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Another Character Generator

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41 minutes ago, OggDude said:

You can do that now.  Enable GM Grants from the Option dialog, then click the button on the Description pane.

Awesome.

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Posted (edited)

In regards to the books Gadgets and Gear, I do think the generator needs a way to mark an item as 'legendary', 'unique' and/or priceless to represent items that you cannot buy. Putting the items as 0 or 999999 just looks weird (and sometimes causes an error).

Furthermore, a lot of the name starships in Starships and Speeders bend the rules for how they are constructed, in my own personal dataset I've had to add them as actual starships in the generator. Would be nice if you can mark a starship as 'unique' so once again it allows us to enter unique ships into the generator while making it entirely clear "This is not available for purchase."

Also...for the executor, you're gonna need to increase the amount of batteries a vehicle can have. I tried to make it in the generator and it was next to impossible.

Edited by Ebak

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Posted (edited)
5 hours ago, OggDude said:

Fixed the reward bug.  Question:  do the vehicle and equipment sourcebooks have new material, or are they just trying to be a one-stop place for items from other books?  I haven't bought them yet and I wasn't sure if I needed to.  I do have Dawn, but I can't find Collapse anywhere.

Awesome! Thanks. Looking forward to the Reward fix. I've been working on adapting the Signature Weapon/Signature Armor talents from Realms of Terrinoth for Star Wars, and determined the Reward system is the way to go.

Gadgets and Gear and Starships and Speeders (not to mention Allies and Adversaries) add just enough new material to be incentive to purchase the books for those of us who have most/all of the other books. Gadgets and Gear, in particular, tossed in a couple of new wrinkles that you may want to have in mind. The unique character items have a listed price of "Not For Sale." (I've been using a band-aid of making them a price 0, and giving them a special category of "Iconic," then telling my players they can't purchase anything that's Iconic.) They also redesigned the look of the stat block, top to bottom. to include the pertinent skill, range, encumbrance, rarity, price/restriction, and a box for the special qualities. Both are on display in this image from one of the preview articles. (Not shown in the picture: Most of the character items have a special ability that's only usable by the named character the item belongs to. For example, Luke's lightsaber here has the special ability Son of Skywalker: "Luke Skywalker possesses a powerful, instinctive connection to the Force, made stronger through his connection to his lightsaber's kyber crystal. Whenever Luke wields his lightsaber and spends a Destiny Point to upgrade the ability of a check or the difficulty of a combat check targeting him, he upgrades it twice instead of once." I've been highlighting that using some of the HTML tags in the Built-In Mods description.)

swr17_a1_tearaway.png

Of the three, while Allies and Adversaries mainly adds new NPCs, it does add four new playable species: Ewok, Jawa, Lasat, and Tusken Raider. Of particular note for the Character Generator, Ewok has one more quality that would go under "Option Choices" than the software will allow (starting with a rank of Stealth or Survival; Boost to Perception and Vigilance checks due to sense of smell; Sil 0; and unfamiliarity with high tech, which can be waived at the GM's discretion).

Something else new to consider while you look for a copy of Collapse of the Republic (or for one of us to send you the info from it ;)) is that it introduces an optional, GM-discretion character creation rule called The Short Path to Power, allowing a player to spend 30 starting XP to purchase one rank of Force Rating, effectively bringing it to 2, because the player can jump straight to either Jedi Knight or Jedi General as a starting Specialization.

And, while I'm thinking of it, something I've noticed for a while: random custom vehicles (or custom data for existing vehicles) won't show up. The xml file shows up in the appropriate DataCustom folder, but the information isn't visible in the Character Generator or Data Editor. Clearing cache doesn't resolve it, and it's not all custom data. I haven't noticed a common factor in the data that goes invisible. I've been working around it with the full custom vehicles by tossing copies of them in the main app data folder.

That was longer than I expected it to be. Sorry about that.

Edited by Nytwyng

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9 minutes ago, Ebak said:

In regards to the books Gadgets and Gear, I do think the generator needs a way to mark an item as 'legendary', 'unique' and/or priceless to represent items that you cannot buy. Putting the items as 0 or 999999 just looks weird (and sometimes causes an error).

Definitely agree about needing the "Not For Sale" option. I've given them all a Category of "Iconic." Just type over whatever's in the Category field (defaults to "Ancient Relics") and click "Add." While it's formatted as a pick list, it's dynamic and will let you write/add your own.

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Posted (edited)

Arg'garok should be in the powered melee category and also handedness should be set to two handed

Czerka Arms C-10 "Dragoneye Reaper" Heavy Blaster Pistol should be in the blaster pistol category

 

Edited by Ozymandias79

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4 hours ago, Ebak said:

In regards to the books Gadgets and Gear, I do think the generator needs a way to mark an item as 'legendary', 'unique' and/or priceless to represent items that you cannot buy. Putting the items as 0 or 999999 just looks weird (and sometimes causes an error).

Furthermore, a lot of the name starships in Starships and Speeders bend the rules for how they are constructed, in my own personal dataset I've had to add them as actual starships in the generator. Would be nice if you can mark a starship as 'unique' so once again it allows us to enter unique ships into the generator while making it entirely clear "This is not available for purchase."

Also...for the executor, you're gonna need to increase the amount of batteries a vehicle can have. I tried to make it in the generator and it was next to impossible.

OK, good to know.  As for number of batteries, it's just a GUI control limit.  After you save it, just bring the XML up in an editor and change the number if you want 100 or more batteries.  I'm going to be changing this number to 999 in the next release because I think the big Trade Federation ship had 100 of one kind of weapon 🙂

 

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11 minutes ago, OggDude said:

OK, good to know.  As for number of batteries, it's just a GUI control limit.  After you save it, just bring the XML up in an editor and change the number if you want 100 or more batteries.  I'm going to be changing this number to 999 in the next release because I think the big Trade Federation ship had 100 of one kind of weapon 🙂

 

The Death Stars can get up to 50,000 on some of them., with silhouettes of 20 and 21.

Good to know my workaround of going into the xml files has been right, though. 😁 The only problem being that, if I open it back up in Data Editor to change something else, the xml file seems to get bumped back to what the cap is and has to be manually edited again.

While it's probably unlikely to have to go above any of those limits often, it could happen if someone was homebrewing, say, Yuuzhan Vong worldships. ;)

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Posted (edited)

Oh! Another thing I've thought of that you may want to get ahead of. The universal spec from collapse; the "Nightsister" has a talent which is 5xp, this talent gives you Force Rating 1 if you don't already have it, but doesn't increase the force rating if you do. I remember I could find no way to implement this in the generator.

Edited by Ebak

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3 minutes ago, Nytwyng said:

The Death Stars can get up to 50,000 on some of them., with silhouettes of 20 and 21.

Good to know my workaround of going into the xml files has been right, though. 😁 The only problem being that, if I open it back up in Data Editor to change something else, the xml file seems to get bumped back to what the cap is and has to be manually edited again.

While it's probably unlikely to have to go above any of those limits often, it could happen if someone was homebrewing, say, Yuuzhan Vong worldships. ;)

Whenever I load my generator after doing that it just seems to crash, like the program can't take the power of a fully armed and operational battle station!

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Posted (edited)

Here are the latest changes.  Let me know if there's anything else that needs getting done.

 

Release 2.3.4 (Upcoming)

New/Changed Data:

  • Added all new information from the "Rise of the Separatists" sourcebook, including species, careers, specializations, talents, equipment, vehicles, NPCs, etc.

New Features/Enhancements:

  • To support the Republic Representative specialization, added feature to choose one or more career skills.  When you first purchase the specialization, you are allowed to choose a knowledge skill.  A new button "Choose Career Skill" appears on the Specialization tab that allows this skill to be changed.  Selectable career skill choice is also supported in the specialization editor, and will be displayed as the proper choice type when you print specialization trees in GM Tools.
  • Added support for the Jedi Knight specialization's Force rating requirement.  This specialization will only be selectable if the Force Rating requirement is met.  If you already purchased it and your Force Rating is lowered, it will remain on your character until you remove it.  It will then not be available until the Force Rating requirement is met.  Minimum Force rating is also supported in the specialization editor.
  • To support Geonosians, the skill choice option has been expanded to allow you to choose any starting skill, not just career, non-career, or specialization skills.  The skill can be based on type (general, knowledge, etc) or apply to any skill.  Skill training is now fully supported in the species option editor.
  • To support the Renegade Form talent, there is now an option to choose any characteristic as a skill characteristic, not just one specified characteristic.  This is also supported in the talent editor.
  • For adversary stat blocks, the Strain panel is now hidden for minion and rival adversaries, and the other three are spaced evenly, similar to the stat blocks in the books.
  • Added item descriptors for adding automatic Force pips (light, dark, and generic) for skill checks.
  • Inventory stat blocks will now worked for purchased equipment.  They will include attachments and other customizations.
  • In the adversary dialog, custom items may now include mods, including die modifiers.
  • Added more mod support for adversaries, including mods that add Force abilities.
  • When displaying adversaries, skills are now sorted alphabetically.
  • Raised the weapon system count maximum in the weapon editor to 100000 to support Death Stars and the like.
  • Vehicles now have a maximum silhouette of 25 when created in the data editor.
  • All items (weapons, armor, gear, and vehicles) now have a "unique" flag settable in the data editor.  When set, this item has no real price.  All places where price would be displayed will have "Unique".  Unique items cannot be purchased or sold, only added and removed.

Bug Fixes:

  • For crafting, duplicate droids will now be properly created.
  • In vehicle stat blocks, fixed an issue with the display of Handling.
  • With a fresh install, launching the GM Tools before the Character Editor, then trying to add an adversary would cause an exception.  This was caused because the source filters were only being initialized in the Character Generator, not the GM Tools or the Data Editor.  They are not being initialized in all three apps, so this will no longer happen.
  • Adding a custom reward in the data editor would cause a crash when finished.  This has been fixed.
     
Edited by OggDude

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I've only just gotten into this hobby but i love using your character generator Oggdude.  Only thing i wish was different was if there was a space for the force rating and committed/uncommitted force die on the first page when you print out a sheet.  I know it seems like a small thing but that something that its really nice to have close at hand to keep track of.  Thanks so much for making this tool.

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Posted (edited)
14 hours ago, OggDude said:

You can do that now.  Enable GM Grants from the Option dialog, then click the button on the Description pane.

Please correct me if I'm wrong, but using that method to gain a free specialization means that the next normal specialization (bought as opposed to free) ignores the presence of the free one(s) when calculating the cost of the new one.

What do you do if you want to buy a new specialization but include the previous free specialization(s) when calculating its cost?

Edited by Bellona

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10 minutes ago, Bellona said:

Please correct me if I'm wrong, but using that method to gain a free specialization means that the next normal specialization (bought as opposed to free) ignores the presence of the free one(s) when calculating the cost of the new one.

What do you do if you want to buy a new specialization but include the previous free specialization(s) when calculating its cost?

Give the player enough bonus XP to buy the "free" spec.

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Not sure if it was fixed in the prior version, but I recall that Speaks Binarys improved and supereme version don't follow the same naming conventions of the other improved and supreme talents.

Also, one thing I mentioned before but not sure if it can be implemented, is there a way to tie a vehicles stat block with an adversary in the case of droids who use both a vehicle and a stat block profile?

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20 hours ago, OggDude said:

So, I've updated the generator with Rise of the Separatists...

Yes, I'm still alive 🙂  Haven't had much time to work on the generator, but with the quarantine and all, not much to do at night now.  So...  I entered in Rise of the Separatists (really cool sourcebook, btw) and made some code changes to support it.  Here's what will be in the upcoming release (2.3.4).

If there's any bugs that anyone's found, now's the time to tell me.  I read through the forum posts that I missed in the last 8 months or so and fixed what I saw.  If I missed something, let me know.

So happy to hear that you've got an update in the pipeline! :)

Question: I've entered some of the RotSep material myself, without paying any attention to storing that material in any special datasets (I just hit "Save"). Will the update overwrite those new entries, or wil there suddenly be duplicates of some of the RotSep material?

I'm pretty much a programming noob, so I'm wondering if/worrying that I'll be faced with some incomprehensible choice when the update finally lands in public.

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15 minutes ago, Bellona said:

That throws off the XP accounting.

Not quite sure how. But if it does, then I suppose it comes down to choosing the lesser of two relatively minor inconveniences.

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Been looking through the generator and the things I've added from the other books and workarounds or such things I've looked into and I've come up with a few feature requests to at least debate about:

Loadouts / Varients

Some adversaries, and starships are sometimes equipped with different weaponry. For example the new Onager-class star destroyer is either equipped with a Forward-mounted heavy mass driver cannons, or the Forward-mounted composite beam turbolaser.

Having two copies of this ship in the generator with either weapon seems a little clunky. Similar to the All Terrain Anti-Aircraft and now the AT-ST (which can be equipped with a mortar launcher).

Furthermore, there are ships with 'varients' in the game, the most infamous being the Mandalorian Fang Starfighter. The LAAT/i, the Artiquens which have different stats in different eras.

Would it be better if when selecting the ship there is a drop down that allows you to filter through the different variants of each ship? You could even then filter it into the unique vehicle system so when you select the YT-1300 it offers you the chance to add the stock YT or the Millennium Falcon (Han or Landos).

There are also quite a few of adversaries (usually minion groups) that say something like: "They may carry this, or this" maybe there can be a symobol added to the stat block to indicate that they either have one of the other?

Again, this is more of a "Is it possible?" and "Is this a better way of doing it than what is currently being done?

---

Qualities

As a GM Grant, could we create and add our own qualities to add to weapons if we wanted to? More to mark our own custom qualities but maybe we can also program them to adhere to certain rules, such as requiring a certain characteristic level (other than Brawn and Agility) for example and if not a defined penalty is given?

---

Bug

This is more of a personal problem, but recently I took it upon myself to 'standardise' a lot of the generators language. This is no ones fault, the books are merely inconsistent with how some items are presented. I will take an example. The ATAT.

Across multiple books it might appear named differently:

  • AT-AT
  • AT-AT Walker
  • All Terrain Armored Transport
  • All-Terrain Armored Transport
  • KYD All-Terrain Armored Transport

Same thing with the '-class' suffix, sometimes its capitalised and sometimes it is not.

So I went through and changed all of them. It did mean editing some ships that otherwise had no other problems turning them into "custom items". However, sometimes I'd shut down the generator, restart it and the formatting would be back to the old way. The only way I could solve the issue is go into the actual data folder and rename all the XMLs manually so the program thought they were always done that way.

I think its because when it saves the custom XML in the custom folder, the name of that ship is then different compared to the original. So the program then gets confused over which one to refer to and defaults to the main data folder? Only a guess.

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Hey Ogg - absolutely love the CharGen, it's a massive help for someone new to the SW FFG system. 

Quick question - would it be possible to add a section to the GM grants for Force Powers? I know we can add force rating, but our GM has granted out basic unlocks for powers, and I wanted to see if it'd be possible to add that as a GM grant vs just having our XP be wonky from the correct "Earned" value. 

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Posted (edited)

Hey there OggDude! Long time listener, first time caller. Thank you so much for building this program, I love it and use it in all my campaigns.

Recently I started a campaign and I am hoping to add a new characteristic stat-type to it, but I notice that is the one area that doesn't support UserAdded types. (I'm not mentioning what type of stat it is, just because I don't need 10 good-idea fairies telling me other ways THEY'VE done it). Is there a way to add a new characteristic, or is that something we could have in the future?

What do you think about adding photos to adversaries? I personally love to see the pictures of the enemy as I add them for flavor. Similarly, if we could have the ability to convert back and forth from an adversary to a character or vice versa? UseCase: A player character becomes an ally/rival character orin a new campaign, or an NPC becomes a repeating character or joins the party's group and I'd like to add more flavor to them.

Lastly: IT would be super cool to be able to track 'status conditions' on characters. For example: you're recovering from Rakghoul Plague, so add a [SE] to all intelligence checks. 

Once again I love your tool, and it's great without these changes to, I just have other systems right now I have to run (Microsoft OneNote mostly) to keep track of this stuff that would be groovy if it was incorporated into the GM Tools.

Cheers and Sanx!

Edited by BorinGM

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Posted (edited)

ELI5, how exactly will I be able to update the app without losing my stuff? 

And, it goes without saying, but I'm saying it anyway: you are the man, @Oggdude.

Edited by StriderZessei

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23 minutes ago, StriderZessei said:

ELI5, how exactly will I be able to update the app without losing my stuff? 

And, it goes without saying, but I'm saying it anyway: you are the man, @Oggdude.

Your characters and other custom data are stored in a different location than the application data. If you want to back it up to be safe, click on the "Data Folder" button on the launcher, and you can copy the folders someplace else and toss them back if anything is missing.

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