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Hey.

I m currently working a bit at the (ger) language-file and discovered something, interesting for me.

 

The source is: "ctlInitiative". With entries like:

"Enter PC and NPC Cool/Vigilance Rolls here"or

"Order the rolls by precedence and check PC or NPC in the proper rank"

 

But I don't have a clue where to find it in @OggDude's tools... Maybe you could help me.

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4 hours ago, Rememberry said:

Hey.

I m currently working a bit at the (ger) language-file and discovered something, interesting for me.

 

The source is: "ctlInitiative". With entries like:

"Enter PC and NPC Cool/Vigilance Rolls here"or

"Order the rolls by precedence and check PC or NPC in the proper rank"

 

But I don't have a clue where to find it in @OggDude's tools... Maybe you could help me.

It's printed on the encounter sheet when you check the option to include initiative.

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On 6/12/2019 at 6:43 AM, penpenpen said:

A quick question if anyone wants to help: When making an attachment with the data editor, how do you go about adding something like "Set Cumbersome to 3 if lower, otherwise add Cumbersome +1."?

Also, I can't work out how to make a weapon attachment add a boost die to checks with a particular skill.

You can do it with crafting improvements, but not item descriptors.  I'll see about maybe adding support for something like that in a future release.

To add a boost, just create a custom mod (base or optional), add the description, then choose "Add Boost" from the dropdown in the Die Modifiers section, then check the skill and add the count.

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So I am running into a strange issue. When I am in a Specialization and I add a Talent that is next to the Reflect talent, it automatically adds check marks to Reflect and does not remove XP or allow me to unclick the check box. I'm not exactly sure when this happened but I did attempt to add some things to the generator and have removed them since. Does anyone have any ideas?  

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6 hours ago, jimwallace312 said:

So I am running into a strange issue. When I am in a Specialization and I add a Talent that is next to the Reflect talent, it automatically adds check marks to Reflect and does not remove XP or allow me to unclick the check box. I'm not exactly sure when this happened but I did attempt to add some things to the generator and have removed them since. Does anyone have any ideas?  

This usually happens when you already have the talent from another source, but Reflect should be ranked, so if should allow you to purchase it multiple times. Maybe check your data editor and see if the 'ranked' radio button is selected for Reflect?

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@OggDude

I don't know not how difficult it would be to implement, but I have a feature request:

It would greatly improve management of custom data and translations to be able to prioritize loading of custom data. I play the game both in English and in Brazilian Portuguese, sometimes with house rules, sometimes without. Currently, it's kind of a hassle to guarantee the correct custom data and translations are loaded properly.

For example, I have a dataset with the full translation of the Core Books into pt-br and other datasets with house rules both in en and pt-br. Since most custom data in these datasets are CustomItem (DescOnly rarely cuts it for translations), when they overlap they do not necessarily load the one I realy want. As I understand the program currently loads the one imported or created last (is this correct?). So, to make it work, I have to export/backup all datasets and reimport them in the order I want them to be loaded, which is fine if done once, but gets tiresome and prone to mistakes when you have to do that repetedly for different games.

Anyway, I know it may be something difficult to implement, but asking does not hurt. Thank's in advance for taking this into consideration, whether possible to implement or not. And your work rocks!

Cheers,

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1 hour ago, SacredRebirth said:

How do I upload pictures for items?

In your datacustom folder, you should have a sub folder called EquipmentImages (if not you can create one). Put your image file in that folder and Name it the same as your itemid. Save as a png and next time you load up the program it should show up as the default.  Can do the same for vehicle and species.

There are pixel size limits to make them look good on the page, but off-hand I don't know what they are. Though I'm sure with a little experimentation and looking at the existing files, you can figure it out

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13 hours ago, SacredRebirth said:

Thanks!

Ps. For anyone else looking to do the same, you also have to put "Weapon, Armor, or Gear" in front of the ItemId.

I would love to add some pictures to the items. Can you share your data? :)

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Hey, new here, hello, and thanks for the awesome CharGen! I'm trying to add Geonosian (From Rise of the Separatists), and I can't find an option to just add one rank to any skill, as geonosians  begin the game with one rank in a skill of their choice. Am i missing something?

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20 hours ago, Shantriel said:

Hey, new here, hello, and thanks for the awesome CharGen! I'm trying to add Geonosian (From Rise of the Separatists), and I can't find an option to just add one rank to any skill, as geonosians  begin the game with one rank in a skill of their choice. Am i missing something?

I'll need to make a change for that.  Right now, you can add skill training to a species, but the skill choice is limited to career, non-career, or specialization.  I don't have an "any skill" option.

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It's official.  2.3.3 is now released.  Not much difference between the pre-release, except your web installs should automatically update now.

It's uploading now, give it about 10-15 min.

Release 2.3.3.0

New/Changed Data:

  • Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc.

New Features/Enhancements:

  • In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks".
  • In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value.

Bug Fixes:

  • An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden.
  • If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this.
  • On the Specialization pane, the title appeared too small.  This has been fixed.
  • On the Signature Ability pane, the title appeared too small.  This has been fixed.
  • In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this.
  • In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work.
  • In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly.
  • In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen.
  • The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed.
  • If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed.
  • The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed.
  • The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed.
  • In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator.
  • In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked.
  • Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     

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41 minutes ago, OggDude said:

It's official.  2.3.3 is now released.  Not much difference between the pre-release, except your web installs should automatically update now.

It's uploading now, give it about 10-15 min.

Release 2.3.3.0

New/Changed Data:

  • Added all new information from "Cyphers and Masks", including species, specializations, talents, duties, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc.

New Features/Enhancements:

  • In the Adversary/Companion editor, custom weapons may now specify a scale.  This is to support the Model 20 Mini-Missile Pack for the E522 Assassin Droid from "Cyphers and Masks".
  • In the data editor, when editing armor, you can now specify a 0 for min/max soak and defense.  To do this, check the box next to the value.  Whenever a value is greater than 0, this box will always be automatically be checked.  If unchecked, a 0 will continue to mean that there is no min/max value.

Bug Fixes:

  • An error could occur when the Rewards panel was being created if source filtering eliminated all crafting improvements.  This has been fixed.  Also, if no rewards are available after source filtering, the Rewards button will be hidden.
  • If an adversary was given a talent that added HP to an item (such as Tinkerer), the GM Tools would crash when the adversary was selected.  It will no longer do this.
  • On the Specialization pane, the title appeared too small.  This has been fixed.
  • On the Signature Ability pane, the title appeared too small.  This has been fixed.
  • In the Data Editor, the weapon editor dialog was not correctly auto-creating descriptions for new weapons.  It will now do this.
  • In the Data Editor, auto-creation of item descriptions would not work properly if a source did not have a page number (which is optional).  This will now work.
  • In the Data Editor, the Talent editor did not update the talent properly.  New and modified talents will now be updated correctly.
  • In all forms, font sizes would sometimes appear too small.  This was due to a modification in the way fonts sizes were validated.  This should no longer happen.
  • The unarmed weapon was not being properly updated when an all-skill weapon modifier was available.  This has been fixed.
  • If the unarmed weapon had been modified with added damage, this damage was not applied to other brawl weapons.  This has been fixed.
  • The "Increase Passengers Capacity by Silhouette" mod was incorrectly increasing passengers by the encumbrance capacity.  This has been fixed.
  • The Lightly Armored hull attachment for crafting had an incorrect optional mod.  This has been fixed.
  • In the GM Tools, PC adversaries created for a PC with a talent that replaces the base characteristic of a skill (such as lightsaber techniques) would have the skill reset to the original characteristic.  They will now retain the selected characteristic for that skill as set in the character generator.
  • In the Mod  Editor dialog, if adding or editing a mod that was not for a weapon, checking the weapon modifier checkbox would still display mods for the base type in the dropdown.  It will now switch to weapon mods, then switch back if the box is unchecked.
  • Attachment mods that should have been applied to weapon modifiers belonging to the attachment were not being applied.  They should now be applied properly.
     

awesome. Thank you. What is your next planned update? Any data you want people to send you?

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10 hours ago, Daeglan said:

awesome. Thank you. What is your next planned update? Any data you want people to send you?

I second this! @OggDude Let us know what info you need and I will work on getting a portion of it together.

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Posted (edited)

I'm working on some encounters in the GM tools, and it appears that the print option is broken in this latest version. I've tried it with some new ones I just entered, as well as some older ones that I've printed from previous versions. The only thing it's generating is the adversaries and the vehicles. The whole description portion is completely skipped. Am I missing something here?

Edited by stealthviper27

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Posted (edited)

@OggDude Wonderful work, oh talented CodeSmith, sir!

Is there an "easy way" to update? IE: simply copy over the files from the archive, or is there something else that needs to be done?

 

On a slightly different note: Is there a trick to adding in the data from FelixTG's post (about 1/2 way down on page 357) for the Sith Fury-class Interceptor to the available ships?

I'm new here, so I am still a bit clumsy using your wonderful utility.

 

Thanks again for the Great Generator! I look forward to more expansions as they get released!

 

Edited by TLoATDaE
Updated information

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currently when i load the program it wont display the window on my screen it shows a preview in my taskbar but doesnt show up. Its running but wont come to front even my older program wont display.

 

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Posted (edited)
2 hours ago, Tassedar said:

currently when i load the program it wont display the window on my screen it shows a preview in my taskbar but doesnt show up. Its running but wont come to front even my older program wont display.

 

Have you tried Windows 10's Cascade Windows option or right-click on icon and select Maximize or Move.  It may have opened off screen somehow

 

(Assuming using Windows. Windows 7 also has Cascade Windows option)

Edited by Varlie

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14 hours ago, TLoATDaE said:

@OggDude Wonderful work, oh talented CodeSmith, sir!

Is there an "easy way" to update? IE: simply copy over the files from the archive, or is there something else that needs to be done?

"Easiest" method to update is to use the WebInstall version, which checks for updates every time you launch the program, and will automatically install those updates when available without overwriting any custom alterations/updates that you've made.

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Posted (edited)
5 hours ago, Belik said:

Is there a list of which books are in the dataset and which aren't yet?

I believe the only books missing are Dawn of the Rebellion, the 4 new PC races in Allies & Adversaries and Rise of the Seperatists. 

Edited by T70 Driver

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3 hours ago, Donovan Morningfire said:

"Easiest" method to update is to use the WebInstall version, which checks for updates every time you launch the program, and will automatically install those updates when available without overwriting any custom alterations/updates that you've made.

Thanks for the feedback!

I'm going to try that now.

Such a wonderful program!

Oh! I have one little suggestion (if it's not too much): Can we get an option to use Duplex Printing? It'll save 3 sheets of paper (or more) on a full printing if possible.

Again, Much Thanks!

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@TLoATDaE

I duplex the character sheets all the time.

That's a printer setting, not a setting in Oggdude's program.

However, if you're having trouble with that, you can "Print to PDF" and then open it in your PDF viewer and you should be able to access your duplex option there.

Cheers! 😁

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