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11 hours ago, Nytwyng said:

Yeah, I'm familiar the GM Grants. I was just curious if it would be difficult to code in discounts of that nature without having to use a workaround like GM Grants or giving the character the extra XP as a freebie to simulate the discount.

The tools are set up to work as per RAW, what you are asking for is a workaround to RAW, GM grants is the workaround that Ogg has developed for this type of house rule.

Edited by lupex

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2 hours ago, lupex said:

The tools are set up to work as per RAW, what you are asking for is a workaround to RAW, GM grants is the workaround that Ogg has developed for this type of house rule.

If you'll be so kind as to refer to the wording of my suggestion:

Request/suggestion: How difficult would it be to allow a discounted or set XP costfor purchasing a Specialization for a species?

For example: One group I play in uses homebrew stats for Clone Troopers as a species, with the GM offering the Recruit spec to Clone Troopers for a 10 XP cost. Would it be difficult to flag that sort of thing for a species (or even just as a GM grant)? Or is it already there, and I just don't see how to do it?

Or, putting what I've highlighted  another way, if done as a GM Grant, could granting a spec be assigned an XP cost, so that the character's earned XP is reflected properly, rather than being artificially increased or decreased to account for a discount.

This ignores that we currently actually have no RAW for species creation, so the entire species generation system in the software is about house rules. It's impossible for it to "work as per RAW." The closest we can say about it is that it's designed to mimic what we've seen for published species...and even at that, some aspects of the species system allow for slightly broader use than we've seen on FFG's pages. This would be no different if worked into the species portion of the software, as opposed to GM Grants.

At the end of the day, either method would work, but it would be nice to reflect the player paying the correct, discounted XP cost, rather than tossing extra their way or manually taking from their XP total.

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5 hours ago, Nytwyng said:

If you'll be so kind as to refer to the wording of my suggestion:

Request/suggestion: How difficult would it be to allow a discounted or set XP costfor purchasing a Specialization for a species?

For example: One group I play in uses homebrew stats for Clone Troopers as a species, with the GM offering the Recruit spec to Clone Troopers for a 10 XP cost. Would it be difficult to flag that sort of thing for a species (or even just as a GM grant)? Or is it already there, and I just don't see how to do it?

Or, putting what I've highlighted  another way, if done as a GM Grant, could granting a spec be assigned an XP cost, so that the character's earned XP is reflected properly, rather than being artificially increased or decreased to account for a discount.

This ignores that we currently actually have no RAW for species creation, so the entire species generation system in the software is about house rules. It's impossible for it to "work as per RAW." The closest we can say about it is that it's designed to mimic what we've seen for published species...and even at that, some aspects of the species system allow for slightly broader use than we've seen on FFG's pages. This would be no different if worked into the species portion of the software, as opposed to GM Grants.

At the end of the day, either method would work, but it would be nice to reflect the player paying the correct, discounted XP cost, rather than tossing extra their way or manually taking from their XP total.

Sorry, my bad.

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On 5/4/2017 at 9:24 AM, OggDude said:

For the backpacks, I think we need a dev question to answer this.  Half of us think one thing, the other half another :)

On 7/9/2017 at 2:54 AM, Rhenora Geming said:

Rules Question:
Clarification requested on text for two pieces of equipment: Star Wars: Force and Destiny Savage Spirits p.46 Mk. III Modular Backpack The RAW reads: The Mk. III modular backpack increases the wearer's Encumbrance threshold by 2, plus an additional 1 point of encumbrance threshold for each accessory pouch added to the backpack (to a maximum increase of 6). In the backpack's description, the prior seemed to indicate that up to 6 pouches to be added. So I'm trying to clarify that about the Mk. III. Some seem to think it is a total of +6 Encumbrance Threshold (2+4 pouches) while others think it should be +8 Encumbrance Threshold (2+6 pouches). The text for the Mk. IV Modular Backpack (Enter the Unknown, p.51) is written differently, reading: The Mk. IV Modular Backpack increases the user's encumbrance threshold by 3, plus an additional 1 point of encumbrance threshold for each accessory pouch to a maximum of 3. Also, in the text description of the Mk. IV Modular Backpack, it didn't specify the number of additional pouches which could be added, just the number of pouches the base pack started with. Any help clarifying this would be much appreciated, as I'm active playing and running Star Wars campaigns for several groups, each having a somewhat different take and it would make things easier and less confusing for me to have all the groups reach a consensus.

Answer:

The max increase for the Mk III is +8, from the max of 6 additional pouches. 

The Mk IV should indicate it can take an additional 3 pouches, for a maximum of +6 encumbrance. 
 
Hope this helps! But of course, each group is free to alter things as they like, and also create new items too. Somewhere out there is the Mk V and Mk VI Modular Backpacks, which I’m sure will be even neater than the ones we’ve done in these books. 

Tim Huckelbery
RPG Producer
Fantasy Flight Games

Backpack question answered.

I have discovered an error or an oversight concerning the Martial Artist Specialization. Checking equip for unarmed does not cause your unarmed skill to reflect talents purchased from that specialization. 

 

At one time I had created a Fitted Holster and a Scabbard as an 0 hard point attachment for pistols and bladed weapons to reduce the encumbrance by 1 point apiece. I did it as a weapon attachment instead of as a separate piece of gear to try to not clutter up the character sheet.

Then you altered the "Decrease Encumbrance by 1 Mod" to have a minimum of 1 instead of 0.

I attempted to remake them using "Increase Encumbrance Threshold Mod" and discovered that Mod does not actually get applied if it is on an attachment for a weapon. I'm not sure if that was your intention or not. If it was, why is it even available as a Mod for a weapon?

Then you introduced the "Decrease Total Encumbrance by 1 Mod" which will eliminate 1 point of encumbrance, which was a nice alternative. However I recently discovered that if you have multiple things that have "Decrease Encumbrance by 1 Mod", they do not stack. I'm not sure if it supposed to stack and something is not working right.

I suppose that I could do these as a 0 hard point attachment for a utility belt and use the "Increase Encumbrance Threshold Mod".

 

Thanks for all you do Oggy!

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On 4/11/2017 at 10:46 PM, Dakkar98 said:

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

 

On 4/12/2017 at 1:37 AM, OggDude said:

You have to do them by hand, since there's no editor for them.  But the concept is the same as any other master data file.  Just create a file in DataCustom called "CraftTemplates.xml" and put that example in.  It will show up, just like the screenshot.  Just make sure you add the "<Custom>AddedItem</Custom>" tag.  Look through the template file in the main install for examples of the different templates.

And yeah, same thing for improvements.  But remember... most improvements (or "effects") do specific things.  This is just the nature of the crafting rules: you can't make everything generic.  As such, an improvement might have something like "Compact", "Craftsmanship", or "Safety", each of which represent a specific improvement from the book and is backed by code.  But, there's also more generic settings as well, such as "CritChange", "DamChange", "WoundChange", or "Mods", which are the same as mods for any other item.  If you want to add an improvement which duplicates an existing one, or maybe combines several improvements, you can do it.  But if you have an idea for an improvement that isn't just a mod, and isn't already defined, then you're out of luck, since anything that strays too far from what I already have will need code for it.

 

Oggy,

I am still having trouble with this. If I put them in the actual directory, they work, but I know that they will be eliminated when there is an update for the program. When I create it in Data Custom, it does not show up, so I am doing something wrong.

Could you include a section of instructions for this in the manual for the next release?

Will we possibly see a templates section in the Data Editor in a future release?

 

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Bug Report:

I cannot get Report just for Species to work. The program hangs and does nothing. Anyone else encounter this?

Also, the talent Prescient Shot is not adding the Boost symbol next to Range Light. Not sure if that is as intended as the talent does not work on Force Immune targets. 

 

Edited by Arrakus

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Not sure if anyone has brought it up yet, but there are two small errors on the Racer Specialization, there isn't supposed to be a connecting line between Freerunning and Force Rating. Additionally, there should be a connecting line between Improved Freerunning and Better Luck Next Time.

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15 hours ago, Swordior said:

Not sure if anyone has brought it up yet, but there are two small errors on the Racer Specialization, there isn't supposed to be a connecting line between Freerunning and Force Rating. Additionally, there should be a connecting line between Improved Freerunning and Better Luck Next Time.

Uh oh, I play a racer.  I better go check my character sheet.

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I haven't managed to work out what is causing it yet, but a few times we've managed to somehow lose the career skill selections on certain characters. We use a shared dropbox account to share the generator between several players and a couple of campaigns, in case that gives a clue. Quite often add and remove talents, force powers or specialisations, but don't change the initial career, and try not to save unless I've made a mistake.

Tried for a fair while to cause the issue on a character who had just lost them for the second time (over a couple of weeks).

 

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Could use help with how reports work. 

I want to make a report that has Skills vs Careers/Specializations. Showing all of the careers/specializations and their applicable career skills. Even better if it could show ALL of the skills and then mark which ones are careers for the applicable Careers/specializations.

 

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When new sourcebooks are released, are we to re-download the Generator or will it automatically update with said sourcebook material? For instance, not sure if it has been released, but I don't have Disciples of Harmony data in my Generator. How do we "update" the data?

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3 hours ago, Tweedledope said:

When new sourcebooks are released, are we to re-download the Generator or will it automatically update with said sourcebook material? For instance, not sure if it has been released, but I don't have Disciples of Harmony data in my Generator. How do we "update" the data?

You can use the Data Editor to update it manually, or wait for OggDude to put it in his copy of the generator and upload it for us

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29 minutes ago, Hellkat71 said:

I know i have seen one before but is there a MSi installer version of this. The one on my laptop updates itself but my pc version does not.

The web install (linked from OggDude's profile page) auto-updates.

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4 minutes ago, CitizenKeen said:

I'm sorry, my Google-fu is weak.

Is there a way to change a character's Career Skills?

You can get more Career Skills by purchasing new Specs, but you can't remove Career Skills.

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11 minutes ago, CitizenKeen said:

I'm sorry, my Google-fu is weak.

Is there a way to change a character's Career Skills?

By the rules, no. But it's fairly simple to change them in the character generator, if that's want you really want to do.  If the data editor doesn't allow it, then it's an easy edit to the data file itself. 

There are some talents out there that grant extra career skills. 

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20 hours ago, Volt80 said:

By the rules, no. But it's fairly simple to change them in the character generator, if that's want you really want to do.  If the data editor doesn't allow it, then it's an easy edit to the data file itself. 

There are some talents out there that grant extra career skills. 

 

20 hours ago, Volt80 said:

By the rules, no. But it's fairly simple to change them in the character generator, if that's want you really want to do.  If the data editor doesn't allow it, then it's an easy edit to the data file itself. 

There are some talents out there that grant extra career skills. 

 

I'm not worried about rules. My GM wants to run AoR but give us a free Specialization from EotE (to represent our past lives, as we're kind of a Suicide Squad esque thing). He'd like the Career Skills we get from the first Specialization taken to come from the EotE Specialization, not the AoR one.

Giving us extra XP pays for the extra Specialization, so that's easy. But changing what our Career Skills are is slightly harder. I was curious if there was a way to edit it in OggDude's Character Generator (either in the program, or by tinkering with an xml file or somesuch).

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Looks like he wants to not grant the AoR ones.

I guess you could just have the EoE specialisation as your first, and the AoR one as your second.

I guess that may not work for signature abilities.

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16 minutes ago, CitizenKeen said:

Giving us extra XP pays for the extra Specialization, so that's easy. But changing what our Career Skills are is slightly harder. I was curious if there was a way to edit it in OggDude's Character Generator (either in the program, or by tinkering with an xml file or somesuch).

Yes. I'm doing this from memory, so I might be a little off:

In the CharGen folder, open the Data folder, then open the Specializations folder. Open the xml file of the spec you want to alter. At the top of the xml file you will see the career skills listed. You can add extra elements there. Look up the correct Skill keys by opening the Skills.xml file found in the Data folder. 

As always, make a backup of your Data folder before editing anything!

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10 minutes ago, biggreen10 said:

You can just grant career skill status and ranks then, while not using the boxes for your chosen career.

This is probably a better option than what I posted, as then it will apply to only your character. 

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I'm still here :)  I don't have DoH yet, but I have made some changes based on what everyone's been posting.  I'd like to do an interim release with these changes.  I'm posting what I've done so far below.  If you don't see a change that's related to your issue, please let me know.

 

  • When printing a group sheet from GM Tools, selecting or deselecting a character from the group in the initial print dialog did nothing.  It will now properly select or deselect characters.
  • When career/specialization was changed in the generator, it would not update the species non-career grid (if human).  This could caused incorrect skills to be listed in the non-career grid.  The species panel is now updated whenever the career/specialization is changed.
  • All changes to items from talents are now applied to all appropriate items, regardless of whether or not they are held or equipped.  This is so you can show unequipped or even unheld weapons on the front of the character sheet and they'll be fully modded.
  • Low-Friction Coating attachment had the wrong price and rarity.  This has been fixed.
  • On group sheets, lists that continued onto a new page would sometimes get their labels and text reset.  For instance, a duty chart, continued onto another page, would have an "Obligation" header instead.  This was due to initializing the control before adding it to the print form.  These controls are now initialized after adding them to the print form.
  • The Reconstruct the Scene talent was marked as a Force talent.  Since it appears in a new Bounty Hunter specialization, this is incorrect.  It is no longer a Force talent.
  • Fixed an issue in adversaries where a skill bonus added by an item would cause a crash if the adversary does not have that skill.  The bonus will be ignored until the adversary is given the skill.
  • Armored Robes had incorrect encumbrance.  It is now 5.
  • When printing group sheets from GM Tools, in certain situations, pages were not being added.  This has been fixed.
  • When printing vehicle sheets from GM Tools, in certain situations, pages were not being added.  This has been fixed.
  • If a character is granted a free unranked talent through GM Grants, and then the talent comes up in a specialization, the spec talent is correctly auto-selected, but it costs XP.  It will now check to see if a free talent already exists, and if so, it will no longer deduct XP for the auto-selection.
  • In the Data Editor, when editing specializations, changes to career skills did not always work.  This has been fixed.
  • Added the "Portable Gunnery" category to the following weapons:  Heavy Repeating Blaster, HOB Heavy Repeating Blaster, VX "Sidewinder" Repeating Blaster, and CZ-28 Flamestrike.
  • In the Crafting dialog, the Blunt Weapon template was incorrectly set to using the Brawl skill.  It is now correctly set to Melee.
  • Stun Baton was incorrectly set to 2 damage.  It is now set to +2 damage.
  • Removed the Linked quality from the Reciprocating Quad Blaster Cannon.
  • If a Force specialization was purchased and a lightsaber technique selected, the "Choose Skill Char" button appears at the top.  However, if the specialization is removed, the button was still being displayed.  I now check for this condition when a specialization changes, rather than just a talent change, so the button will properly disappear.
  • There were a couple of places in code where [REMTHREAT] was being used instead of the proper [CANTHREAT].  This has been fixed.
  • In the Data Editor, the right-side help list had a couple of incorrect tags.  These have been fixed.
  • Adversaries can now use weapons that are built-into other items.
  • In the Crafting dialog, if an improvement added a mod, it would normally add the mod count to the item, or increase it by 1 if the mod already existed.  When adding weapon qualities in this way (such as with Awkward Grip and Unwieldy), it would not find the existing quality because it only looked in base mods.  If the item is a weapon and a mod can't be found in base mods, it will now also look in the existing qualities list as well.
  • Modified the Mk III Modular Backpack attachment to add 1 encumbrance for its base mod (1 pouch), plus 5 optional +1 encumbrance mods.  This can give a total of +8 encumbrance.
  • For Reports in GM Tools, due to the complexities of some of the objects, a property could possibly be an descentant of itself.  This would cause a circular reference which would, in turn, cause the application to freeze and eventually get a "stack overflow" or "out of memory" error.  The property generator will now check for circular references and, if found, will end the tree at the descendant.
  • For Reports in GM Tools, fixed an issue that could arise where columns on page 2 would not find their property in the property combo box.  This was due to multiple instances of the same type being in the property list.  Now, only the proper types are used to define the columns.
  • Fixed some issues with the Racer specialization.

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A couple I posted but don't see fixed:

Hard one to pin down - career skills vanish - 
https://community.fantasyflightgames.com/topic/89135-another-character-generator/?do=findComment&comment=2881835

+1 damage mods from species don't vanish when species change -
https://community.fantasyflightgames.com/topic/89135-another-character-generator/?do=findComment&comment=2868499
 

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