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OggDude

Another Character Generator

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I figured it out, the key is in the naming of both that first directory and the zip file, and it's super specific on which one has to be - and which one has to be _.  Took some hammering and I got it imported and now have tons of new toys to play with.  Thanks again to the community for the great tool and fantastic support :)

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5 hours ago, doktor grym said:

I mentioned to MacAllen about cleansing his user data files to allow for a soft reset of the app and to download the local install version rather than the download version. I find my players and i have a better experience with that version. If i was more script savvy I'd write an application to clear out all the remnant data that an uninstall doesn't remove, but I'm a hardware, O/s and network security person. Programming isn't my forte. 

The remnant data should be the custum dats files and character stuff. I would think you would want that. Also the other version keeps you current. What problem do you have with it?

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Posted (edited)

I've been using this tool and messing with the data editor a lot (I love to make custom content for my players) and put a lot of effort into it.. There is only one problem.. Im going crazy modifying XMLs for the templates.. Even more with buildings (Base and fortifications) templates..

So I want to ask for 2 things:
 

1-Please add templates to the data set..  PLEASE.. I can't make another custom XML without going crazy lol.. Most of the items I add are not meant to be bought, but made by the players, so each time I have to go and make the template and decide what upgrades they can get and stuff.. I've done it more than a hundred times and it drove me nuts xD

 

2- Please add bases to the character itself, not only the group.. I have a character who has a workshop, it's not the groups workshop but his personal workshop, and there is no way to put it into his character file, it HAS to be in the group.. I've worked around this by custom xmling a workshop in the fortifications crafting, but there is no way to put the upgrades into it, which is sad :( so please, help :D

 

Thanks a lot if you are able to do this things.. Also.. I know you have little time, so I wanted to ask if you had a GitHub with your project xml's.. I wouldnt mind at all to just pump the stuff from the books, I own Cyphers and am about to get Dawn of Rebellion.. If you had a GitHub I could collaborate, I would go all in and put the work for the items and stuff, that way you would have time to dedicate for the programming part that I do not know **** about 😛

Thanks in advance, you are the best!

PS: Little bug report, termite torpedos are not listed as Ordnance, launcher is good, but the munition is bad xD

Edited by wolfsilver00

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Here's the 2.3.1.1 bug fix.  This has all of my latest bug fixes, which hasn't really changed much in the last month or so (haven't had much time to work on anything).  This will be the only bug fix release for 2.3.1.  2.3.2 will probably just be Knights of Fate, plus anything else that needs fixing that's brought to my attention.

My FLGS has stopped carrying SWRPG books (boo), but I'm going to be ordering  Cyphers and Masks and Dawn of Rebellion online, so those will be added down the road a bit.  Anyway, here's the latest (link can be found in my Profile/About panel):

Release 2.3.1.1 Bug Fix:

  • The Thisspiasian, Vurk, and Tholothian species had a misspelling for their source.  This has been fixed.
  • In GM Grants, specializations could not be checked.  This has been fixed.
  • When the Tinkerer talent was unselected, items with extra HP's would have all of their attachments removed.  This was by design, but not always needed.  It will now only remove attachments if the new total HP is less than used HP.  And even then, it will remove attachments one at a time until under the proper total, rather than remove everything.
  • The equipment pane and new vehicle dialog in the character generator, and the equipment pane in the add companion dialog, didn't use the source selection from the Options dialog.  They will now respect source selection.  Note this will work only in the character generator, not in the GM Tools.
  • Fixed a potential bug in the translate class where a bad locale ID specified when loading the translation object could cause an exception.
  • Fixed a potential bug in the settings class where a non-existent locale ID would return 0.  It will now default to 1033 (US English).

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This is a small thing, but does anyone know where the adversary entry for Raquor'daan Beastmaster is? The notes for version 2.3 say it was added, but I can't seem to find it in the adversaries folder to import.

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Posted (edited)

If only we could open source this.... Someone could even get around to transliterating it towards being cross-platform. Too bad :(

Edited by RWDJ
Found reason we can't open source

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9 hours ago, RWDJ said:

If only we could open source this.... Someone could even get around to transliterating it towards being cross-platform. Too bad :(

It uses active X so indont think you can it to non windows. You would be better off starting from.scractch

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Posted (edited)

So.. No clue why this happens, in the GM tools, adversaries, I have 1 player character that throws an error.. Code in spoiler.. Character XML added to post

 

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.DescriptionProcessing.GetCharTalentDescription(CharTalent ctal, Adversary adv)
   at SWCharGen.DescriptionProcessing.GetAdversarySummary(Adversary adv, Int32 start, Boolean showDesc)
   at SWCharGen.DescriptionProcessing.GetAdversaryStatBlock(Adversary adv, Boolean showPC, Boolean showDesc, Boolean showName)
   at SWCharGen.EditAdversaries.CharShowinfo(Adversary adv)
   at SWCharGen.EditAdversaries.dvgCharacters_SelectionChanged(Object sender, EventArgs e)
   at System.Windows.Forms.DataGridView.OnSelectionChanged(EventArgs e)
   at System.Windows.Forms.DataGridView.FlushSelectionChanged()
   at System.Windows.Forms.DataGridView.set_NoSelectionChangeCount(Int32 value)
   at System.Windows.Forms.DataGridView.OnCellMouseDown(HitTestInfo hti, Boolean isShiftDown, Boolean isControlDown)
   at System.Windows.Forms.DataGridView.OnCellMouseDown(DataGridViewCellMouseEventArgs e)
   at System.Windows.Forms.DataGridView.OnMouseDown(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.DataGridView.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)

 

Weird thing, he has no adversary talent.. The other characters work good.. IDK what the ****.. Ill add the xml of the character

Marbo - Gank Technician.xml

Edited by wolfsilver00

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Apologies if this was mentioned, but the H-7 "Equalizer" blaster pistol is displaying with one more damage value than it should. The extra damage from its innate Superior Quality is factored into its stat block, but the app applies the damage +1 from it again once it's in the character's inventory.

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So, while adding Knights of Fate, I decided to include a rewards feature.  Here's an example of what they will look like when printed:

 

image.png.c9cac55f83c45e2f371cdd274718a718.png

 

Right now, though, I'm hoping that I found all the rewards.  These are the rewards that I have currently:  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Championship Title, Classroom Title, Follower, Legendary Title, Medal of Honor, Military or Civilian Decoration, Reputation, and School.

Am I missing any?  If so, what are they and which book are they in?

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17 hours ago, OggDude said:

So, while adding Knights of Fate, I decided to include a rewards feature.  Here's an example of what they will look like when printed:

 

image.png.c9cac55f83c45e2f371cdd274718a718.png

 

Right now, though, I'm hoping that I found all the rewards.  These are the rewards that I have currently:  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Championship Title, Classroom Title, Follower, Legendary Title, Medal of Honor, Military or Civilian Decoration, Reputation, and School.

Am I missing any?  If so, what are they and which book are they in?

This is brilliant. You could also add Proven Expertise or Maker's Mark from Fully Operational, Pg. 95.

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One thing that could be added is a base profile for the conjure basic powers weapon in melee or brawl form. I made a base profile on the data editor which works for now.

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The pre-release for 2.3.2 is now ready.  You can find it here.  Please run it through its paces and let me know if you find anything that needs changing or fixing.

 

Pre-Release 2.3.2.0:

New/Changed Data:

  • Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc.

New Features/Enhancements:

  • Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM.
  • In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one.
  • Added a Rewards editor to the Data Editor.
  • Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard.
  • Modified the skills pane.  The rank sources have been removed and columns respaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill.
  • Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet.
  • In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected.
  • When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power.

Bug Fixes:

  • Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will.
  • When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue.
  • Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal.
  • In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well.
  • For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted").
     

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As allways you do stellar work, and I really liked the Rewards inclution. Now I dont have to fiddle around with making it an item, and the manually removing XP.

However the "Battle Scar" is a bit verbose, with everything written twice, and then a whole box beneath it to write it all again..
 

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17 hours ago, Zio Yamamoto said:

As allways you do stellar work, and I really liked the Rewards inclution. Now I dont have to fiddle around with making it an item, and the manually removing XP.

However the "Battle Scar" is a bit verbose, with everything written twice, and then a whole box beneath it to write it all again..
 

It's the nature of how option choices work.  If you noticed, it's the same mechanism used in species, and the control on the printed sheet is the same one used on the species page.  Basically, there's going to be a row for the injury severity and a row for the acquired talent.  You don't have to add notes, but that's where you can describe all the gory details about how you got your scar and why you were able to get a talent out of it.

Alternatively, I could include a title for battle scars (the one-line description, like "Mark's Description" or "Area of Expertise"), which takes up less space than notes, but I didn't because it doesn't give you a lot of space to describe your scar.  In general, the whole point of rewards is to keep track of all of your glorious in-game heroics as part of the storyline.  That tends to take up a bit of space when you write about it :) 

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Posted (edited)

just a minor(?) issue, you have forgotten to add medpacs(from the core books) to the CharGen, emergency medpacs are in but not ordinary medpacs

sorry my mistake

Edited by Ozymandias79

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3 hours ago, Ozymandias79 said:

just a minor(?) issue, you have forgotten to add medpacs(from the core books) to the CharGen, emergency medpacs are in but not ordinary medpacs

They are there.

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One feature that I would really like is if it was possible to choose <No beginning> and <No reason for adventure>, thus hiding them, as is the case with the <No attitude>  for Force. Not very important, of course, but I'd be grateful!

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Worth mentioning for future reference @OggDude, the new book's spec tree "Jedi Knight" has a requirement of needing 2 Force Rating until you can buy it. Since that's something not built into the generator, thought I'd make you aware so the train tracks can start being laid.

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Posted (edited)

Maybe an option to restrict clone careers to well clone too, but think of it, a Jawa Clone army scavenging the galaxy of shiny trinkets and stray droids... Clanker Killer will really come in handy!

Edited by doktor grym

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28 minutes ago, doktor grym said:

Maybe an option to restrict clone careers to well clone too, but think of it, a Jawa Clone army scavenging the galaxy of shiny trinkets and stray droids... Clanker Killer will really come in handy!

This, I believe, could be done at the "GM" level, rather than in the character generator.  GM, after all, has final say as to what characters can be allowed/played.

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