited by SJanson

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28 minutes ago, grahamcd said:

The Shistavanen species appears to always add one rank of Brawl even if you choose the Survival skill options.  I made sure to try with an empty CustomData folder, cleared the cache and tested on another PC.

There was a bad option key.  It's been fixed.

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1 minute ago, Kilcannon said:

Just curious for my players of which books are still not in the generator if any?

Just two.  No Disintegration is scheduled for the next update and Friends Like These, the update after that.

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7 minutes ago, SJanson said:

Interestingly, when I add "Personalized Design" to my standard lightsaber for 3 advantage, it jumps up to 3 encumbrance.

Copy/paste error.  It was also applying Delicate Balance.  It's been fixed.

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There's no Rubat Crystal listed in the lightsaber attachments.  That might have been out of the FaD Beginner box. It's exactly like an Ilum Crystal, but from the planet Phemis.

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