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Another Character Generator

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1 hour ago, Pyremius said:

I might as well toss this into the ring:  Would it be possible to add support for Realm Works (campaign management system from Wolf Lair)?  I expect true integration would be well beyond any reasonable value to you, but there is support for embedding data files to be called by external apps.

Where's the technical data for it?  Like, XML formats and the like?

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The rate at which you are sharing these updates is amazing, OggDude!  Thank you for your tremendous effort, and your fantastic gaming aid!

That said, and I'm hoping it's just me, but since the release of 2.1.0.1 (I don't recall trying to print encounters in any of the previous 2.x releases), I can't seem to print my Encounters out.  The print dialog opens and I get a blank page with 1 of 1 at the top, but even after an excessively long time (one full minute+), I don't get the print preview or an accurate page count from which to actually print.  This is being tested on a Windows 7 system, but I'll try a Windows 10 system this evening.  

I attempted to print a character from the Character Generator (while waiting for the Encounter to print, no less) and seem to be able to do that with no trouble.  So perhaps there is something that has changed in the Encounter module relatively recently?

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@OggDude The newest Order 66 podcast is up and it answer a few questions that have come up about No Disintegrations (the devs were on).  The flight suit was a typo and makes you Sil 1 not zero.  Iron Body does indeed only reduce your natural unarmed attack although it works with natural attacks  (but of course you can always use whichever crit rate better when wielding a brawl weapon).  There was at least one ship with the wrong guns in the text (stat block was correct).  Both new melee weapons are one handed.

I think that about covers it although others are welcome to chime in if I missed something major.

Edited by SladeWeston
grammar and clarifications

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2 hours ago, OggDude said:

You can't, currently.  You can only base it on item type (gear, armor, weapon).  I'll see about making it based on category.

Are the categories an enum? Would it be possible to add categories ourselves to the different types? If not, could you toss in a couple generic ones like custom1,2,3 that we could drop items into as we think up weird stuff to add?

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13 hours ago, OggDude said:
  • Record attachments that haven't been installed?  Please explain...

As not the person who wrote the request, my understanding would be :

You purchase attachments, then can mod them.  You can add them to a weapon, armour, etc, and (GM willing) remove them. They certainly exist before adding to a weapon, and can exist afterwards.

However, at present within the Character Generator they can only be recorded when attached to a weapon, armour etc, and cannot exist in inventory.

Edited by Darzil

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14 hours ago, OggDude said:

The language translations are mostly for UI.  Language data sets allow you to create items that are used when a particular language is selected.  In general, the description and name is usually enough to change, the exception being ad-hoc mods.  For ad-hoc mods (using <MiscDesc>), yes, you'll need to customize the item.  For keyed mods (those existing in ItemDescriptors), you can translate all of those in the translation editor.

Other things that aren't translated would include categories and types.  Remember, I had originally done this without thinking about how it could be modified for other languages, so my language changes aren't perfect.  Had I started the apps with globalization in mind, I would have designed them differently.

I totally understand that localizing software after initial development is very, very tricky (I used to be Localization Manager for a game distributor here in Brazil). Now, I have translated categories, types and sources... :mellow: I translate the xml files of my lang dataset and then reimport the dataset back into the program). How much is this going to break things, apart from having duplicates in different languages?

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This Character Generator is really, really good and I wanted to thank you, Oggdude, for your work and continued support on it.

 

Thank you Community and Oggdude.

Edited by R5D8

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2 hours ago, Darzil said:

As not the person who wrote the request, my understanding would be :

You purchase attachments, then can mod them.  You can add them to a weapon, armour, etc, and (GM willing) remove them. They certainly exist before adding to a weapon, and can exist afterwards.

However, at present within the Character Generator they can only be recorded when attached to a weapon, armour etc, and cannot exist in inventory.

There is a good chance this was added to address people concern with attachments being lost when Tinker is added and removed.  Perhaps it keeps a record of the previous state and uses that previous state to determine which attachment would be lost when reverting.  Just a guess.

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2 hours ago, Darzil said:

As not the person who wrote the request, my understanding would be :

You purchase attachments, then can mod them.  You can add them to a weapon, armour, etc, and (GM willing) remove them. They certainly exist before adding to a weapon, and can exist afterwards.

However, at present within the Character Generator they can only be recorded when attached to a weapon, armour etc, and cannot exist in inventory.

That was it, especially as you can now swap out attachments as needed as per special modifications.

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16 hours ago, OggDude said:
  • Filter in the Data Editor is a good idea.  It'll probably be there in the next actual release.
  • I kind of want to keep the compact sheet to one page.  The regular sheet is already multi-page.
  • Custom gear... I'll have to think about how I would even go about doing that.  Not only would I need an appropriate place to do that (maybe a new button in the Encounter list?  I dunno), I'd also need UI to do the transfer, plus code to convert adversary weapons and custom items into a form that a character can use.  This would actually be a lot of work.  Doable, yes, but it will require planning.
  • Adversary loadouts... again, requires much pondering :)
  • Character to character transfer... actually, I thought it already did that between group members.  I'll have to look into this.
  • Adversary species... the closest I come to that is for Inquisitor creation.  Adversaries ignore species and a lot of other PC-specific things.  However, what you could do is create adversary "templates" that you can just copy when you want to create a specific class of adversary.  Like "Droid Template" would already have the droid special ability, etc.
  • Nemesis advancement... I had no clue that even existed.  I'll take a look.
  • Record attachments that haven't been installed?  Please explain...
  • Filter adversaries by multiple category, etc.... again, doable, but a bit of a pain, especially making a simple and logical UI out of it.  I'll look into it.
  • Ad-hoc ships... you really like making more work for me, don't you? :)  I'll think about this one.

Awesome mate, I look forward to seeing what magic you come up with.....?

- for the adversary species thing I was actually thinking of just creating species specific special abilities, that already exist in the days editor. so just copying any PC species special abilities that could create a species specific adversary.  Or creating a bank of different special abilities that I can use when building adversaries?

-and I was thinking (I really must stop that) that you could add gear to an encounter, that could then be looted by players

- for the stealing of adversary gear thing, would an 'add item to data editor' option be the way to go?

Edited by lupex

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27 minutes ago, lupex said:

Awesome mate, I look forward to seeing what magic you come up with.....?

- for the adversary species thing I was actually thinking of just creating species specific special abilities, that already exist in the days editor. so just copying any PC species special abilities that could create a species specific adversary.  Or creating a bank of different special abilities that I can use when building adversaries?

-and I was thinking (I really must stop that) that you could add gear to an encounter, that could then be looted by players

- for the stealing of adversary gear thing, would an 'add item to data editor' option be the way to go?

The adversary ability list is already there.  In "Special Abilities", hit "Insert" instead of "New" and you get a filterable list of special abilities.  Same for custom weapons and armor.

If you think an item is worth stealing, I would add it to custom data and give it to the adversary as regular inventory, rather than adding it as an ad-hoc adversary item.  That way, it'll be available to anyone.

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Love the character generator, fantastic aid.

I'm trying to print my character but I keep getting an error message saying "Unhandled exception has occurred in your application.... Out of memory"

I have the newest version of the character generator and am running Windows 10.

 

Any assistance would be greatly appreciated

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4 hours ago, SJanson said:

That said, and I'm hoping it's just me, but since the release of 2.1.0.1 (I don't recall trying to print encounters in any of the previous 2.x releases), I can't seem to print my Encounters out.  The print dialog opens and I get a blank page with 1 of 1 at the top, but even after an excessively long time (one full minute+), I don't get the print preview or an accurate page count from which to actually print.  This is being tested on a Windows 7 system, but I'll try a Windows 10 system this evening.  

I attempted to print a character from the Character Generator (while waiting for the Encounter to print, no less) and seem to be able to do that with no trouble.  So perhaps there is something that has changed in the Encounter module relatively recently?

An update on this issue.  

The encounter I am having trouble with contains two Inquisitors and a number of Rivals, along with a TIE/BR to transport them.  When I only try to print the rivals, I am able to successfully pull up the Print Preview, even with several copies of the rivals (same rivals in quantities of 2, 5, and 5 for a total of 10).  However, as soon as I add one or more of the Inquisitors, the print dialog no longer gives me the print preview and will not resolve the total print job.  This happens when I add either Inquisitor, and when I add JUST an Inquisitor (either one).  Both of these Inquisitors were created in the current release (2.1.0.1), so I pulled up some encounters I had built under the previous 1.7 and 1.8 releases with Inquisitors in them, only to encounter the same problem.

I then attempted to pull up an encounter that I have never modified but simply imported directly, "The Confrontation" from Hidden Depths in the GM's Kit.  Again, I am unable to print the encounter because I have a Print Preview dialog box showing a blank white page and "1 of 1" along the top, with nothing actually populating to show a proper print.

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1 hour ago, OggDude said:

The adversary ability list is already there.  In "Special Abilities", hit "Insert" instead of "New" and you get a filterable list of special abilities.  Same for custom weapons and armor.

If you think an item is worth stealing, I would add it to custom data and give it to the adversary as regular inventory, rather than adding it as an ad-hoc adversary item.  That way, it'll be available to anyone.

- I was just hoping that you might be able to come up with a nifty way to use PC species special abilities for adversaries.  You mentioned 'templates', I didnt know if this could work with the current adversary special abilities function.  I guess what I could do is create some unique talents that could be added to adversaries as needed (correct me if I am wrong but I think special ability talents are the only way to change an adversaries dice pools, for adding boost or removing setback etc? or can this be done with other special abilities?)

- I never know what my players might want to steal, until they find something cool that an adversary had used against them.  As most adversaries have custom items, swapping these out for newly created items in the data editor will mess with the stock adversary. I can just create any newly stolen items in the data editor and then give it to the characters but where's the fun in that when you thrive on solving all of our "not really essential, but nice to have" problems. ?

Edited by lupex

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6 hours ago, SJanson said:

The rate at which you are sharing these updates is amazing, OggDude!  Thank you for your tremendous effort, and your fantastic gaming aid!

That said, and I'm hoping it's just me, but since the release of 2.1.0.1 (I don't recall trying to print encounters in any of the previous 2.x releases), I can't seem to print my Encounters out.  The print dialog opens and I get a blank page with 1 of 1 at the top, but even after an excessively long time (one full minute+), I don't get the print preview or an accurate page count from which to actually print.  This is being tested on a Windows 7 system, but I'll try a Windows 10 system this evening.  

I attempted to print a character from the Character Generator (while waiting for the Encounter to print, no less) and seem to be able to do that with no trouble.  So perhaps there is something that has changed in the Encounter module relatively recently?

Try printing another encounter.  The one you're trying to print might have an adversary that's too complex.  I tried printing several encounters and they worked fine.

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1 hour ago, OggDude said:

Try printing another encounter.  The one you're trying to print might have an adversary that's too complex.  I tried printing several encounters and they worked fine.

I tried this also and got the same results he did.  Something changed between last version and this one. 

I had imported the hidden depths encounters pulled up a print preview on the last version, but it wont pull up the preview in this version.  I will check again on my home computer but I did see it on my work computer.

Edited by SilindeT

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39 minutes ago, SilindeT said:

I tried this also and got the same results he did.  Something changed between last version and this one. 

I had imported the hidden depths encounters pulled up a print preview on the last version, but it wont pull up the preview in this version.  I will check again on my home computer but I did see it on my work computer.

I tried the hidden depths encounters just now too, and also can't get it to print. Further, if I go to modify the encounter, it does not have any adversaries showing up in the Current Adversaries area.

I tried this also with the Spark of Rebellion encounters, and THOSE worked fine. It seems like it's not properly linking the adversaries to the encounters anymore or something. I don't know why it'd work for some encounters but not others though.

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Just tried all the Hidden Depths encounters, both on the 2.1.0.1 install and in my code, and they all work fine for me.  I didn't touch anything with encounters, other than change the way I do settings.

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5 minutes ago, OggDude said:

First thing to try is clearing the cache.  See if that fixes it.

Oggdude, mine is a clean installation,  Cleared cache. I've only tried with "The Confrontation", there are no adversaries listed in the encounter and printing it shows a blank page.

I tried re-importing the adversaries first and then the encounters and now it prints fine.  I think before I did it in reverse order (I can't remember now.)

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9 minutes ago, SilindeT said:

Oggdude, mine is a clean installation,  Cleared cache. I've only tried with "The Confrontation", there are no adversaries listed in the encounter and printing it shows a blank page.

I tried re-importing the adversaries first and then the encounters and now it prints fine.  I think before I did it in reverse order (I can't remember now.)

I just removed and then imported adversaries followed by encounters, that seems to be fixing it...

And looking at the Read Me First file in the Hidden Depths folder, I see it even gives us an order to do it in. Sorry for not RTFMing first on my part <_< I need to pay more attention to that stuff...Sorry about that, Oggdude!

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The strange thing is that it's been a very long time since I imported Hidden Depths, and I haven't re-imported it since.  Normally, if there's an issue with an adversary (something broken, adversary is missing), it'll just remove it from the encounter.  Maybe all of them were removed for some reason.

I dunno.  Guess a re-import works.  I just wish I could see what was happening on my end.

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25 minutes ago, OggDude said:

The strange thing is that it's been a very long time since I imported Hidden Depths, and I haven't re-imported it since.  Normally, if there's an issue with an adversary (something broken, adversary is missing), it'll just remove it from the encounter.  Maybe all of them were removed for some reason.

I dunno.  Guess a re-import works.  I just wish I could see what was happening on my end.

Sorry, I didn't clarify well for myself at least I guess Oggdude. In my case at least I never had any of the Hidden Depths stuff imported until I was checking. I did a first time import of them, but did the encounters and then the adversaries. Not sure if that was the case for anyone else by any chance.

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On 3/14/2017 at 11:41 AM, OggDude said:

Just as a test, I created this template and added it to CraftTemplates.xml in the DataCustom directory:

 

  Reveal hidden contents

 

<?xml version="1.0" encoding="utf-8" ?>
<CraftTemplates>
  <CraftTemplate>
    <Key>ARMORREINFxxxxx</Key>
    <Name>My added armor</Name>
    <Description>
      [H3]test[h3]
      This is an armor template.  Please enter the description of the finished armor here.
    </Description>
    <Custom>AddedItem</Custom>
    <Source Page="90">Keeping the Peace</Source>
    <TempType>ctArmor</TempType>
    <MaterialCost>25</MaterialCost>
    <MaterialRarity>0</MaterialRarity>
    <MaterialRestricted>false</MaterialRestricted>
    <TimeHours>6</TimeHours>
    <CheckSkills>
      <Key>MECH</Key>
      <Key>SURV</Key>
    </CheckSkills>
    <CheckDifficulty>
      <Difficulty>2</Difficulty>
      <Difficulty>2</Difficulty>
    </CheckDifficulty>
    <ArmorProfile>
      <Name>Reinforced Clothing</Name>
      <Categories>
        <Category>Half Body</Category>
      </Categories>
      <Rarity>-1</Rarity>
      <Encumbrance>1</Encumbrance>
      <HP>0</HP>
      <BaseMods />
      <WeaponModifiers />
      <Defense>0</Defense>
      <Soak>1</Soak>
    </ArmorProfile>
  </CraftTemplate>

</CraftTemplates>

 

Next time I ran the generator and went to craft an item, this is what was displayed:

CustTemp.png

More than likely, you just have a problem with your custom data.  You could try removing all of your custom data, then adding it back one file at a time to see what's working and what isn't.

 

Ogg,

First, how exactly do you create a custom template?

Second, how exactly do you add it into the CraftTemplates.xml?

Third, if I want to create a new improvement is the prcess the same?

Forth, the new improvement gets added to the CraftImprovements.xml, right?

 

LMK, thanks,

Dakkar98

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