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When adding an attachment that adds Pierce, should it be showing up in the normal Qualities section of the weapon?

 

Second question, would it be an easy addition to tell it to not print Attachment descriptions? When adding attachments, the equipment lines can get a bit fat.

Pierce.PNG

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7 minutes ago, FelixTG said:

When adding an attachment that adds Pierce, should it be showing up in the normal Qualities section of the weapon?

 

Second question, would it be an easy addition to tell it to not print Attachment descriptions? When adding attachments, the equipment lines can get a bit fat.

Pierce.PNG

What weapon are you doing this on?  Its working fine for me.

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Crafted heavy rifle, just tried on a standard one, works fine on that. 

Transferred it to companion, seems like that might be an issue, added a normal one on that, doesn't show pierce, but standard inventory does.

 

IE Not showing up on companion inventory attachment, does on PC inventory attachment.

Edited by FelixTG

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5 hours ago, OggDude said:

Just grant the character whatever money is owed him due to his species or whatever.  The changes required to do this automatically just wasn't worth the hassle when the alternative solution is so simple :) 

Sure, no problem. Thanks a lot.

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3 hours ago, OggDude said:

Try using the "Decreases Total Encumbrance" mod.  The difference between this one and the other one is that 1) it's applied to the final total encumbrance, rather than the encumbrance of a particular item, and 2) because of this, it can lower your total encumbrance to 0.

I have been trying using various combinations of decrease encumbrance and decrease total encumbrance to get what I want as an end result, and I'll probably reach a compromise I'm satisfied with soon. I was really just wondering whether the inability to mod a piece of equipment to zero was intended or not, as I would personally prefer to have that instead of changing the character's overall encumbrance or encumbrance threshold. But then again, I'm just here enjoying your hard work for free, so its no big deal.

Thanks

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1 minute ago, Alryon said:

I have been trying using various combinations of decrease encumbrance and decrease total encumbrance to get what I want as an end result, and I'll probably reach a compromise I'm satisfied with soon. I was really just wondering whether the inability to mod a piece of equipment to zero was intended or not, as I would personally prefer to have that instead of changing the character's overall encumbrance or encumbrance threshold. But then again, I'm just here enjoying your hard work for free, so its no big deal.

Thanks

The decrease doesn't change the description on the item, just drops your calculated value down by 1 after equipping it. I had been confused on that part as well.

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10 minutes ago, FelixTG said:

The decrease doesn't change the description on the item, just drops your calculated value down by 1 after equipping it. I had been confused on that part as well.

Thinking a little more carefully about it, this seems better than what I previously had in mind. I think that is the road I'll go. Cheers everyone.

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55 minutes ago, Alryon said:

I have been trying using various combinations of decrease encumbrance and decrease total encumbrance to get what I want as an end result, and I'll probably reach a compromise I'm satisfied with soon. I was really just wondering whether the inability to mod a piece of equipment to zero was intended or not, as I would personally prefer to have that instead of changing the character's overall encumbrance or encumbrance threshold. But then again, I'm just here enjoying your hard work for free, so its no big deal.

Thanks

Pretty much every place I've seen that lowers encumbrance on an item, it always lowers it to a minimum of 1, which is why that particular mod does it that way.

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9 hours ago, GM Fred said:

Hello OggDude,

first, I want to give you my thanks for the great work, you are doing for this community.

Now, in the newest version 2.0.1 I encountered the following problems.

I use the German language pack, but now some of the captions on the character sheet are no longer translated although they are correctly translated in the Language pack. E.g. the captions for GENERAL SKILLS CAREER RANK DICE POOL. Most other translations work.

Also, the char gen changed my keyboard-layout to English for Windows (I have a German keyboard, where some keys are different), probably when I checked the Change Keyboard to current Region checkbox when I was checking out the Language pack.

 

Cheers and keep up the great work

Fred

 

 

Update: It's definitely an issue with the 2.0.1 version. I still have the 2.0.0.4 version on my other system and there all captions are translated correctly.

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6 hours ago, FelixTG said:

When adding an attachment that adds Pierce, should it be showing up in the normal Qualities section of the weapon?

 

Second question, would it be an easy addition to tell it to not print Attachment descriptions? When adding attachments, the equipment lines can get a bit fat.

Pierce.PNG

I had something similar to this when modding weapons for adversaries in GM Tools that some of the mod functions like accuracy and pierce did not adjust the main Qualities line. This was on both blaster pistols and rifles (various types).

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I have created my own custom specializations from Endgless Vigil along with custom talents for those trees. Does anyone knows what will happen when I update the Char Gen to the version that includes the sourcebook (it is still not there, but for the future).

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1 hour ago, Ferretfur said:

I had something similar to this when modding weapons for adversaries in GM Tools that some of the mod functions like accuracy and pierce did not adjust the main Qualities line. This was on both blaster pistols and rifles (various types).

Examples below of where the mods are not changing the base qualities line on weapons for NPC's (nemesis, adversaries, etc).

Capture1.JPG.7a43c81e132269fc61cb700fd71caac6.JPGCapture2.JPG.80764632a3b09f3239773dacfb292edc.JPGCapture3.JPG.dc68bb74b6ae0bba711d661e5394d8e0.JPG

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9 hours ago, FelixTG said:

Crafted heavy rifle, just tried on a standard one, works fine on that. 

Transferred it to companion, seems like that might be an issue, added a normal one on that, doesn't show pierce, but standard inventory does.

 

IE Not showing up on companion inventory attachment, does on PC inventory attachment.

You'll need to tell me exactly how you crafted the item.  I crafted one and Pierce is working just fine.  I need to replicate the problem in order to fix it :)

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1 hour ago, NicoDavout said:

I have created my own custom specializations from Endgless Vigil along with custom talents for those trees. Does anyone knows what will happen when I update the Char Gen to the version that includes the sourcebook (it is still not there, but for the future).

Unless your entry keys are the same as Ogg's, removing your custom entries will require you to reassociate those specs to any applicable characters using the new spec listing.

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3 hours ago, GM Fred said:

Update: It's definitely an issue with the 2.0.1 version. I still have the 2.0.0.4 version on my other system and there all captions are translated correctly.

I had commented out part of the translation code that translated grid headers.  I can't remember why off the top of my head :) Putting it back solved the problem.

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2 hours ago, Ferretfur said:

Examples below of where the mods are not changing the base qualities line on weapons for NPC's (nemesis, adversaries, etc).

Capture1.JPG.7a43c81e132269fc61cb700fd71caac6.JPGCapture2.JPG.80764632a3b09f3239773dacfb292edc.JPGCapture3.JPG.dc68bb74b6ae0bba711d661e5394d8e0.JPG

Another long-time bug that nobody has noticed until now :)  Adversaries were not calculating qualities derived from attachments.  I'm assuming that this was the other problem as well.  It's been taken care of.

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58 minutes ago, Nytwyng said:

Unless your entry keys are the same as Ogg's, removing your custom entries will require you to reassociate those specs to any applicable characters using the new spec listing.

That's why it's generally not worth putting in your own, since I'll eventually get to it.  However, if you really want to, I always make a spec's key the uppercase version of its name.  Talents, however, I have no standard for :)

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15 minutes ago, OggDude said:

Another long-time bug that nobody has noticed until now :)  Adversaries were not calculating qualities derived from attachments.  I'm assuming that this was the other problem as well.  It's been taken care of.

I guess we dont often upgrade gear for bad guys until your players get levelled up a lot. Thanks for sorting it and hope my screenshots helped. :)

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31 minutes ago, OggDude said:

That's why it's generally not worth putting in your own, since I'll eventually get to it.  However, if you really want to, I always make a spec's key the uppercase version of its name.  Talents, however, I have no standard for :)

Sometimes I've been able to figure out your key naming conventions, other times, not so much. That (and getting official stats for things that I homebrewed or that first appeared as fan stats like the ITT in RPG's Rebels sourcebook) is why I started including an abbreviation for the source at the beginning of my custom keys. Lets me keep the info there without conflicting with your data until I can get everything associated to your data.

(Back around Special Modifications, I "broke" my son's character because our Droid Tech info conflicted due to using the same key. :D)

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So far, the only code change needed for No Disintegrations was to support Iron Body.  This is the first talent that modifies critical rating, so I had to add a feature to my TalentItemChange class, then support it where needed.  I also made it a list, so a single talent can support multiple item changes based on different skills, etc.  Tested it with characters and adversaries, and it works in both places.

Backgrounds, obligations, species, talents, and specializations are done.

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1 hour ago, OggDude said:

So far, the only code change needed for No Disintegrations was to support Iron Body.  This is the first talent that modifies critical rating, so I had to add a feature to my TalentItemChange class, then support it where needed.  I also made it a list, so a single talent can support multiple item changes based on different skills, etc.  Tested it with characters and adversaries, and it works in both places.

Backgrounds, obligations, species, talents, and specializations are done.

Just out of curiosity, how are you interpreting Iron Body?  By that I mean, to me it seems pretty clear that the intention is to only reduce the crit rating of unarmed attacks.  Then the nature of brawl weapons allows you to pick whichever is better.  I have seen people argue however that Iron Body reduces Brawl weapons.  Which interpretation are you using for the builder?  Does the builder already have logic to pick whichever crit value is better?

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11 minutes ago, SladeWeston said:

Just out of curiosity, how are you interpreting Iron Body?  By that I mean, to me it seems pretty clear that the intention is to only reduce the crit rating of unarmed attacks.  Then the nature of brawl weapons allows you to pick whichever is better.  I have seen people argue however that Iron Body reduces Brawl weapons.  Which interpretation are you using for the builder?  Does the builder already have logic to pick whichever crit value is better?

I believe it's been confirmed by devs in other places that any Brawl attack is considered an unarmed attack since any brawling weapon you use just adds to or modifies a basic unarmed attack.  So the chargen wil reduce crit on any Brawl attack, no matter if it's using a brawling weapon or not.

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12 minutes ago, OggDude said:

I believe it's been confirmed by devs in other places that any Brawl attack is considered an unarmed attack since any brawling weapon you use just adds to or modifies a basic unarmed attack.  So the chargen wil reduce crit on any Brawl attack, no matter if it's using a brawling weapon or not.

True, but brawl weapons only augment brawl attacks replacing the players unarmed stats with their own if they are better (see brawl weapon description).  That means that Iron Body indeed improves the players base unarmed attack first, then a brawl weapon comes in and overwrites the base stats with its own (when they are better).  They may seem subtle, but it's dramatically changes the power level of Iron Body.  In one instance, two ranks in Iron Body take Vambracers to Crit 1 and in the other they stay crit 3 for example.  I would encourage you to reread the brawl weapon description, as my brawler would love it if I was wrong on this account.

Regardless, I plan on submitting the question on the ND edition of the Order 66 podcast and hope for some clarification. 

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7 hours ago, OggDude said:

You'll need to tell me exactly how you crafted the item.  I crafted one and Pierce is working just fine.  I need to replicate the problem in order to fix it :)

Sorry, I had meant I clicked the template, hit finish, then attached.

Glad the others helped with info.

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Some notes on ship XML weapon entries which could be corrected:

note: what follows is my XML of the weapons as referenced from the generator)

 <wpn key="Blaster_Heavy_Repeating" ODkey="BLASTHVYREP" name="Heavy Repeating Blaster" price="" rarity="" problem="true">
            <source book="Age of Rebellion Core" pg="273" />
            <descriptors type="blaster" value="" category="" weight="" />
            <stats range="" damage="" crit="" min-silhouette="" />
            <description>not sure what this is; Sentinel-Class Landing Shuttle entry does not have heavy blasters, just linked light blasters and light lasers</description>
</wpn>

<wpn key="Laser_Cannon" ODkey="LASCAN" name="Laser Cannon" price="8000" rarity="4" problem="true">
            <source book="Savage Spirits" pg="57" />
            <descriptors type="laser" value="" category="" weight="Light" />
            <stats range="close" damage="5"  crit="3" min-silhouette="4" accurate="1" linked="3" />
            <description>just a duplicate entry for a linked light laser cannon on V-19 Torrent Starfighter</description>
</wpn>

<wpn key="Tractor_Standard" ODkey="TRACTOR" name="Tractor Emitter" price="" rarity="" problem="true">
            <source book="Fly Casual" pg="54" />
            <descriptors type="tractor beam" value="" category="" weight="" />
            <stats range="short" damage="" crit="" tractor="3" min-silhouette="" />
            <description>most likely a misprint on Imperial Customs Frigate; no tractor 3 weapon - states it is a light tractor</description>
</wpn>

       <wpn key="Missile_" ODkey="MONCALMISSILE" name="Missile Launcher" price="" rarity="" problem="true">
            <source book="Stay on Target" pg="59" />
            <descriptors type="" value="" category="" weight="" />
            <stats range="" damage="missile" crit="" min-silhouette="" />
            <description>not sure what this is;  TIE/IT Interdictor Starfighter; has linked proton bombs and missiles; no mention of Mon Cal in book</description>
        </wpn>

       <wpn key="Bomb_Bay_Proton" ODkey="PROTONBAY" name="Proton Bomb Bay" restricted="true" price="" rarity="" problem="true">
            <source book="Stay on Target" pg="53" />
            <descriptors type="bomb" value="" category="" weight="" />
            <stats range="close" damage="" crit="" min-silhouette="" />                    
            <description>just duplicate entry for Proton bombs on H-60 Tempest Heavy Bomber;</description>
        </wpn>

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