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OggDude

Another Character Generator

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49 minutes ago, Cev Lost said:

nsaber.PNG.528d906eabd1d6765e296b5b1267961f.PNG

Superior came from the attachment?  Not through the crafting
I didn't realize there was a feature for doing superior in the crafting aspects?

I had 3 adv and 1 tri though, spent 3 on the hp bringing the standard saber to 6 hp, and the tri on the emitter.

Or am I reading something wrong here?

(update)

I read your message wrong east coast time here, I've tried redoing the hilt on another character I still show it only being one. I also tried the no HP, and a full saber not a hilt, same result.
Another thing I noticed is that on the equipment section, it doesn't report the crafting results along with the attachments (though it is done in the sheet for the printed finalized item) any chance we can get that possibly put into gear?

Again big thanks in advance.

nsaber.PNG.528d906eabd1d6765e296b5b1267961f.PNG

Still not seeing it.  Of course, there's a chance that I may have fixed it when I fixed something else :)  It's coming out just fine for me:

LightAdv.png

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28 minutes ago, OggDude said:

Still not seeing it.  Of course, there's a chance that I may have fixed it when I fixed something else :)  It's coming out just fine for me:

LightAdv.png

I'm getting the 1 adv following that as well. Superior was an attachment after craft was made, new or old characters, restarts and skill levels didn't seem to affect it. 

Also noticed that the Superior quality isn't showing up on the armor like it is on the lightsabers after crafting, either integrated or as an attachment afterwards. Craft>CustomizableArmor>Finish Attach. Craft>CustomizableArmor>2[TR]>Integrated>Superior.Purchase>HeavyBattleArmor>Attach>Superior

Other weapons seem to be fine with adding it.

adv-test.jpg

adv-superiorIntegrated.PNG

avd-hb.jpg

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4 hours ago, OggDude said:

The problem with Award has been there awhile.  I switched from keeping references to character objects to just keeping their keys (why load them when they probably won't be used) probably around 1.5 or so.  But I didn't update that part of the code, so it was still expecting a character object.  So that's fixed, but it's not updating the display with the new experience and credits, so I'll work on that.  Guess it's not used a lot :)

I also added support for items that can store other items for 0 encumbrance, like cargo clothing and the holster attachment.  It'll bring up a dialog and allow you to choose the items being stored, then adjust encumbrance accordingly.  And because mods that require user interaction are no longer just part of attachments, you can now configure these types of mods from the equipment pane.

Oh, and I also added cancel threat and upgrade difficulty as die modifiers.  And you can use the symbols in descriptions as well.

Ooh, can that cover Sleight boxes as well?

I've not used them yet, but the description sounds like half the encumbrance worth of the box would be concealed in it and be weightless. Not sure how the other half of the box would work with putting stuff inside it though . . .

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Using Data Editor:

When I try EXPORT a data file (so I can use on another PC), it only produces ONE file instead of a zipped suite. Is that correct or am I doing something wrong? I thought it would export all the sub files.

Am I doing something wrong?

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2 hours ago, Ogrebear said:

@OggDude Sorry to pester, but could I ask this question of you again please?

I am pretty sure there is no such feature although it sounds like it would actually be a very useful addition. Perhaps out Lord and Savior, OggDude, will include it in a later iteration of the program. Personally I think it would be very handy for both players and GMs. GMs mainly to help you keep tabs on janky players :P

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2 hours ago, masterstrider said:

Using Data Editor:

When I try EXPORT a data file (so I can use on another PC), it only produces ONE file instead of a zipped suite. Is that correct or am I doing something wrong? I thought it would export all the sub files.

Am I doing something wrong?

Export creates a single .xml file that should include all of the information you need.  What sort of subfiles are you expecting?

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9 hours ago, OggDude said:

Still not seeing it.  Of course, there's a chance that I may have fixed it when I fixed something else :)  It's coming out just fine for me:

LightAdv.png

I will check again once your next update rolls out and just tag it on sheets then. I did check the other sabers and found another issue too

The defensive and precision both have -2 modifiers on them for damage, I think this is an oops as they are supposed to be only -1's

Thanks again Oggy for lookin!

 

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11 hours ago, SJanson said:

Export creates a single .xml file that should include all of the information you need.  What sort of subfiles are you expecting?

It's all good. I worked it out. When you hit Export, your supposed to generate a zip with all the datafiles including whatever custom descriptions you've entered. I was having issues exporting it, but I tried to create a zip file then export to the zip, and it worked. After that, any future attempt automatically created a zip file instead of me having to pre-generate one.

New Issue:

On an unrelated topic: I have noticed that the Skills descriptions will sometimes not load after importing a DataSet. Even after I remove it and re-added it, the same effect would happen. I changed versions of the generator and it still did it.

The Fix:

Load the dataset you want to use into DataEditor and modify any entry (e.g. choose a Skill, make a keystroke and then delete the change), which will bring up the Save option. Then hit Save and exit DataEditor. It will generally "reset" the DataSet and load correctly when you're using the Generator.

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Another error:

The Pistol Hilt Lightsaber attachment, which takes up two Hard Points, is still available as an attachment even after all the Hard Points on the Lightsaber have all been spent.

Actually, the Pistol Hilt has no Base Modifier description, Price, or Rarity at all.

 

Also not sure if this was intentional, given the nature of the attachment.

Edited by Boisterous Bothan

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Not sure this has been addressed yet and sorry if it has but the devs but the M-300 Hunting Blaster should have Stun Setting not Stun Damage. Devs clarified this as a typo over on the Order 66 podcast Q&A for Savage spirits. Questions and answers here: 

 

 

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The column sort function on reports isn't working.

I love the report feature. I create filters for the books I have so I can give my players a complete list of available items with the book and page.

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If this has been asked and answered, I apologize.  There are a lot of posts to search through and I might have missed it.  But, do you have plans to add the optional Cybernetics skill to the builder?

Edited by grahamcd

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12 minutes ago, grahamcd said:

If this has been asked and answered, I apologize.  There are a lot of posts to search through and I might have missed it.  But, do you have plans to add the optional Cybernetics skill to the builder?

You can add it yourself with the data editor.

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Question about the Custom Grip, from SM:54. Should the custom grip also apply to all combat checks made when using another attachment on the same weapon? i.e. If a Ranged heavy weapon had a Custom Grip and an Under-Barrel weapon, should the minus to setbacks and boost from accurate also be applied to the under-barrel weapon? As of now it does not modify the secondary weapon in the generator, only the primary, and i couldn't find an answer on the forums.

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I made a Shistavanen trailblazer in the generator and when I get a choice of Shistavanen species skill between 1 rank in brawl or 1 rank in survival and even though I chooses survival I still get a rank in brawl in addition to the rank in survival. Anyone else get this result?

Edited by Ozymandias79

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@OggDude, have you thought about using something like Bugzilla to keep track of bugs and enhancement requests?

In the GUI window for weapon/armor/item attachments, when you've selected an attachment and want to check the box for a mod, if you actually click right next to the box, the application will register that you've checked it, but the GUI will not check the box.  Odd behavior will then start to occur if you proceed to correctly check the box (it will un-check it in the app, but the GUI now shows a checked box).

 

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2 hours ago, Volt80 said:

@OggDude, have you thought about using something like Bugzilla to keep track of bugs and enhancement requests?

In the GUI window for weapon/armor/item attachments, when you've selected an attachment and want to check the box for a mod, if you actually click right next to the box, the application will register that you've checked it, but the GUI will not check the box.  Odd behavior will then start to occur if you proceed to correctly check the box (it will un-check it in the app, but the GUI now shows a checked box).

 

I've put together a bug tracking page for him, but haven't heard anything back about whether or not he wants to use it. ?

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6 hours ago, Randy G said:

Question about the Custom Grip, from SM:54. Should the custom grip also apply to all combat checks made when using another attachment on the same weapon? i.e. If a Ranged heavy weapon had a Custom Grip and an Under-Barrel weapon, should the minus to setbacks and boost from accurate also be applied to the under-barrel weapon? As of now it does not modify the secondary weapon in the generator, only the primary, and i couldn't find an answer on the forums.

This can be tricky.  For instance, the bayonet attachment has an optional mod that applies only to the bayonet, not to the base weapon.  This could imply that optional mods do not apply to any added weapon, like a flame thrower or grenade launcher, unless explicitly stated.  Of course, using common sense, the bayonet is a melee weapon, and can only be added to ranged heavy weapons, so mods that affect a ranged weapon would have no effect on a melee weapon and vice versa.

Or could they?  What about Superior?  Would it make sense to make the base weapon superior, but not an added weapon?  Or would it make sense NOT to do that?

To eliminate doubt in this area, added weapons might be part of a base weapon, but are, in fact, a different weapon as far as damage, crit, skill, etc.  So, unless an attachment mod explicitly states that it applies to a built-in weapon, it applies to the base weapon only.  And since there's currently no attachments that explicitly state that they can work on built-in weapons (other than the bayonet), you can't add an attachment that will upgrade your under-barrel grenade launcher or flame thrower.

As always, if the devs state otherwise, I'll change the app to support this.  If they do, my guess would be that attachments would need to be applied separately to each aspect of the weapon (base weapon, added weapon), and would not be able to be "doubled-up".  I hope they don't say this, but purely for selfish reasons: I'd have to make somewhat extensive changes in order to support weapon-modifier attachments :) And that would destabilize the app for a few versions at least.

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1 hour ago, Nytwyng said:

I've put together a bug tracking page for him, but haven't heard anything back about whether or not he wants to use it. ?

Sorry, I've been busy at work, and busy with the update.  After this next update, I'll probably take my time with Friends Like These, since it's not as important as having a source book included.

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1 hour ago, OggDude said:

Sorry, I've been busy at work, and busy with the update.  After this next update, I'll probably take my time with Friends Like These, since it's not as important as having a source book included.

Well, do you think you could include the Mandalorian Human Race Info from Friends Like These in with the No Disintegrations stuff? I really want to use the generator to make Mandalorian characters. :)

Plus, No Disintegrations includes Mandalorian Armor, so mixing Mandalorian Humans in with the No Disintegrations info makes sense. :)

Edited by Takeshi Yamato
Extra thoughts

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