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OggDude

Another Character Generator

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On older versions, the character sheet would show the dice pool for weapon attacks - it would include the blue for accurate weapons, setback when cumbersome wasn't met, etc. 

Is this gone in the current version, or is there something I'm missing? I've selected the equipped box on the weapon, but I can't get anything to show. 

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On 5/25/2017 at 8:08 PM, NGnear said:

I'm curious about this one:

  • Added weapon effects to the Powerful Blast talent.  Any weapon with the Blast quality will now get a +1 to Blast, and all mines and charges will get a +1 to damage.  Items must be held or equipped to get these bonuses.

Specifically, the last sentence.  I understand that (mechanically) the character has to be carrying the weapon to use it, but why not show the actual damage output (in this case, the Blast Quality rating) when the weapon is selected to "show"?  I have a demolitionist character who carries a subset of explosives on a given job (because all grenades are Enc 1 - that's a rant for a different time) but if I select "carry" for all grenade types he might use then the encumbrance numbers go through the roof.  Why not show the expected damage when "show" is selected - isn't showing the end values of a weapon that you might carry, but currently aren't, the entire point of "show"?

This was basically me just reporting how it worked after I played around with some existing routines and noticed what it was doing.  Yes, I'll look into making these work without needing them to be held.  However, what I need to do is make sure that the same routines that add this bonus to a weapon do not also add to, say, skills.  Adding something to a weapon can be done whether or not the item is held, especially so it can be added to page 1 without needing to equip it.  But changing the character (such as adding skills) can only be done if the item is equipped.

So, short answer:  I'll see if I can take off those stipulations.

Edited by OggDude

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On 5/27/2017 at 3:57 AM, Dafydd said:

Hi @OggDude

I just installed the latest version (thanks for all the hard work :) ) and I'm putting my group's characters in, but I've hit a snag. One of the is a Human Explorer/Archaeologist who took Streetwise as one of her two free non-career skill ranks, but Streetwise doesn't seem to be in the list. I've done some checking and I think that Archaeologist may be flagging the wrong skills as Career skills in the human free skills selector - of the four extra career skills you get for Archaeologist, three of them (Athletics, Discipline and Knowledge Education) appear as available non-career skills in the Species tab, while the fourth (Lore) is already a career skill from Explorer. There are three skills that aren't available as free non-career skills and which aren't covered by Explorer: Coordination, Negotiation and Streetwise. Add in Astrogation (already a career skill from Explorer) and you have the career skill set from Fringer, so I think Archaeologist may be using that list when producing the human free skills in the generator.

This is a minor bug.  When the career/spec is changed, it wasn't updating the species panel.  That's why the non-career list for human was reading the same with explorer/archaeologist as it was for smuggler/pilot.  It'll be changed for next release.  In the mean time, just change your species to something else, then back to human, and you'll get the proper non-career skills.

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1 hour ago, OggDude said:

This is a minor bug.  When the career/spec is changed, it wasn't updating the species panel.  That's why the non-career list for human was reading the same with explorer/archaeologist as it was for smuggler/pilot.  It'll be changed for next release.  In the mean time, just change your species to something else, then back to human, and you'll get the proper non-career skills.

Cheers @OggDude , I'll do that :)

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A request for the next update.

With the Data Editor, the Filter by Source defaults to Age of Rebellion Core Rulebook.  Can this be changed to instead default to <All Sources>?  Trying to update some homebrew stuff, and having to constantly reset the Filter by Source after each update is kinda aggravating.

Thanks.

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4 hours ago, Kesendeja said:

Got a potential bug, I put a dampening emitter on my lightsaber, but stun dosen't show up in the list of qualities.

With the dampening emitter, you have to spend a maneuver to switch the weapon over to "stun mode."  Which is probably beyond the current capabilities of the program to give an altered stat block seeing as how the base damage and crit values for lightsabers can vary so wildly depending on what sort of crystal is used in it and what mods have been made to the crystal.

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On 24/5/2017 at 5:46 PM, OggDude said:

Let me know about issues, and as always, give it about 10-15 minutes to finish uploading.

 

Release 2.2.0.0

New/Changed Data:

  • Added all adversaries, encounters, and stock vehicles to "Imports" from the "Friends Like These" adventure module.
  • Added equipment and vehicles from the "Friends Like These" adventure module.
  • Added named weapons from adversaries found in "Friends Like These", such as the GHOVOR-22 Blaster Pistol and GALAAR-15 Blaster Carbine.  Because they are found only on adversaries, certain values, such as rarity and price, needed to be estimated for these items.
  • The Floating Fortress in "Friends Like These" is significantly different from the HAVr A9 Floating Fortress from "Forged in Battle".  Therefore, it has been added again as "Imperial Floating Fortress".
  • The Zygerrian freighter from "Friends Like These" has been added twice, once as "Aurore-Class Freighter" and again as "YV-865 Freighter".  The only difference is that the YV-865 does not have the grappling turrets.
  • Unmatched Devastation was misspelled.  If this signature ability has been purchased for a character, it'll need to be purchased again.
  • The Holocron of Outer Rim and  Piloting Space had the wrong price.  It is now 100,000.
  • Suljo Warde's Holocron also had an incorrect price.  It, too, has been fixed.
  • Added the holocron found on the "Sanctuary" from the "Lessons from the Past" adventure in the back of the Force and Destiny Core Rulebook.
  • The Mk. III Modular Backpack increased encumbrance threshold by 3.  It is now properly set to 2.
  • The Mk. IV Modular Backpack was misspelled.  It is now spelled correctly.
  • The Saber Throw (Improved) talent was incorrectly set to be an action.  It is now passive.
  • The Burly talent was lowering Cumbersome qualities, but not encumbrance.  It is now also lowering encumbrance.
  • The Tarvix adversary from the "Chronicles of the Gatekeeper" import directory had a formatting issue in its special ability.  This has been fixed.
  • Added "Powered Melee" to the available categories of the "Custom Grip" attachment.
  • Crash Gear from "Endless Vigil" had an incorrect soak value.  It is now correctly set to 1.
  • Added weapon effects to the Powerful Blast talent.  Any weapon with the Blast quality will now get a +1 to Blast, and all mines and charges will get a +1 to damage.  Items must be held or equipped to get these bonuses.
  • Changed the Armored Drop Suit vehicle's silhouette to 1.
  • The "Control: Mechanics" Force ability of Manipulate was missing the die modifier for the Mechanics skill.  If purchased, it will now show Force dice for the Mechanics dice pool.
  • The "Control: Vigilance" Force ability of Farsight was missing die modifiers for Perception and Vigilance.  If purchased, it will now show Force dice for the Perception and Vigilance dice pools.
  • The Combat Armor crafting template now has the same categories as Laminate armor.
  • Added "Bludgeoning Melee" to the categories of the Shield craft template.

New Features/Enhancements:

  • Relative data paths are now relative to the install directory instead of the install drive.  Changed Data Location dialog to reflect this change.
  • Completely restructed the way printing is done.  It should take less memory and release all used system resources when finished.
  • In Encounters in GM Tools, additional spacing has been added to gunner positions so the text isn't so close to the weapon number.
  • In Encounters in GM Tools, Force-using adversaries now support more Force abilities before the encounter becomes unprintable.
  • In Encounters in GM Tools, adversaries now support more talents before the encounter becomes unprintable.
  • In Encounters in GM Tools, current adversaries may now be reordered using drag/drop when adding an encounter.
  • In Encounters in GM Tools, when adding a roster position, the alternative name will also be displayed for the adversary.
  • In the Equipment pane of the generator, you may now transfer equipment to and from other characters that are in groups that your character belongs to.
  • In the Data Editor, you may now filter data items by both source and a name filter.
  • In Reports pane in GM Tools, modified "special" column to make the report row grow to the height of the resulting description.
  • In Reports pane in GM Tools, changed "QualitiesSpecial" for weapons to return both qualities and base mods.
  • In the Adversary dialog, custom weapon qualities had a maximum value of 10.  This has been raised to 99.
  • In the Options dialog, you may now choose to use the "alternative" calculation for melee and ranged defense.  This calculation will add up all mods and qualities that add to melee and ranged defense, rather than just use the mods from a single item that has the highest values (the latest "official" method, according to the developers).  The alternative method tends to give much higher values for ranged and melee defense, but can also be more easily abused by players.  Unchecking this value will use the "official" calculation.
  • In the Data Editor, when changing the description, you may now press control-A to select the entire description.
  • In the Data Editor, when selecting the entire description, you may now type in a new description without the base description immediately being tagged onto the end (and yes, I found this very annoying, too).  If the description is deleted completely, it will still be replaced by the original description.
  • In the generator, when printing a standard character sheet, if the character has any Conflict-inducing talents, the total number of Conflict the character must start a session with is displayed on page 2 under the Morality/Conflict panel.
  • Talent name tool tips in the Specialization pane will now include total ranks (from all specializations) for ranked talents.
  • Printing errors are now captured and displayed in the print preview dialog.

Bug Fixes:

  • The default work directory in AppData was, once again, not being created when needed.  This was due to the major changes I made in settings and data paths.  This has been fixed once again.
  • In the Data Editor, when adding a custom skill, changing the source would cause an exception.  This has been fixed.
  • In Item Attachments, when choosing a vehicle attachment that increases a defense zone, all such mods would be combined into a single selection.  You may now, once again, make individual selections for each mod.
  • In the Career pane, you could resize the columns of the career skill list.  You can no longer do this.
  • In Encounter in GM Tools, gunner roster positions were not being displayed.  This was due to the new HTML processor being a lot more picky about structure than the old IE-based web control.  Gunner positions are now displayed properly.
  • In Encounters in GM Tools, minion pips in rosters would show a destroyed ship at trauma threshold, instead of trauma threshold + 1.  This has been fixed.
  • In Encounters in GM Tools, minion ship thresholds and counts in rosters showed an ellipse instead of a circle.  This has been fixed.
  • In Encounter in GM Tools, if you created a roster, and then modified the alternative name of an adversary in the roster, the new name would not show up in the roster.  The roster will now be updated after any alternate name change.
  • In GM Tools, numeric up/down controls inside grids were using an older version of the control that requires a click outside the control before value changes take effect.  This old version has been removed and GM Tools grids are now using the proper control.  This means that value changes take effect as soon as the value of the up/down control is changed.
  • In Groups, base inventory did not support crafted items.  This caused crafted items transferred to the base to disappear.  This now works properly.
  • In the Morality pane, when changing morality, the pair grid would lose track of which pair was selected.  This caused the notes section to disappear.  This should no longer happen.
  • When changing the skin from the launcher, the change would not take affect until after the launcher was closed.  Skin changes will now take affect immediately.
  • Using GM Grants on a character with obligation or duty options would reset the options the first time GM Grants was used.  After that, it kept the setting.  This odd behavior has been resolved.
  • In the Droid Tech specialization, there should have been a line from Hidden Storage to Deft Maker on the right of the tree.  This has been fixed.
  • In the Crafting dialog, 0 encumbrance items from templates would always end up with 1 encumbrance, even if encumbrance didn't change.  Encumbrance will now only be updated if there was an actual change.
  • In the Crafting dialog, fixed a few issues with the "Two-Handed" Lightsaber craft effect.
  • In the Crafting dialog, inbuilt weapons no longer add to the encumbrance of the crafted item.
  • In the Crafting dialog, when a lightsaber is built into another piece of equipment, it's encumbrance now becomes that of the item, rather than being added to it.
  • In the Crafting dialog, when crafting a fortification, both standard weapon and custom weapon effects only allowed for a single weapon, even if the purchased count was greater than 1.  You can now properly select multiple weapons for each effect.  Weapons selected or created in this way are limited to a count of 1, but may be linked (at GM's discression).
  • The numeric up/down control in the Morality pane of the generator can now be set from 1 to 100 only.
  • When purchasing a new specialiation tree with a top-row unranked talent that has already been purchased in another tree, the talent was correctly showing up as auto-selected, but any attached talents did not become available for selecting.  This has been fixed.
  • Tool tips for talents, Force abilities, and signature abilities should now better align themselves with their tree item.
  • When creating a vehicle weapon in the custom weapon dialog, if the "Vehicle Properties" button was not clicked, vehicle properties would not be created, which caused an exception when the code attempted to access the properties.  Now, if vehicle properties are not created upon exit of the dialog, they are set to the default values.
     

Hi!

I have just downloaded the last version of your great SW Character & GM Tools... it's amazing, really. 
 
Unlikely I can no longer import adversaries in GM Tools! 
If I create an adversary, export it, eliminate it and then import it again... it works. But if I just import an adversary among the hundreds already available... well, it doesn't work.
 
 
I've already tried to clear the cache and to delete and unzip the software again... but nothing changed.
 
 

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On 5/28/2017 at 3:14 AM, Wedge1126 said:

I'm having trouble printing Reports. I see the report just fine in the print preview, but what I get from the printer is just a blank sheet. It's not my printer since I can print a character sheet just fine. It also doesn't work when I try to print the report to PDF; I get a PDF with a blank sheet.

Weird.  I just tried it and it worked.  Try printing just a single page of a report, see if that works.

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Anyone having a hard time creating a report just for species? Every time I try to create a report, selecting just one source, and selecting species, the program hangs on me. I end up having to force the program to close.  

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Still no die modifiers for Essential Kill?

	<DieModifiers>
      <DieModifier>
		<SkillKey>LTSABER</SkillKey>
        <ForceCount>1</ForceCount>
	  </DieModifier>
	  <DieModifier>
		<SkillKey>MELEE</SkillKey>
        <ForceCount>1</ForceCount>
	  </DieModifier>
	  <DieModifier>
		<SkillKey>BRAWL</SkillKey>
        <ForceCount>1</ForceCount>
	  </DieModifier>
	  <DieModifier>
        <SkillKey>RANGLT</SkillKey>
        <ForceCount>1</ForceCount>
	  </DieModifier>
	  <DieModifier>
		<SkillKey>RANGHVY</SkillKey>
        <ForceCount>1</ForceCount>
      </DieModifier>
    </DieModifiers>

 

Edited by Volt80

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10 hours ago, OggDude said:

Weird.  I just tried it and it worked.  Try printing just a single page of a report, see if that works.

That's weird. It works if I specify a range of pages to print. It doesn't work when I select the "All" option.

print.png

Edited by Wedge1126

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When creating an Adversary in the GM Tools is there a way to show weapons as a two weapon set, in the same way that you can for PCs ??

Thanks R33

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The mentioned talents are Force talents, according to the devs and an Order 66 podcast episode.

Changed the price and rarity for low-friction coating (it was a cut-and-paste error).

Essential Kill's ability is conditional, which is why there's no die modifiers for it.

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3 hours ago, Ratso33 said:

When creating an Adversary in the GM Tools is there a way to show weapons as a two weapon set, in the same way that you can for PCs ??

Thanks R33

No.  Adversaries are more simplified and free-form than characters and don't support a lot of a character's complexity.

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6 minutes ago, OggDude said:

The mentioned talents are Force talents, according to the devs and an Order 66 podcast episode.

Changed the price and rarity for low-friction coating (it was a cut-and-paste error).

Essential Kill's ability is conditional, which is why there's no die modifiers for it.

Ah, so the published books have an error in them for those talents.  Got it, thanks.

For Essential Kill, the only condition is "making a non-Gunnery combat check".  Are there checks you can use Ranged-Light, Ranged-Heavy for that are not combat checks?

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8 hours ago, Wedge1126 said:

That's weird. It works if I specify a range of pages to print. It doesn't work when I select the "All" option.

print.png

Yeah, got it to print a blank PDF by selecting All.  I looked at the print logic (I'm using a modified third-party print preview called CoolPrintPreview) and it skips the custom print document logic when All is selected.  I just bypassed that and did it the same as a range and it worked.  So, it'll be fixed in the next release.

None of the other printing does this, although I use a slightly different technique in Reports for printing, so that probably has something to do with it.

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11 hours ago, OggDude said:

The mentioned talents are Force talents, according to the devs and an Order 66 podcast episode.

Changed the price and rarity for low-friction coating (it was a cut-and-paste error).

Essential Kill's ability is conditional, which is why there's no die modifiers for it.

... That makes no sense. Is there a source for this (Dev post / podcast ep. number)? I ask because Reconstruct the Scene is a talent that appears in the Skip Tracer tree of the Bounty Hunter career. Force talents can only be used by people with a Force Rating of 1 or more, so if this were such a talent, it would mean a Bounty Hunter tree has a talent a Bounty Hunter can't normally use, and that would just be a poor and nonsensical design choice.

There's a similarly named talent called Sense the Scene, which is a force talent. Maybe they were mixing the two up?

 

On a more on-topic note: I have the self-updating version of the program, but last it asked about applying an update, I accidentally hit cancel. Now it will no longer bring up the dialog. Could we perhaps have a button somewhere that forces the launcher to check for and apply updates? (Or is it already there and I'm just blind?)

 

Either way, thank you so much for an amazing - essential, really - tool for this system. All the props to ya!

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