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OggDude

Another Character Generator

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OK, here's the "official" release, along with all recent changes.

Release 2.3.0.0

New/Changed Data:

  • Added all new information from "Fully Operational", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, attachments, etc.
  • Added all new droids from "Fully Operational", both as adversaries and as gear, which can be used to create companions.
  • Added new vehicle attachments explicitly for use with vehicle crafting.
  • Added "Forged in Battle" as a source for the Heavy specialization.
  • Added "Age of Rebellion" as a source for the Forager talent.
  • The Raquor'Daan Beastmaster adversary has been added to the "Lords of Nal Hutta" Import folder.
  • Removed "Sealable" from the combat armor template in the Crafting dialog, since "Sealable" can be purchased as an option.
  • Fixed formatting and spelling issue with BR-219 Heavy Blaster Pistol.
  • Modified Integrated Holsters attachment to use the new storage item feature.
  • Added the Pistol and Ranged categories to the SE-14c Blaster Pistol
  • Underslung Scattergun attachment now lists the weapon's critical rating correctly as 5.
  • Changed "Podracer Engine" to "Podracer Engines (pair)".
  • The talent "Shortcut (Improved)" now takes an incidental action to perform.
  • The talent "Invigorate" now takes an incidental out-of-turn action to perform.
  • Changed the Bantha importable adversary from "Stay on Target" to have a silhouette of 2 instead of 3.
  • The Darvo-Class Light Freighter's sensor range has been increased to medium.
  • As the Gravity Belt is no longer an official item due to errata, this is noted in its default description.
  • Sorosuub "Persuader" Shock Prod now correctly has Slowfiring 1.
  • Added the Chameleon Droid and Stone Guardian from "Nexus of Power" as companion-creating gear that can be purchased in the equipment pane.
  • Krash from "Mask of the Pirate Queen" now has Leadership 1.
  • Fleet Officer from "Mask of the Pirate Queen" now has Ranged Light 2.
  • Saboteur Lift Loader from "Dead in the Water" is now a minion.
  • The Unmatched Survivability signature ability was misspelled.  It is now spelled correctly.
  • In vehicle crafting, the hull improvement Integrated System was incorrectly set to allow only a single purchase.  It can now be purchased as often as you like.
  • The Inferior quality was being inconsistantly applied to armor and weapons.  It should now be applied correctly to both, including changes to threat, damage, encumbrance, defense, and soak.  Since Inferior and Superior makes different changes to armor, if both are present, for whatever reason, the effects cancel out, rather than become cumulative.
  • Added a "Reverse Engineering" attachment for armor, weapons, gear, and vehicles to use for the "Reverse Engineering" result from the table on page 71 of "Fully Operational".  This attachment allows you to add a hard point to any piece of equipment or vehicle.
  • The "Ex-Military" background hook listed a source as "Dangerous Covenants" in the description, but it was not in the hook itself.  It is now a source.

New Features/Enhancements:

  • Added support for vehicle crafting from "Fully Operational".  A vehicle is made up of four templates: frame, engine, hull, and assembly.  Each can be selected from the drop-downs on page 1 and 2.
  • Due to the errata of 11/17, the default defense calculation and alternate have been swapped.  So, the old way of doing it is now the default.  The only difference is that there is now a defense limit of 4.  Defense limit may be changed in GM Grants.
  • When purchasing attachments, the number of HP the attachment takes up is now displayed in the grid.
  • If you have a talent such as Resolve that allows you to suffer less strain, you are now reminded of this on the character sheet under the "Strain" box.
  • In the weapon editor, added support for vehicle weapons that may not be used to upgrade existing weapons.  This is to accomodate the new vehicle weapons in "Fully Operational".
  • Added support for weapon scale.  Non-vehicle weapons displayed in vehicles will say that they're personal scale.  Scale can also be specified explicitly for weapons and weapon modifiers as personal, planetary, personal damage/planetary range, or planetary damage/personal range, as well as not-specified.  Any weapon with an explicit scale value not the norm for the weapon type will include the scale description near the name or in the description.
  • Built-in vehicle attachments may now have optional mods and save their settings with the vehicle.
  • Changed the way source filtering is done.  Now, when new sources are added to data, they are automatically added to the filter as selected.  You no longer have to select them when you first install a new version.
  • In the crafting "Print Summary" report, the die roll results, as well as the used pip results, are now shown below the template and item.  If more than one template is involved with the crafting (such as for droids or vehicles), all die results and used pips are displayed, along with the name of the template.
  • When printing encounter sheets, if an adversary has the "Adversary" talent, its rank is now shown to the right of the name on the encounter sheet as a reminder.
  • In the talent editor, you can now assign conflict to a non-Force talent.
  • In the crafting dialog, attachment improvements (Integral Attachment, etc.) will allow a vehicle to also add a weapon system.  Additionally, the previously-selected attachments or weapons will be remembered the next time the Choose button is clicked.
  • Increased the size of the Craft Item dialog.  The description text at the bottom is now larger for droids and items, while fortifications and vehicles display as a vehicle stat block.

Bug Fixes:

  • A new feature in item attachments was causing a crash in the Data Editor when a new attachment was added.  This has been fixed.
  • The Talent Item Change feature was incorrectly applying UnarmedOnly item changes (such as from the Iron Body talent) to all weapons, instead of just unarmed.  This has been fixed.
  • In cases where a pre-existing unranked talent becomes available in a talent tree, and the selection of that talent causes another pre-existing unranked talent to become available, only the first unranked talent was automatically selected.  Now, all such talents should be automatically selected, as each selection will now check to see if other talents become available for selection.  Also, in cases where auto-selection causes a talent to become available that has already been checked (and, therefore, won't be checked again), the entire tree is now re-scanned whenever a talent is auto-selected.
  • The Overwhelm Emotion talent was not adding Force dice to the Charm, Coercion, or Deception skills.  It now does this.
  • The Stun Pulse attachment was set to work with all melee weapons.  It now only works with weapons in the Bludgeoning Brawl and Bludgeoning Melee categories.
  • In the vehicle editor, when non-vehicle Gunnery weapons were selected for the vehicle (such as repeating blasters), you'd get a warning that the silhouette was out of range if either value was 0.  It now checks for 0 limits and does not display the dialog.
  • When crafting items, if you changed the item type from the drop-down, then immediately went to page 2, an exception was generated.  This no longer happens.
  • When printing sheets using full-color (with the datapad background), page numbers were not moved up and appeared in the border of the datapad.  They now appear properly.
  • In the crafting "Print Summary" dialog, if you changed printing styles (say, from full-color to simplified), the display for the template and the item would no longer appear.  This has been fixed.

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Thanks for the update!

There's something that I'm still encountering, and others have posted about as well. Hopefully, you can shed some light on the subject. Some - not all - of my custom data does now show up in the Character Generator or Data Editor. It can range from the descriptions that I've added to entire new custom information (vehicles, for example). The xml files are present in the correct locations under the DataCustom folder, but it's like the software is ignoring them. My data folder is on a shared network drive, allowing my desktop and laptop, plus my wife & son's laptops to access the data and our characters. But, when going to a game as a player, I pull the data to the local default to take it with me, then moving it back to the network upon my return home. I've cleared the cache and made sure that there aren't competing/conflicting versions of the files in the two different locations. No datasets in either location, either.

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1 hour ago, OggDude said:

The Talent Item Change feature was incorrectly applying UnarmedOnly item changes (such as from the Iron Body talent) to all weapons, instead of just unarmed.  This has been fixed.

This fix means that iron body no longer applies to any brawl weapons. Is that right? I thought that brawl weapons augmented unarmed attacks, and so iron body would still apply to brawl weapons; brass knuckles making your punches weaker seems wrong, but maybe I've been doing it wrong. This possibly isn't the place to debate how that rule should work, but I'm honestly not sure whether this is a bug.

Edit: I get it now, it uses the better of the two crit ratings of "unarmed - iron body" vs the weapon's base stats. Makes perfect sense.

Edited by zthumser

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Love this character sheet and all the rest! :)

Feature request: Please make it possible to leave the portrait box completely blank.

(Personally, I just don't want to waste toner/ink on a picture. Others might want to sketch their own in that box, or do something else.)

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Bug found after adding the  Engineering Hammer from Fully Operational I cant click to have it show up on my character sheet weapon section on front page.

Edited by kiranar
editing

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6 hours ago, kiranar said:

Bug found after adding the  Engineering Hammer from Fully Operational I cant click to have it show up on my character sheet weapon section on front page.

The Engineer's Hammer is gear that adds a weapon profile.  First, equip the hammer under "Gear".  Equipping will create a weapon profile that will show up under "Weapons".  Go to "Weapons" and click "Show"

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I can't find Dawn of Rebellion anywhere.  I think Ghosts was the first to come out, so I'll probably do that one next.  I do have the other two FaD books, so I'll do those after Ghosts.

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8 minutes ago, OggDude said:

I can't find Dawn of Rebellion anywhere.

I think there's still a copy on the shelf at my local FLGs -- I'm in Kingston, Ontario, if that helps.

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1 hour ago, admutt said:

I think there's still a copy on the shelf at my local FLGs -- I'm in Kingston, Ontario, if that helps.

I second the "my Canadian flgs Still has stock". I'm in Alberta though. If you're desperate and can't find it locally then boardgames.ca has it. The exchange rate works in your favour though shipping might bite you in the @$$ .

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3 hours ago, OggDude said:

The Engineer's Hammer is gear that adds a weapon profile.  First, equip the hammer under "Gear".  Equipping will create a weapon profile that will show up under "Weapons".  Go to "Weapons" and click "Show"

I have the hammer selected with both check marks on gear but on weapons section I cant click the show option on it. My only weapons I have on that character is a blaster rifle with carry and show on, Electromag-Pulse disruptor with carry and show on, Breaker Heavy Hydrospanner on show only when I click the engineers hammer show, but I cant seem to click the show box for the engineer hammer. I also cant directly click on the show box for Breaker Heavy Hydrospanner, but when I click engineering hammer show box the hydrospanner will click the show box.

Edited by kiranar
adding more

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@OggDude

Sorry if this has been asked/proposed before, I'm new to the SWRPG scene in general.

Would you consider opening your project to collaboration? Github or something like that.

I think the community would be benefit from that with faster updates and all that

Also, thx for the tool, it's great!

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5 hours ago, OggDude said:

I can't find Dawn of Rebellion anywhere.  I think Ghosts was the first to come out, so I'll probably do that one next.  I do have the other two FaD books, so I'll do those after Ghosts.

I have a dataset with Dawn of Rebellion (done in colaboration with a few others) and the other FnD books, would sending this to you be helpfull?

Edited by Wilhelm Screamer

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4 hours ago, kiranar said:

I have the hammer selected with both check marks on gear but on weapons section I cant click the show option on it. My only weapons I have on that character is a blaster rifle with carry and show on, Electromag-Pulse disruptor with carry and show on, Breaker Heavy Hydrospanner on show only when I click the engineers hammer show, but I cant seem to click the show box for the engineer hammer. I also cant directly click on the show box for Breaker Heavy Hydrospanner, but when I click engineering hammer show box the hydrospanner will click the show box.

Congratulations, you found a bug :)  If you had two or more pieces of gear with built-in weapons, all the weapons would get the same key, so the others' "show" state would keep getting reverted back to the first one in the list.

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13 hours ago, setro said:

@OggDude

Sorry if this has been asked/proposed before, I'm new to the SWRPG scene in general.

Would you consider opening your project to collaboration? Github or something like that.

I think the community would be benefit from that with faster updates and all that

Also, thx for the tool, it's great!

Welcome to the community! This has been proposed before, and the general idea is that OggDude was kind of using building this as a way to learn the coding, so the coding is a bit of a mess, and having multiple people fiddling with it will result in BAD THINGS. It's cobbled together and works, but it's a case of "too many cooks in the kitchen" to make it public. The best way to help is to create content databases when new books come out.

 

People with more knowledge of coding can explain it better. I'm no code monkey, and half-Luddite when it comes to computers :)

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8 hours ago, KahlessNestor said:

having multiple people fiddling with it will result in BAD THINGS. It's cobbled together and works, but it's a case of "too many cooks in the kitchen" to make it public. 

I've seen this mentioned a couple times and I hate to say it but it's false. Open sourcing it doesn't mean anyone can just start making changes to the primary version that OggDude distributes, you'd submit your changes to OggDude who can then review them, ask for changes, reject, or approve them. Just because it's a mess doesn't mean others can't grok it and help clean it up or make improvements without "BAD THINGS" happening. He's managed to create the primary tool for this game that people turn to, so there are already people (like me) who are ready and willing to help. What better way to continue learning than reviewing outside contributions?

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