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Another Character Generator

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The article for Gadgets and Gear shows a sample of the new gear stat blocks and also shows us an example of a “not for sale” price.

swr17_a1_tearaway.png

A while back, I’d asked about the possibility of adding a “unique” rarity and cost, since we’ve seen stats for one-of-a-kind gear, but this looks like they’re just solving part of that by making these items rarity 10, which works for me. How difficult would it be to enable marking items to display “not for sale” in the software?

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7 minutes ago, OggDude said:

Oh, I don't have Allies and Adversaries yet, but just reading up on it, it looks like there's something like 130 adversaries in it.  It'll take me forever to enter those in, so anyone interested in helping out?  We could divide it out and everyone take like 5 or 10 of them, something like that.  I can then include them in the next release, along with whatever else is in Allies and Adversaries (I'm assuming it'll have more than just NPC's).

Fortunately, most of them just required copying existing NPC’s and changing the source. It still took a while, though.

Unfortunately, I either entered the fluff or nothing rather than the generic page reference for the descriptions, or I’d offer to provide them all to you. Give me a chunk to do, and I can alter what I’ve got to give you.

Edited by Nytwyng

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7 minutes ago, OggDude said:

Oh, I don't have Allies and Adversaries yet, but just reading up on it, it looks like there's something like 130 adversaries in it.  It'll take me forever to enter those in, so anyone interested in helping out?  We could divide it out and everyone take like 5 or 10 of them, something like that.  I can then include them in the next release, along with whatever else is in Allies and Adversaries (I'm assuming it'll have more than just NPC's).

I have the book, let me know how I can help

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4 hours ago, OggDude said:

I was about to say... universal specs should not be showing up as starting specs, and if you want to add one, you can select the universal spec radio button to only view universal specs.  It's already doing all of this.

Actually I did experience this as well, and was able to determine that it was a problem with the data set I was using. The universal specs trees were added (created new not included with the program). They also did have the universal spec flag checked. Comparing them in the data editor I could see no difference between the added Padawan survivor spec and the recruit spec. They both were set up the same they both had the universal spec checkbox ticked however padawan survivor was showing up as chooseable for a starting career. I ended up just removing all the added careers and talents. I'm using the latest release of the editor. I can also send you the data I was using as well.

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19 hours ago, Ziro said:

Actually I did experience this as well, and was able to determine that it was a problem with the data set I was using. The universal specs trees were added (created new not included with the program). They also did have the universal spec flag checked. Comparing them in the data editor I could see no difference between the added Padawan survivor spec and the recruit spec. They both were set up the same they both had the universal spec checkbox ticked however padawan survivor was showing up as chooseable for a starting career. I ended up just removing all the added careers and talents. I'm using the latest release of the editor. I can also send you the data I was using as well.

I had the same issue, what it looks like is whoever did the files with the universal specs from DoR added them to every spec, which is why they show up as a starting spec.  It was why I was so confused when I added universal specs, and they didn't show up in the starting specs.   They show up when you go to purchase a second spec.    

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On 5/10/2019 at 11:40 AM, OggDude said:

Oh, I don't have Allies and Adversaries yet, but just reading up on it, it looks like there's something like 130 adversaries in it.  It'll take me forever to enter those in, so anyone interested in helping out?  We could divide it out and everyone take like 5 or 10 of them, something like that.  I can then include them in the next release, along with whatever else is in Allies and Adversaries (I'm assuming it'll have more than just NPC's).

Where are the templates for crafting? I want to edit the crossguard saber to include the advantage triumph options

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On 5/3/2019 at 12:16 PM, RNST said:

Nope

Here is what I get (only the beginning of the list, I didn't want to overload the topic by copying the whole message) ; I've added it in the attached .txt file :

System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
   à SWCharGen.DescriptionProcessing.GetCharTalentDescription(CharTalent ctal, Adversary adv)
   à SWCharGen.DescriptionProcessing.GetAdversarySummary(Adversary adv, Int32 start, Boolean showDesc)
   à SWCharGen.DescriptionProcessing.GetAdversaryStatBlock(Adversary adv, Boolean showPC, Boolean showDesc, Boolean showName)
   à SWCharGen.EditAdversaries.CharShowinfo(Adversary adv)
   à SWCharGen.EditAdversaries.dvgCharacters_SelectionChanged(Object sender, EventArgs e)
   à System.Windows.Forms.DataGridView.OnSelectionChanged(EventArgs e)
   à System.Windows.Forms.DataGridView.FlushSelectionChanged()
   à System.Windows.Forms.DataGridView.set_NoSelectionChangeCount(Int32 value)
   à System.Windows.Forms.DataGridView.OnCellMouseDown(HitTestInfo hti, Boolean isShiftDown, Boolean isControlDown)
   à System.Windows.Forms.DataGridView.OnCellMouseDown(DataGridViewCellMouseEventArgs e)
   à System.Windows.Forms.DataGridView.OnMouseDown(MouseEventArgs e)
   à System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   à System.Windows.Forms.Control.WndProc(Message& m)
   à System.Windows.Forms.DataGridView.WndProc(Message& m)
   à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

What is surprising is that I have this error not only for 2 NPC's I've created but also for one PC for which I have no issue when reading his file with the CharGen...

Hey, I had the same problem as you and I managed to figure it out. My character had both the Rigger and Modder specializations.

The error occurred due to some conflict with both specs "Signature Vehicle" talent causing some kind of weird interaction with each other. I removed one the specs, saved the character, and the GM Tools loaded up fine.

I think the program is trying to apply both instances of "Signature Vehicle" at once, but one of them sticks, and the other end up pointing to some vehicle object that doesn't exist, throwing the error.

I don't know if this applies to similar talents, but you could see if that helps somehow.

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As I sat down to start entering Rise of the Separatists data, I discovered what appears to be a bug in the Data Editor.

When entering a new weapon, the description box auto-populates the header code ([H3][h3]), but no longer auto-populates the item's name between the tags.

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On 5/11/2019 at 9:15 AM, Raicheck said:

I had the same issue, what it looks like is whoever did the files with the universal specs from DoR added them to every spec, which is why they show up as a starting spec.  It was why I was so confused when I added universal specs, and they didn't show up in the starting specs.   They show up when you go to purchase a second spec.    

Yeah, the only way for this to happen is if they're added to the career.  Universal specs should not be added to individual careers, as they can't be starting specs.

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3 hours ago, Nytwyng said:

As I sat down to start entering Rise of the Separatists data, I discovered what appears to be a bug in the Data Editor.

When entering a new weapon, the description box auto-populates the header code ([H3][h3]), but no longer auto-populates the item's name between the tags.

I fixed it.  The new calls in my base form class were being called out of order, but just in that dialog.

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@OggDude

Howdy!

First off, amazing program! My entire gaming group uses it for their characters!

I did notice a strange quirk with Cybernetics, specifically the Cybernetic Legs. You need to have a pair in order to get the benefit to either Brawn or Agility, but if you input them separately, it lets you gain two increases.

However, if you stack them in one line, it doesn't track them as separate for the Cybernetic cap.

(i.e.: 2 stacked legs provides +1 to a characteristic, but only counts as 1 cybernetic. 2 individually listed legs provides +2 to a characteristic, but does count as 2 cybernetics.)

I'm using version 2.3.1.0

Sincerely,

Salamar Dree

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BTW in case I haven't said it, Oggdude, this program is the bomb!

I was entering the Ravage talent from the Force Outcast tree, and ran into a small problem.  Would anyone know what would cause a talent to strip the force talent/conflict modifiers off of it, even after I update the talent, and save the modification?   Whenever I do that, I go back to check and it's no longer a force talent with conflict cost.

 

 

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26 minutes ago, Raicheck said:

BTW in case I haven't said it, Oggdude, this program is the bomb!

I was entering the Ravage talent from the Force Outcast tree, and ran into a small problem.  Would anyone know what would cause a talent to strip the force talent/conflict modifiers off of it, even after I update the talent, and save the modification?   Whenever I do that, I go back to check and it's no longer a force talent with conflict cost.

 

 

I've been having this same problem adding any of the force talents; every time I go back in to any of those talent, the "force talent" box is unchecked

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3 hours ago, jivjov said:

I've been having this same problem adding any of the force talents; every time I go back in to any of those talent, the "force talent" box is unchecked

Same problem here, not just changing if its a force talent, but also the activation type (Incidental, Action etc)

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Ogg,

 

Love the software. The stat blocks that are generated for NPCs. Is there a method to change the presentation. Currently is prints one long strip but I would like to change up the layout if possible. Minor thing but could this be done?

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4 hours ago, MrTInce said:

Ogg,

 

Love the software. The stat blocks that are generated for NPCs. Is there a method to change the presentation. Currently is prints one long strip but I would like to change up the layout if possible. Minor thing but could this be done?

Not the layout, but you can change the skin and change the font size.  Long nemeses should probably use a small font size.  Since it's an image, you can also cut the image into smaller chunks and arrange them side-by-side.

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46 minutes ago, QuorumOf4 said:

Is there an easy way to check the current version number? I didn't see a change log anywhere with the past versions.

the launcher lists the version. And every release gets a post with the changes

 

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Hi, I’m brand new to the generator and was wondering just how easy is it to add things like speciality trees into the database? I’m hoping to play a Retired Clone Trooper but I see OggDude hasn’t managed to get to Dawn Of Rebellion yet. Can somebody walk me through it or would it just be easier to be patient and wait until OggDude adds it? Thank you very kindly.

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Just went to add a custom item to one of my players and the bottom screen for the "Current Item" ALL Brawl/Melee Weapons are showing and adding Defensive 1. The base description at the top right corner is showing correctly.  Finished the item just to be sure and it does indeed add Defensive 1.

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