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5 hours ago, Ryzzer said:

OggDude,

First, thank you for everything you've done, my group is spinning up an EotE game and your app has been most helpful in getting us ramped up on character creation. Much appreciated.

I did a quick search on this thread to see if someone had already mentioned it but I stumbled on some possible missing weapons from the Dangerous Covenants book.

Possibly missing weapons

  • Book: Dangerous Covenants
  • Page: 42 for stats & 45 for name/description.

Slugthrowers:

  • Assault Carbine [Glunok Fyr Assault Carbine] 
    • Skill Ranged (heavy), Dmg 6, Crit 5, Range Short, Encum 4, HP 1, cost 250, Rarity 4
    • Special: Auto-fire, Innaccurate 1
  • Fiver Pistol [Xet Industries Model C "Fiver" Self-Defense Pistol]
    • Skill Ranged (light), Dmg 5, Crit 4, Range Short, Encum 2, HP 1, cost 200, Rarity 4
    • Special: Accurate 1, Limmited Ammo 5

Other Weapons

  • Flamestrike [Czerka CZ-28 Flamestrike]
    • Skill Gunnery, Dmg 9, Crit 2, Range Short, Encum 8, HP 3, (R) 2,000, Rarity 8
    • Special: Burn 4, Blast 9, Combersome 3, Vicious 2

Hope this helps...

They're all there.  Did you search by name filter or source?

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2 hours ago, SJanson said:

Bug Report:  The Protector 1 Combat Armor, despite being tagged as a "Sealed", "Full Body" armor, doesn't seem to be able to accept the Vacuum Sealed attachment from the EotE Core/AoR Core/Keeping the Peace books, though it CAN be equipped with the Amphibious Modification from Special Modifications.

If it's already sealed, then there's no point in adding the Vacuum Sealed attachment.  The attachment can only be applied to armor with the category "Sealable".

As to why it's already sealed... I don't remember, it's probably in the description :) 

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Got an exception when printing, then closing the print dialog. Print standard, typical character sheet, normal save location in a google drive folder. Output of pdf appears normal. Intermittent, restarts, cache and first/subsequent prints don't seem to be consistent with this popping up.

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NotSupportedException: The given path's format is not supported.
   at System.Security.Permissions.FileIOPermission.QuickDemand(FileIOPermissionAccess access, String fullPath, Boolean checkForDuplicates, Boolean needFullPath)
   at System.IO.Path.GetFullPath(String path)
   at System.Drawing.IntSecurity.UnsafeGetFullPath(String fileName)
   at System.Drawing.IntSecurity.DemandReadFileIO(String fileName)
   at System.Drawing.Printing.PrinterSettings.get_PrintFileName()
   at SWCharGen.MySettings.SavePrinting(PrintDocument doc, StyleChangeArgs style)
   at SWCharGen.frmPrintCharacter.PrintCharacter(Character myChar, IWin32Window parent)
   at SWCharGen.frmSelectCharPrint.PrintCharacter(Character ch, IWin32Window parent)
   at SWCharGen.frmSWCharGenMain.btnPrint_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)

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4 minutes ago, FelixTG said:

Got an exception when printing, then closing the print dialog. Print standard, typical character sheet, normal save location in a google drive folder. Output of pdf appears normal. Intermittent, restarts, cache and first/subsequent prints don't seem to be consistent with this popping up.

I can confirm I received the same issue.  Standard sheet with simple background, Printing to PDF.  The PDF looked fine.

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Just want to say Thanks Oggdude, and maybe make a small request of someone.  The link in the first post is a Bitly link and I cant access them through this computer.  What is the full link?

Edited by Ryoden

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Request:

Move the About this ship section of a ship printout to the second page and let it resize based on description. Right now it scales the font down and crams the whole into the small box, anything besides a short paragraph about the ship becomes unreadable. 

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Exception being thrown on Transfer button in GM tools when clicking a group>modify>inventory>Transfer

Appears to be either character or gear based, created 3 new test characters and made a group with them, no exception. Will try to hunt down which gear/char is causing the issue. Very possibly an issue with overlap of items since my custom data set has endless vigil and no disintigrations stuff in it that I've not yanked yet with the new versions having base items for them.

 

************** Exception Text **************


System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
   at System.Collections.Generic.List`1.Enumerator.MoveNext()
   at SWCharGen.TransferSource.CopyItems(List`1 theList)
   at SWCharGen.TransferSource..ctor(String name, List`1 items, Object refparent, Object refparentparent)
   at SWCharGen.frmAddGroup.equipEdit_GetTransferInfo(Object sender, TransferSource& dest, List`1 sources)
   at SWCharGen.EditEquipment.btnTransfer_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at SWCharGen.ImageButton.OnClick(EventArgs e)

 

EDIT:
Odd, had been happening consistently for that one group but not the other, starting adding items to the test group, now both groups are working 100%.

 

 

Edited by FelixTG

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16 minutes ago, ShadoWarrior said:

Happens to me too when printing to PDF.

I experienced this issue as well, on three different machines with two different PDF Print Drivers - Adobe Acrobat 10 (Windows 7) and Nuance PDFCreator Pro (Windows 10).

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2 minutes ago, SJanson said:

I experienced this issue as well, on three different machines with two different PDF Print Drivers - Adobe Acrobat 10 (Windows 7) and Nuance PDFCreator Pro (Windows 10).

That makes at least three different drivers, because I'm using Foxit Reader's PDF print driver, on a Windows 8.1 laptop.

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Close of the dialog throws an exception on invalid path, which makes me think its tied to the change to the new settings system, probably due to it trying to store the path you just printed to, so it can default to that location to print next time. Guessing it doesn't have anything to do with the actual printing.

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2 hours ago, SilindeT said:

@OggDude: the main part of the message is "Illegal characters in path."

I knew it was a valid error and not related to my pdf driver.

Hmm, mine is spitting out a security warning for the path:

at System.Drawing.IntSecurity.UnsafeGetFullPath(String fileName)

 

//--------------

 

Dumb question, is the brawn you gain for the Strength enhancing attachment supposed to change wounds and/or soak, or is that only the initial ones from creation? I seem to recall a blurb about that somewhere, but can't find it.

 

//--------------

 

Next question, is the Choose Options button in the Equipment tied only to Cargo Clothes, or to the mod that's on it to carry the 3? I add that mod to a new custom armor and equipping the new one doesn't get the button to show. Not sure how that ties in?

Edited by FelixTG

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The print driver problem has already been fixed.  It only happens when using drivers that store things as files.

My Battle Meditation looks fine.  You could have a custom data issue.

Wound or strain use species starting value + starting Brawn or Willpower.  After that, the only way to raise them is through Toughened and Grit.  Soak, on the other hand, does increase when Brawn increases.

The "Choose" button in equipment allows you make choices for any base mod or attachment mod.  For equipment, these currently include only choosing an active quality (for Jury Rigged) and choosing items to store.  Vehicles have three other choices (defense zone, new weapon, and existing weapon), but since they're only part of attachments, there's currently no point in adding a "Choose" button to the vehicle pane.

Adding the "CARRY1" mod (Carry Items up to Encumbrance 1) should have the same effect on a piece of custom armor.  Just make sure you specify a count.  If count is 0, it won't do anything.

 

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Is there a way to grant a free specialization as a species option.  I see under options and training there is a selection for specialization, but when I add it to the species, then create a character of that species, it doesn't seem to do anything.

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16 hours ago, OggDude said:

The print driver problem has already been fixed.  It only happens when using drivers that store things as files.

My Battle Meditation looks fine.  You could have a custom data issue.

Wound or strain use species starting value + starting Brawn or Willpower.  After that, the only way to raise them is through Toughened and Grit.  Soak, on the other hand, does increase when Brawn increases.

The "Choose" button in equipment allows you make choices for any base mod or attachment mod.  For equipment, these currently include only choosing an active quality (for Jury Rigged) and choosing items to store.  Vehicles have three other choices (defense zone, new weapon, and existing weapon), but since they're only part of attachments, there's currently no point in adding a "Choose" button to the vehicle pane.

Adding the "CARRY1" mod (Carry Items up to Encumbrance 1) should have the same effect on a piece of custom armor.  Just make sure you specify a count.  If count is 0, it won't do anything.

 

Gotcha. 

New character>Brawn 2> Soak 2

Equipment>Add Heavy Battle Armor> Soak 4

Add attachment>Strength Enhancing System> Brawn 3, Soak 4

//---
For the "Choose" not enabling, I found the the old item reference from 1.8beta didn't update when I changed the mods on it in data editor. Removing that and re-adding a fresh one of the same type gets the button to enable fine. Just needed to clean up old items. 

//---

I've not seen the exception again on the Transfer in GM tools, not sure what changed since I just added new characters.

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Release 2.1.0.0

New/Changed Data:

  • Added Repulsor-Assisted Lifting attachment from "No Disintegrations."  This was inadvertently left out.
  • Added Tracking System attachment from "No Disintegrations."  This was inadvertently left out.
  • The Ghostfire and Etaan crystals did not have their Breach quality set to "gain quality", so they were adding to any existing Breach quality.  This has been fixed.
  • Added one more starboard heavy laser cannon to the C-ROC Gozanti cruiser.
  • The Skip Tracer specialization was missing Skulduggery from its bonus career skill list.  This has been fixed.

New Features/Enhacements:

  • .NET config files and registry settings are no longer used in the apps.  All settings have been consolidated into a single Settings file, located in the application data directory.
  • The apps now support portability.  You can now install the apps on a thumb drive or portable hard drive and have them run properly, with characters and custom data intact, on any PC (assuming it has the correct .NET Framework installed).  See the documentation, or FAQ question 1.14 for step-by-step instructions.
  • The data path can now be specified as a relative path.  Relative paths are always assumed to be on the same drive as the installed applications.  This is used primarily for portability.
  • In Options, there is now an option for keeping your cache between version changes.  By default, the cache is cleared when a new version is installed.  Generally, clearing the cache can help eliminate problems with old cached characters and adversaries.  However, if you have a lot of characters, adversaries, or encounters, it can take time the first time around to cache them all.  If you use this option and have issues, just clear the cache manually using the launcher and try again.

Bug Fixes:

  • In GM Tools, adversary search settings weren't being saved properly.  They are now saved when GM Tools is closed.
  • In GM Tools, report search settings weren't being saved properly.  They are now saved when GM Tools is closed.
  • In GM Tools, adversary Force rating wasn't being displayed.  This was a translation issue.  It has been fixed.
  • In the Crafting dialog, the Restrictive effect was missing Coordination.  This has been fixed.
  • In the Crafting dialog, the result symbol numeric up/down controls are now wide enough to show 2 digits.  This is a cosmetic change only.
  • If there was no Settings file, none of the apps would start.  This has been fixed.
  • If you changed your printer from the default, the print dialog wouldn't remember the printer.  It should now be remembered.
  • There were a few odd things going on with the item choice for the Tinkerer talent.  It wouldn't allow you to unselect an item, and if you unselected and selected another one, the next time you went in, both were selected.  This behavior should be eliminated now.
  • Certain printer drivers, such as Microsoft's Print to PDF driver, return an exception when accessing the PrintFileName property.  Extra precautions have been now been taken to prevent this exception, as well as assure that the driver settings will be saved.
  • If any of the main apps were run from the launcher, changes made to settings were not getting saved.  This was because the launcher was saving over changes.  The settings class will now detect changes to settings from outside the current instance and apply them, as long as it hasn't changed the setting itself. 
  • In the Equipment pane, there was a bug in crit calculation for 0 crit items.  This came about because of the changes for Iron Body.  It should be fixed now.
  • In GM Tools, when editing encounters, the "Current Adversaries" grid would get an exception if you tried to sort on the name.  Sorting is now disabled in that grid.
  • In the obligation pane, the help text would always mention the standard RAW concerning obligation limits, even if you checked the "ignore obligation starting size limitation" option from the Options dialog.  Now, only the first part of the help text that is relevant is displayed.
  • In the Data Editor, the species editor did not properly track cybernetic adjustments.  This now works.
     

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13 minutes ago, FelixTG said:

Gotcha. 

New character>Brawn 2> Soak 2

Equipment>Add Heavy Battle Armor> Soak 4

Add attachment>Strength Enhancing System> Brawn 3, Soak 4

 

StrengthEnhancing.png

Specific rules trumps general rules :) 
 

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I'm having an issue trying to launch the generator, I've clicked on all the applications to try running them, but have had no success. Any suggestions or idea's for a fix? It's worked fine on my work computer (win7), but my home computer is having an issue now(win10)

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On 6 April 2017 at 4:13 AM, OggDude said:

Why don't you give me a synopsis :)  I don't have all the time I'd like to read the forums, and when I do, I'm mainly looking for bug reports.

Ok, here are my suggestions:

- Can you add search functionality to the data editor, as the increase in entries makes it difficult to navigate.

- Is it possible to have an option to record any unhealed critical injuries that the character has.

- Is it possible to have an option to record current wounds, strain and as I often update the characters mid adventure and then need to write on the newly printed sheets the values at the time of update.

- Could we have an option for a 2-sided compact sheet, this would allow me to have a summary that includes what the talents do, this is most helpful for one off adventures with pre-gen characters

- Is there a way to give PCs custom gear, weapons or armour taken from NPCs without having to recreate the item in the data editor.  I basically want to be able to move custom haul from an encounter to a PC.

- On that note can there be an option to assign different gear to an adversary when attached to an encounter, I often want to change the weapon loadout for the encounter but don't want to mess with the standard adversary template. I see this working similar to the new companion function or how you can currently customise vehicles added to an encounter.

- At the moment you can move an item of gear from a character to a group or ship, and then move it to another character. Is it possible to have an option to move gear directly between characters?

- This is something that I can easily replicate but it would be cool if I could apply species templates to adversaries, adding special abilities from PC species to make adversaries more nuanced.

- it would also be great to be able to use the nemesis advancement rules included in the EotE GM screen booklet.

- I second being able to record attachments that have yet to be installed.

- can you add a way to filter adversaries by more than one source, as the way sources are broken up I can't look at all of the adversaries in some books together

- a GM grants for ships would be cool, so that I could add ad-hoc stat changes to ships, additional Hp or hull threshold, without the need to build a new version of the ship.  Something like the jury rigged and tinkerer talent option list that can be its own attachment?

- ever thought of adding a faction filter option for vehicles/ships, so that we could see all imperial or rebel ships at a glance?

I think that's about it mate, keep up the good work ?

 

Edited by lupex

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2 hours ago, lupex said:

Ok, here are my suggestions:

- Can you add search functionality to the data editor, as the increase in entries makes it difficult to navigate.

- Is it possible to have an option to record any unhealed critical injuries that the character has.

- Is it possible to have an option to record current wounds, strain and as I often update the characters mid adventure and then need to write on the newly printed sheets the values at the time of update.

3

I am a big advocate of this.

While I know you say your system is for creating a character and not for use as a game aid, I still think these would be useful as I have encountered problems previously where players would print out new sheets and forget to update their current wounds, strain, criticals etc.

Being able to add them into the generator would help with this even if it means they have to cross out the number when they update it and put in a new number. I do think its something that shouldn't be dismissed simply because of the design ethos behind the program. Plus I do know at least 3 players who use the program during play to keep track of their character rather than a printed out character sheet. This is why I am adding in my own suggestion:

-A 'Notes' Section that players can write into to keep track of any notations they make that they want to be printed out on their next character sheet.

I concur about the data editor getting larger and needing a search bar, as it is quite large now and is just going to get bigger and bigger as more books are added to the line.

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Hey man, in a world where you get bombarded with nitpicky things... I gotta say a MILLION thank yous.  This has changed and revolutionized how anyone plays the game and tracks campaigns.  I have my everything in your app.  It's such a long time-consuming effort for you I know.  I don't know why you're so good to the SW RPG community but I'm grateful.  I urge each and every one of your users to throw a few bucks your way... we are saving HOURS of prep time a week because of the hours and labor of love Oggdude has put in.  And frankly, in a world where there are a million D&D character gens out there, there is really only ONE for Star Wars... yours.  And why?  There's no point making one because this one is just too **** powerful and good.  And because you gave us the data editor, I appreciate updates, but don't need them.  I've loaded in my own equipment and own specs, powers, etc... for new books before you put out a new version.  The data editor takes this into the stratosphere.  I can work around ALL bugs I find or weapons that aren't perfect or whatever, I just edit and go.

It's amazing, Oggdude.  Thank you.  Thank you beyond everything.

May the Force be with you...

GM Scott

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