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Another Character Generator

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1 hour ago, Nytwyng said:

Suggestion for a future release:

In the GM Tools/Adversaries, I was putting together a custom weapon to have some but not all of the qualities of a thermal detonator, but discovered a cap of 10 to the Breach quality for custom weapons. I changed the value to 15 in the .xml file, but it's still reflected as 10 if I pull up the adversary in question. I presume this is by design, but would it be possible to raise the cap?

 

3 minutes ago, Nytwyng said:

Ah, my mistake in memory when typing, then. Now I feel dumb. Blast 15 cap is indeed what I was referring to.

Ha! Good thing that was a mistake.

As a GM, if my players discovered that I was trying to make a droid that could self destruct with an explosion that would violate 150 points of soak, I'd be looking for new players.

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FWIW, Breach in of itself does not do any damage. 

So in his erroneous example, if it was a 15 Breach 1 Damage. That is rather mundane. Odd for sure, but definitely survivable. And possibly pretty funny when you tell your players... "Ok so that is 15 Breach... yes that is right.. BREACH. Annnnnndddddddd  *dramatic pause* 1 Damage."

As opposed to the opposite say 1 Pierce 150 Damage. 

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2 minutes ago, Nytwyng said:

Indeed.

At any rate, the Blast quality still caps at 10. :P

(I even had to go back and double-check that the only goof I made was typing out the right quality. :wacko: )

What happens if you craft a Missile, which has Blast 10 by default, and go to add more Blast? From what happened when I tried it in the Generator, it gave the missile two separate Blast qualities, the base 10 and another one which started at 5, but what I'm asking here is what would happen in the game rules if you tried to give a crafted Missile as much Blast damage as it had base damage (aka 20)?

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2 minutes ago, Takeshi Yamato said:

What happens if you craft a Missile, which has Blast 10 by default, and go to add more Blast? From what happened when I tried it in the Generator, it gave the missile two separate Blast qualities, the base 10 and another one which started at 5, but what I'm asking here is what would happen in the game rules if you tried to give a crafted Missile as much Blast damage as it had base damage (aka 20)?

In the Data Editor, it can be created just fine. Creating it as a custom weapon for the Adversary is where I've run into the cap.

As a workaround, I suppose I could create it in the Data Editor and select it as a "regular" weapon, but I'm not seeing a need for it beyond this one Adversary.

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Most groups I know of use Defense as it is described in the book. That is, you start with "static Defense" from cover or armor, and add to that when the rule say that you "increase" Defense (for example from Defensive/Deflective qualities). I tried to convince my players to use the rule that no source of Defense stacks, but it just causes a lot of frustration. 

Would it be possible to use the GM Grant function to allow Defense to stack? For instance, a character with Armored Clothes, a Vibrosword and a shield gains Melee Defense for all three items? Or at least the static Defense and the highest Defensive? 

I know it is not how the devs wants the rules for Defense to works, but it seems like it is the method most groups I know use. 

E. 

Edited by Ilderfant

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7 hours ago, Ilderfant said:

Would it be possible to use the GM Grant function to allow Defense to stack? For instance, a character with Armored Clothes, a Vibrosword and a shield gains Melee Defense for all three items? Or at least the static Defense and the highest Defensive? 

I know it is not how the devs wants the rules for Defense to works, but it seems like it is the method most groups I know use. 

E. 

Would be a nice feature i would use aswell.

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Question

Is there a way to grant specific points on a force power tree? Doesn't need to bypass the base structure, the preceding ones were bought.

Didn't see it in the grants section, just skills, talents and specs. 

Not sure if I'm looking in the wrong place in the docs?

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Hi @OggDude, a few minor things I found:

  1. Line 5923 of Weapons.xml has apostrophe after closing tag.
  2. SABERTHROWIMP should be taPassive, not taAction.
  3. Die Modifiers are missing from Essential Kill.
  4. Menace is not a Force Talent.

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On 4/14/2017 at 1:39 PM, Donovan Morningfire said:

A couple of minor corrections for the next update:

Credit cost for Holocron of Outer Rim and Piloting Space is listed as being 10K credits instead of 100K credits. 

Credit cost for Suljo Warde's Holocron is also 10K credits instead of 100K credits.

It doesn't seem that the Sanctuary Holocron from the adventure in the back of the core book is included.  It offers the same bonus career skills as the Holocron of Discipline and Medicine, but also counts as having three ranks in Knowledge (Lore) when used to make an assisted check.

Also, the Athiss Cave Crystals from the Beta adventure are missing as well.

Thanks!  Fixed everything except the last one.  Athiss cave crystal is in the data set that comes with the "Lost Knowledge" import.  Since it was from the beta, it's not automatically included in master data.

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On 17.4.2017 at 4:23 PM, Gelanin said:

Possible Bug: 

I open the GM tools, go to "Groups", Click on our Group, then click "Modify". Then i click "Bases", click on our Base, then click "Modify". Then I then click "Inventory". 

 

Now, here i've used the "Transfer" button to transfer 2 items from one of the characters to this Base. Now, the 2 items in question are now removed from the Character-sheet, but does not show up under "Gear"/"Owned Gear:" in this windows.

If i look in the .xml file itself, i see one of the items seems to be there, but none of them are displaying. Also if i go back to the "Bases" screen to try and Print it, the items are not listed in the printed version either.

This seems to be the <Gear> tag in the .xml for the one item that is listed in the .xml (The other item has somehow just dissapeared)

<Gear>
        <CharGear>
          <ItemKey />
          <Key>a54c77b3-b9c9-45e0-b245-d062dc753e25</Key>
          <Count>1</Count>
          <CustomGear>
            <Name>Specialist Tool - Bacta Tank</Name>
            <Description>[H3]Specialist Tool[h3]
      This is a gadget template.  Examples include bacta tanks, scanner dishes, table saws, and welding gear.  Please enter the description of the finished gadget here.</Description>
            <Type>Tools/Electronics</Type>
            <Categories />
            <Encumbrance>8</Encumbrance>
            <Price>500</Price>
            <Rarity>4</Rarity>
            <BaseMods>
              <Mod>
                <MiscDesc>Add automatic [SU] to Medicine checks when using this item.</MiscDesc>
                <DieModifiers>
                  <DieModifier>
                    <SkillKey>MED</SkillKey>
                    <SuccessCount>1</SuccessCount>
                  </DieModifier>
                </DieModifiers>
              </Mod>
              <Mod>
                <MiscDesc>Safety Features: Add automatic [AD] to Medicine checks made by this weapon</MiscDesc>
                <DieModifiers>
                  <DieModifier>
                    <SkillKey>MED</SkillKey>
                    <AdvantageCount>1</AdvantageCount>
                  </DieModifier>
                </DieModifiers>
              </Mod>
            </BaseMods>
          </CustomGear>
        </CharGear>
      </Gear>
 

 

Anyone else able to confirm this issue ?

 

@OggDude Have you had a chance to look at this and see if you have the same issue ?

 

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Crafting Lightsabers bug:

When I try crafting any of the one-handed lightsabers, if I select the "Two-Handed" option for 1 advantage it does not seem to increase the damage or encumbrance the way it's supposed to. Whenever I print out the character sheet it has the base damage without the +1 for two-handed and the encumbrance is 1. The stat block in the program does show a line with "Damage Mod: +1", but it doesn't seem to add that in ever and also doesn't show the higher encumbrance.

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Question about the interaction of the jurry rig talent and the 

Z-6 ROTARY BLASTER CANNON Please see page 44 of the Forged in Battle Sourcebook for details.

The Z-6 has prepare 1, shouldn't Jurry rig be able to change prepare 1 to prepare 0?  This isn't an option in the character generator.  I used tinkerer on it to add a weapon sling, and the 3 regular hard points for the stripped down attachment, to change it's encumbrance from 6 to 3, with jurry rigged on top of that

(this is in the context of 840 earned xp gadgeteer, gunner, modder  so he has tinkerer, and jurry rigged proverbally coming out of his butt)

Edit: also shouldn't jurry rigged be able to reduce slow firing? in particular on the repulsor fist (the character is a gank, with cyber implant cap of 10 thanks to: Being a Gank with a total brawn of 5 < including a BRAWN increase from Mod II cybernetic legs > and a biofeedback regulator )

also regarding the repulsor fist... it's a legitimate target for tinkerer but the attachments button doesn't work on it at all

 

Edited by EliasWindrider

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I think I've (re-)found a bug with the Burly talent - from the forum search, a similar problem was found in an earlier version - I presume it was fixed, perhaps it has re-crept in?

- Create a new character, select Hired Gun / Heavy, and select the Burly talent (first row, left side)

- Go to Equipment, select the Z50 Grenade Launcher, Add, then Select "Carry/Equip/Show" checkboxes on the right

The Dangerous Covenants book lists the Z50 as Encumbrance 5, Cumbersome 3 (page 42)

- Check your Encumbrance, it shows 5/7.  The Cumbersome quality on the weapon info panel shows as 2.

According to the text of the Burly talent, each rank reduces both the Cumbersome quality and the Encumbrance Rating of any carried weapon by 1 (to a minimum of 1).  The Character Generator correctly reduces the Cumbersome rating of the weapon once you select the item as "carried", however it does not reduce the Encumbrance Rating - the grenade launcher is still listed as rating 5.

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First, my whole group has been using this program for a few years, and we all love it.

I've been using this generator for the last few years, and never updated it. The whole time, my whole group has been saving their sheets to a shared dropbox folder, using the Data Path option. The other day someone's computer did something, and corrupted it all, so I had to reset the whole thing. I wiped the dropbox folder, and we all uninstalled our copies of the generator.

Then I downloaded the newest version as per the link at the top of this topic. It all seemed to be working, I can write characters and save them fine. However, when I close the Generator completely, the next time I opened it, I found that all our old characters had shown up. on the Characters panul, with the basic blank portrait, and a blank white box for the description. When trying to open or remove them, I get a pop up saying 'Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately.' When I continue, none of the buttons work. The characters I've made on the new version are still there, and if I select one before anything else, it works fine, for a while, then it will randomly give me the same thing.

I've scanned the entire computer and dropbox to make sure there's no remanence of the program, then redownloaded it. Still have the problem. I've done this a few times. Doesn't seem to matter where I tell it to save, default location, a folder on my desktop, 

I've attached a copy of the crash(?) report, and incase it helps, we went from version 1.5.0.0 (8/24/2015) to version 2.1.0.0 (4/7/2017), we just never considered the fact that there might be a new version. If there's any more info I can provide, let me know.

CharacterGenerator Crash Report DeadRiver 4-24-2017.txt

 

EDIT: Just went to start trying to guess at how to fix it again, the characters that I'd said still work, now have the same problem as the old ones.

Edited by DeadRiver

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19 hours ago, EliasWindrider said:

Question about the interaction of the jurry rig talent and the 

Z-6 ROTARY BLASTER CANNON Please see page 44 of the Forged in Battle Sourcebook for details.

The Z-6 has prepare 1, shouldn't Jurry rig be able to change prepare 1 to prepare 0?  This isn't an option in the character generator.  I used tinkerer on it to add a weapon sling, and the 3 regular hard points for the stripped down attachment, to change it's encumbrance from 6 to 3, with jurry rigged on top of that

(this is in the context of 840 earned xp gadgeteer, gunner, modder  so he has tinkerer, and jurry rigged proverbally coming out of his butt)

Edit: also shouldn't jurry rigged be able to reduce slow firing? in particular on the repulsor fist (the character is a gank, with cyber implant cap of 10 thanks to: Being a Gank with a total brawn of 5 < including a BRAWN increase from Mod II cybernetic legs > and a biofeedback regulator )

also regarding the repulsor fist... it's a legitimate target for tinkerer but the attachments button doesn't work on it at all

 

The long text of Jury Rigged (you checked the long text, right?) says "...increase the damage by 1; decrease the Advantage cost on its Critical or any single over effect by one to a minimum of one..."

 

Added emphasis to demonstrate that you can reduce the advantage cost, but not the number of any quality. So no, the tool is working correctly.

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8 minutes ago, biggreen10 said:

or any single other effect by one to a minimum of one..."

I've highlighted the key portion. Prepare 1 cannot be reduced to zero. Prepare 2 could be reduced to 1, if the weapon was that slow.

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@OggDude A Feature Request for the Data Editor: List items from selected source(s).

For an example: You have just bought your first Core / Sourcebook(s) and want to enter the new weapon data to the Editor. But there are lots of weapons, in no particular order, and it will take some time to wade through all the weapons and their sources.

It would be nice to able to just select your book(s) from available sources list and voilà—only the relevant items are listed in the Editor. I think that would speed up finding and editing things a lot.

 = Sergen =

Edited by Sergen

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5 hours ago, ShadoWarrior said:

I've highlighted the key portion. Prepare 1 cannot be reduced to zero. Prepare 2 could be reduced to 1, if the weapon was that slow.

Both are arguments are correct for his question, however I don't think your interpretation is true. It says you can decrease the advantage cost of the crit or one of its qualities (burn, ensnare etc). Prepare and slow-firing don't have advantage costs, and thus aren't applicable, no?

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8 minutes ago, biggreen10 said:

 Prepare and slow-firing don't have advantage costs, and thus aren't applicable, no?

This is a question that someone should ask the developers for a clarification on. However, for the purpose of the character generator, it's moot, as the generator is working as intended.

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