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OggDude

Another Character Generator

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@OggDude first and foremost, thanks for your efforts in creating this tool.  As a .NET developer and Microsoft MVP myself, I know how much time and effort goes into creating a polished tool like this one.

That said, of course I've also found a bug.  Isolated down to the following steps:

1. New character

2. Set Career to Explorer, Specialization to Archaeologist

3. Select the Well Rounded talent, and boom.  No dialog box to select the skills, simply an NullReferenceException thrown and reported on the dialog box.

 

Stack Trace:

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

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at SWCharGen.frmChooseSkill.FillGrid(Boolean doCareer)
   at SWCharGen.frmChooseSkill.ChooseSkills(CharTalent ctal, CharData myData, Character myChar, IWin32Window parent, Boolean forceCareer, Boolean forceSkill, Int32 ranks)
   at SWCharGen.frmSWCharGenMain.mySpec_ChooseSkill(Object sender, ChooseCharEventArgs e)
   at SWCharGen.SpecTree.Char_Click(Object sender, EventArgs e)
   at SWCharGen.SpecTree.SelectNode(SpecTreeNode node, Boolean selected, Boolean force, Boolean isFree)
   at SWCharGen.SpecTree.Check_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


 

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9 hours ago, trayburn1 said:

first and foremost, thanks for your efforts in creating this tool.  As a .NET developer and Microsoft MVP myself, I know how much time and effort goes into creating a polished tool like this one.

That said, of course I've also found a bug.  Isolated down to the following steps:

1. New character

2. Set Career to Explorer, Specialization to Archaeologist

3. Select the Well Rounded talent, and boom.  No dialog box to select the skills, simply an NullReferenceException thrown and reported on the dialog box.

That's the same problem I'm having. It happens not just with Archaeologist with with the other specs that have this talent, too.

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On 8/28/2014 at 0:19 PM, BrashFink said:

That would be an awesome idea. Sorry, yep. When I said "Datapad" I was meaning the background.

 

So they are the same otherwise? It seemed to me some sections were slightly different, like the Notes section on the first page... I have only been playing with it for a day or two, so I must be mistaken.

there is a small difference between the colored one and the data pad one. the data pad has no NOTES section under weapons, which i like more than there being a giant NOTES bubble under every page, but the data pad is the only one without the NOTES, i think the big NOTES section is a little in the way of changing the sheet without writing everything in NOTES and i would love if you could make the NOTES section an option, either way, great program, i love it (these things are visible in the print preview)

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On 10/14/2017 at 9:01 PM, Dakkar98 said:

Marked-Target Firing Lock is not supposed to be available for weapons with the Blast or Auto-Fire qualities, but I was able to add it to an SE-14r Light Repeating Blaster.

It also displayed in the weapons statistics as [REMTHREAT][REMTHREAT] instead of whatever it should be.

 

Rapid-Recharge XCiter says it is available for any blaster, but shouldn't it be excluded from weapons that already have autofire?

Rapid-Recharge XCiter is listing the Inaccurate 3 quality, but it is not adding the Setbacks into the Weapon's Dice Pool.

I think the [REMTHREAT] is a remnant from some custom data or something.  I did a global search and could not find it in the app anywhere.

Also, I added an Xciter and the three black dice shows up in the dice pool on page one of the character sheet. 

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On 10/16/2017 at 1:56 PM, Stan Fresh said:

That's the same problem I'm having. It happens not just with Archaeologist with with the other specs that have this talent, too.

If you have custom data or have added a data set, try removing it and see if it still happens.  I just tried it and Well Rounded works fine.

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1 minute ago, OggDude said:

If you have custom data or have added a data set, try removing it and see if it still happens.  I just tried it and Well Rounded works fine.

I uninstalled and web-installed from your current link and tried it out before doing anything else, and the problem persists.

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12 minutes ago, Stan Fresh said:

I uninstalled and web-installed from your current link and tried it out before doing anything else, and the problem persists.

Installing and uninstalling doesn't touch your custom data.  Make sure you have removed custom data and try it again.

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Here's what I have so far.  I think it's plenty for a bug-fix release:

  • According to dev ruling, the Engine Boost System attachment now requires 1 HP, not 2.
  • In the Imbue power, the two Duration abilities were slightly different.  They are now separate Force abilities. 
  • In the Ebb/Flow power, the Strength abilities actually did three different things.  They are now separate Force abilities.
  • In the Ebb/Flow power, the final Control ability is in reality, the Mastery ability; it was labeled incorrectly in the book.  It is now labeled correctly in the generator.
  • The Mk. IV Backpack Pouch attachment erroneously contained a scattergun weapon.  This has been removed.
  • Fixed link in Ambassador specialization between Sixth Sense and Dedication.
  • When an unranked talent was granted from GM Grants, and the same talent was available in a specialization tree, it would properly select the talent and not charge XP.  However, when the character was loaded again, XP would, once again, be charged.  This has been fixed.
  • Steelskin armor from "Dangerous Covenants" will now automatically add setback to dice pools of Brawn- and Agility-based skills.  Before, the effect was just mentioned, as this capabilty did not exist in the generator when DC was first supported.
  • Modified categories on DR-45 "Dragoon" blaster to match the blaster's modes (pistol or carbine).
  • In Reports in GM Tools, trying to create a new report would generate an exception.  This has been fixed.
  • When a piece of equipment was configured to act as a container, and an item was chosen to be in that container, it would incorrectly set the item's AddlHP property to 1.  If the character had not also tinkered the item to have an additional HP, this would cause any attachments to be removed the next time the character was recalculated.  It no longer does this.
  • When a piece of equipment included a die modifier, unexpected results could occur if more than one type of skill identity (skill characteristic, type, and/or key) was selected for the die modifier.  Any combination should now give the proper result.
  • The Marked-Target Firing Lock attachment will no longer be available for weapons that possess the Blast or Auto-Fire qualities.
  • The Rapid-Recharge Xciter attachment will no longer be available for weapons that already possess the Auto-Fire quality.
  • The Paramilitary Landspeeder attachment can now be applied to speeder trucks.
  • Splash screens no longer stay top-most in the z-order and can have other windows in front of them after they are displayed.
     

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1 hour ago, OggDude said:

Installing and uninstalling doesn't touch your custom data.  Make sure you have removed custom data and try it again.

Okay, that did it. Sorry for insisting it was a bug with the program and not a data set. It's the data set that was creating the error. Totally my bad. :)

 

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19 hours ago, Stan Fresh said:

Okay, that did it. Sorry for insisting it was a bug with the program and not a data set. It's the data set that was creating the error. Totally my bad. :)

 

I actually downloaded the data set and figured out the problem.  Just go into Options and select "User Data" as a source.  Then it'll work.  I made a change so this won't happen again.

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1 hour ago, OggDude said:

I actually downloaded the data set and figured out the problem.  Just go into Options and select "User Data" as a source.  Then it'll work.  I made a change so this won't happen again.

Sir, you are a national treasure.

That took care of the problem.

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3 hours ago, kiranar said:

I hope oggdude gets a copy of Ghosts of Dathimir in time to add it to his hot fix patch I hear there is some interesting stuff in there for players and gms.

Eh.

A gated Force power.

Two vehicles.

Some NPCs.

And a spinnysaber to be extrapolated from an NPC’s weapon as standalone gear.

Nothing that can’t wait, really.

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That's disappointing. Was thinking of stopping over to the FFGC and picking up a copy to see what sort of gear they added, might just wait til December for the next session.

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Just got GoD Wednesday.  I haven't had time to go over it too thoroughly yet.  I know it has one Force power, maybe a vehicle or two, and a bunch of adversaries.  Adventures don't usually take as long as source books to enter.

I think I'll still put out a 2.1.1.1 bug fix release and then add the book for a 2.1.2.0 real release.  Not sure when I'll get the bug fix release out (soon), and I'll need to find some time to add the new book.

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On 18/10/2017 at 8:49 AM, OggDude said:

Here's what I have so far.  I think it's plenty for a bug-fix release:

  • According to dev ruling, the Engine Boost System attachment now requires 1 HP, not 2.
  • In the Imbue power, the two Duration abilities were slightly different.  They are now separate Force abilities. 
  • In the Ebb/Flow power, the Strength abilities actually did three different things.  They are now separate Force abilities.
  • In the Ebb/Flow power, the final Control ability is in reality, the Mastery ability; it was labeled incorrectly in the book.  It is now labeled correctly in the generator.
  • The Mk. IV Backpack Pouch attachment erroneously contained a scattergun weapon.  This has been removed.
  • Fixed link in Ambassador specialization between Sixth Sense and Dedication.
  • When an unranked talent was granted from GM Grants, and the same talent was available in a specialization tree, it would properly select the talent and not charge XP.  However, when the character was loaded again, XP would, once again, be charged.  This has been fixed.
  • Steelskin armor from "Dangerous Covenants" will now automatically add setback to dice pools of Brawn- and Agility-based skills.  Before, the effect was just mentioned, as this capabilty did not exist in the generator when DC was first supported.
  • Modified categories on DR-45 "Dragoon" blaster to match the blaster's modes (pistol or carbine).
  • In Reports in GM Tools, trying to create a new report would generate an exception.  This has been fixed.
  • When a piece of equipment was configured to act as a container, and an item was chosen to be in that container, it would incorrectly set the item's AddlHP property to 1.  If the character had not also tinkered the item to have an additional HP, this would cause any attachments to be removed the next time the character was recalculated.  It no longer does this.
  • When a piece of equipment included a die modifier, unexpected results could occur if more than one type of skill identity (skill characteristic, type, and/or key) was selected for the die modifier.  Any combination should now give the proper result.
  • The Marked-Target Firing Lock attachment will no longer be available for weapons that possess the Blast or Auto-Fire qualities.
  • The Rapid-Recharge Xciter attachment will no longer be available for weapons that already possess the Auto-Fire quality.
  • The Paramilitary Landspeeder attachment can now be applied to speeder trucks.
  • Splash screens no longer stay top-most in the z-order and can have other windows in front of them after they are displayed.
     

Hi oggdude,

superb program, one request if you can. I use your program on my windows tablet, only problem i have using it, is that when i tap in a field to write, it doesn't automatically pop up my onscreen keyboard. Is this an easy thing to add in, or something you can look at in the future.

Edit: small bug on character generator, the green writing that appears on the characteristic page saying how much xp left to spend on characteristic upgrades doesn't take into account any xp spent later on in specialisations or skills etc.. So if like me you like to chop and change and build your character in no particular order. I just catch myself going why does that say i have X to spend when The main total says i have Y to spend.

many thanks

Aluthin

Edited by Aluthin77

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The Notes field for Morality and Motivation doesn't always show up when I load a character with a selected Morality or Motivation. I have to select an additional M/M, then the Notes field appears, and I can delete the second one again and the new existing M/M will also have the Notes field.

Text saved in the Notes doesn't get lost between saves. Only the field itself doesn't appear until the workaround.

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17 hours ago, Stan Fresh said:

The Notes field for Morality and Motivation doesn't always show up when I load a character with a selected Morality or Motivation. I have to select an additional M/M, then the Notes field appears, and I can delete the second one again and the new existing M/M will also have the Notes field.

Text saved in the Notes doesn't get lost between saves. Only the field itself doesn't appear until the workaround.

I did find an issue with Morality, which I fixed, but Motivation appears to work fine.  Every character I loaded that had motivation, the first one was always selected and the notes section was displayed.

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17 hours ago, Aluthin77 said:

Hi oggdude,

superb program, one request if you can. I use your program on my windows tablet, only problem i have using it, is that when i tap in a field to write, it doesn't automatically pop up my onscreen keyboard. Is this an easy thing to add in, or something you can look at in the future.

Edit: small bug on character generator, the green writing that appears on the characteristic page saying how much xp left to spend on characteristic upgrades doesn't take into account any xp spent later on in specialisations or skills etc.. So if like me you like to chop and change and build your character in no particular order. I just catch myself going why does that say i have X to spend when The main total says i have Y to spend.

many thanks

Aluthin

I don't have any control over when a tablet will bring up the keyboard.  It's supposed to be automatic whenever you select a text control of some sort.

The green/red text for characteristics isn't supposed to change depending on how much experience you have or have spent.  The purpose for this is a reminder of how much total XP you're supposed to be able to spend on characteristics.  Characteristics are only supposed to be bought with starting XP.  Like most things in the generator, you're not foreced to only use starting XP for characteristics, but you are reminded if you go over this starting XP (warning in red) and are no longer using RAW.

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New bug release version 2.2.1.1 now available!

Manual Install               Web Install               Documentation               FAQ  

Release 2.2.1.1 (Bug Fix for Release 2.2.1.0)

  • According to dev ruling, the Engine Boost System attachment now requires 1 HP, not 2.
  • In the Imbue power, the two Duration abilities were slightly different.  They are now separate Force abilities. 
  • In the Ebb/Flow power, the Strength abilities actually did three different things.  They are now separate Force abilities.
  • In the Ebb/Flow power, the final Control ability is in reality, the Mastery ability; it was labeled incorrectly in the book.  It is now labeled correctly in the generator.
  • The Mk. IV Backpack Pouch attachment erroneously contained a scattergun weapon.  This has been removed.
  • Fixed link in Ambassador specialization between Sixth Sense and Dedication.
  • When an unranked talent was granted from GM Grants, and the same talent was available in a specialization tree, it would properly select the talent and not charge XP.  However, when the character was loaded again, XP would, once again, be charged.  This has been fixed.
  • Steelskin armor from "Dangerous Covenants" will now automatically add setback to dice pools of Brawn- and Agility-based skills.  Before, the effect was just mentioned, as this capabilty did not exist in the generator when DC was first supported.
  • Modified categories on DR-45 "Dragoon" blaster to match the blaster's modes (pistol or carbine).
  • In Reports in GM Tools, trying to create a new report would generate an exception.  This has been fixed.
  • When a piece of equipment was configured to act as a container, and an item was chosen to be in that container, it would incorrectly set the item's AddlHP property to 1.  If the character had not also tinkered the item to have an additional HP, this would cause any attachments to be removed the next time the character was recalculated.  It no longer does this.
  • When a piece of equipment included a die modifier, unexpected results could occur if more than one type of skill identity (skill characteristic, type, and/or key) was selected for the die modifier.  Any combination should now give the proper result.
  • The Marked-Target Firing Lock attachment will no longer be available for weapons that possess the Blast or Auto-Fire qualities.
  • The Rapid-Recharge Xciter attachment will no longer be available for weapons that already possess the Auto-Fire quality.
  • The Paramilitary Landspeeder attachment can now be applied to speeder trucks.
  • Splash screens no longer stay top-most in the z-order and can have other windows in front of them after they are displayed.
  • If a new skill was added in custom data, but the source was not selected, it could cause problems with talents that allow you to select skills, such as Well-Rounded.  This should be fixed.
  • If a character with a selected morality was loaded, the Notes section was not displayed until a new morality was added.  This has been fixed.
  • There was an issue found where certain newly-loaded characters would immediately have the "Save" button enabled, as if the character had been changed.  This should be fixed.
  • Many grids, and the web display panels, will now gain focus when the mouse enters then.  This means that things such as wheel scrolling will be enabled in grids and web panels without first selecting the controls.
  • In specialization trees, for talents that generate conflict, the amount of conflict is now shown in a new tool tip for the conflict icon, rather than in the main tool tip over the name.
     

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Thanks for the update, Oggdude.

I've got a somewhat esoteric question - I'm working on a homebrew (actually more of a re-skin) using AoE as a base.  Is it possible to make changes to the Tool using just the Data Editor, and in such a way that it can still be used for SWRPG?  I'm looking to delete (some) and rename (some) skills, reduce the XP usable for Characteristics at chargen, and limit access to certain subsets of (existing) Obligations, Duties, Motivations, Careers and Specializations (with the option of creating more later).

Has anyone already started doing something similar with their installation of the Tools who can give pointers so I don't delete something vital?

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40 minutes ago, NGnear said:

Thanks for the update, Oggdude.

I've got a somewhat esoteric question - I'm working on a homebrew (actually more of a re-skin) using AoE as a base.  Is it possible to make changes to the Tool using just the Data Editor, and in such a way that it can still be used for SWRPG?  I'm looking to delete (some) and rename (some) skills, reduce the XP usable for Characteristics at chargen, and limit access to certain subsets of (existing) Obligations, Duties, Motivations, Careers and Specializations (with the option of creating more later).

Has anyone already started doing something similar with their installation of the Tools who can give pointers so I don't delete something vital?

You can't change the cost of characteristics.  But you could finagle some of the other stuff by changing the source name of items.  Then, you can go into Options and select/deselect things that you want available and stuff you don't.

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