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19 hours ago, Black lion said:

Hey There!

I got a question. How do you handle the Under-Barrel Flame Projector in the Character generator.

The Attachment only says in CG "Adds a flame projector to the weapon", but it  is written that characteristics are [Damage 10, Crit 2, Burn 5, Blast 2] in the books.

Meanwhile, Flame Projector weapon has [Damage 8, Crit 2, Burn 3, Blast 8] in the same books.

Do I miss something or should I add a Under-barrel Flame projector in the weapons of the Character generator?

Equip the item, then check your weapons.  The flamethrower will be added to your weapon list.  This only happens when you equip the item.

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i am haveing the toughest time adding the portable plasma shield to the generator for my armor. i cant seem to find the defensive item quality to add to the item.

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4 minutes ago, ajax228 said:

i am haveing the toughest time adding the portable plasma shield to the generator for my armor. i cant seem to find the defensive item quality to add to the item.

it is an attachment for armor

so you need to add an attachment to your armor and you will find it there

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5 hours ago, ajax228 said:

i am haveing the toughest time adding the portable plasma shield to the generator for my armor. i cant seem to find the defensive item quality to add to the item.

Defensive is normally only a weapon quality, oddly enough.  You'll probably just have to use a go-around of giving it a +1 to Melee Defense until that's changed.

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Posted (edited)

Just started running into an odd error.  I finished putting in all the Collapse of the Republic stuff (btw, noticed that the Syliure-45 Hyperspace Docking Ring from Stay on Target is missing, and oddly isn't included in CotR), and tried to test exporting/importing the dataset before I send it out to my group.  But I'm getting this error.  None of these attachments are from CotR and shouldn't be affected by anything from there, so I'm not sure what's causing the error.  Thoughts?

Edit: Looks like it had something to do with trying to overwrite the original "Full DataSet."  I copied everything into a new dataset with a different name and it worked fine.

Dataset Error.png

Edited by Kesin

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On 5/27/2020 at 6:10 PM, ajax228 said:

i am haveing the toughest time adding the portable plasma shield to the generator for my armor. i cant seem to find the defensive item quality to add to the item.

I had the same issue. What I did was create it with extra deflective instead of defensive. Then close the data editor,  open the xml file with the new item and change the option manually.  I found some other item that has defensive quality and copied and pasted it over the other. 

When I went back into character generator, it adds the quality correctly when selected. 

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This is the entry on the Items.Attachments.xml if it helps you may be able to just append it to your file.

 


  <ItemAttachment>
    <Key>PORTPLASHLD</Key>
    <Name>Portable Plasma Shield</Name>
    <Description>[H3]Portable Plasma Shield[h3]
Armor and weapon designs oppose one another in a cycle of endless escalation. Not surprisingly, many warriors seek out means to enhance their defenses in hopes that it will leave them free to make additional attacks. A small defensive shield can provide a substantial upgrade. energy shielfs take this a step further, offering a near-inpenetrable defense while requiring much less weight and bulk than a more traditional shield. </Description>
    <Source Page="63">Collapse of Rep</Source>
    <Custom>AddedItem</Custom>
    <Type>Armor</Type>
    <Price>2500</Price>
    <Rarity>4</Rarity>
    <HP>2</HP>
    <BaseMods>
      <Mod>
        <Key>DEFENSIVE</Key>
        <Count>1</Count>
      </Mod>
    </BaseMods>
    <AddedMods>
      <Mod>
        <Key>DEFLECTION</Key>
        <Count>3</Count>
      </Mod>
      <Mod>
        <Key>DEFENSIVE</Key>
        <Count>2</Count>
      </Mod>

    </AddedMods>
  </ItemAttachment>

 

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Posted (edited)
13 hours ago, Varlie said:

I had the same issue. What I did was create it with extra deflective instead of defensive. Then close the data editor,  open the xml file with the new item and change the option manually.  I found some other item that has defensive quality and copied and pasted it over the other. 

When I went back into character generator, it adds the quality correctly when selected. 

The problem is that Defensive and Deflection are tagged as Weapon qualities.  I did check, and both are looked for and used when calculating melee and ranged defense for armor.  What I'll do is remove the Weapon designator so they'll show up for both weapons and armor.

I haven't gotten to attachments in CotR, which is why I didn't catch this one yet 🙂 

Edit:  Actually, only Defensive was tagged as a Weapon-only quality.  Deflection wasn't.

Edited by OggDude

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@OggDude

Thanks for the incoming fix.  I appreciate all the hard work  you have done on this in addition to making it editable.  The fact that people are able to do like I did and modify the xml file so it works within the CG portion of the program is incredible

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@OggDude

Out of curiosity, when multiple sources have different stats for the same item, do you generally go with the newer release or just create separate items?  I'm finding a lot of duplicates that are a little different (sometimes a lot different).  The LAAT and the Fang Fighter are some examples that come to mind.

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Posted (edited)
10 hours ago, Kesin said:

@OggDude

Out of curiosity, when multiple sources have different stats for the same item, do you generally go with the newer release or just create separate items?  I'm finding a lot of duplicates that are a little different (sometimes a lot different).  The LAAT and the Fang Fighter are some examples that come to mind.

I'm not exactly Oggdude, but it depends on a case by case basis. For example the Mando armor is different between Collapse of the Republic and No Disintigrations, this has been confirmed to be a varient by the developers.

The Fang Fighters are also are varients if you go by Starships and Speeders. In perhaps the most epic example of owning your mistake and retconning it, Starships and Speeders has a version of the ships stats and it is hinted that the version in that book is the 'definitive' version of the Fang, while the other are varients of the Fang created by other clan assembly plants in a sort of unofficial competition between the clans.

I've taken giving the two 'varients' of the Fang different names in my generator. Mandalorian Protectorate "Fang" Fighter - Soros Varient and Mandalorian Protectorate "Fang" Fighter - Ordo Varient

Basically naming the varient of the clans name. I just pulled appropriate clan names from my memory or made it up. Ordo being a reference to Canderous Ordo from KOTOR.

-

My general rule of thumb: It depends what has changed. If the price or rarity different and they are in different eras, then I tend to consider it to be an era specific thing.

However, if there are a few minor changes but the price and rarity are the same I consider it an errata. Off the top of my head the Bowcaster is a good example. In the original game it was simply a flavorful ranged heavy weapon. However, in Gadgets and Gear it became able to be loaded with speciality quarrels. So I basically treated that as an errata.

Edited by Ebak

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Posted (edited)

Hey @OggDude

first you're awesome, and your character generator is amazing indispensable.

a few things

I made a extremely tricked out lightsaber, two actually both hand 2 hp added by an artisan

the first one had a cyclic crystal array a manually entered christophsis crystal (I modded a copy of ilum crystal), the christophsis crystal was done a while ago and showed up with a bizare mod (one add +1 additional crystal mod)

anyway when I added the cyclic crystal array and a dragite  crystal, the lightsaber only showed up once in the weapon list with the damage for the dragite gem rather than christophsis crystal listed, even though the dragite gem was the secondary crystal, when in previous versions of the general a separate copy of the lightsaber stats shows up for each crystal, this is easy to work around by adding a separate saber but the functionality is missed

also it'd be nice when there is a single crystal and a damping emitter to get 2 listings (the other saber had a dragite gem and a damping emitter, which is kind of like a poor man's cyclic crystal array with a kimber stone as a second crystal)

the extended hilt lightsaber attachment provides +1 damage when wielded with 2 hands; doesn't that make it a one handed or two handed weapon the same as is listed for unarmed? or maybe there's a bug and the one handed or two handed is accidentally showing up for unarmed instead of the saber.

you seem to have omitted the Force Adherent universal spec from dawn of rebellion, and it has an interesting talent "extended reach" that gives a two handed melee weapon short rather than engaged range.   When you do add it, could you have the talent switch the range on a two handed weapon melee weapon?  yes I'd like to combo this with the extended hilt saber (which also had a dual phase attachment if additional narrative justification was needed), I realize that there is a crafting upgrade to make a saber a 2 handed weapon but I like the 1 or 2 handed flexibility of the extended hilt mod (so it could also be used with unarmed parry, and in combat it can be narrated as switching the grip from 1 to 2 hands to attack and back again to defend)

many new universal specs are showing up in the non-career list when you go to purchase a spec, I think that they may also be missing from the universal spec list

I think but am not sure if I added the kst-100 kestrel executive light freighter from dawn of rebellion because it has the outline of the yt-1300 in the shield box,  it looks crazy cool to my eyes, so if you haven't already I request you adding it and in either case I'd like the shield outline of the KST-100. 

lso the armor inserts aren't quite right, the devs have said (it's in the FAQ/dev answered questions which someone has already quoted here) the stats become identical in all ways to armored clothing (including the 1 hp, enc, and loosing all previous qualities) except for having 2 modification options, I've worked around this using the data editor to create versions of clothing with armor inserts already added to them, but then the credit cost to mod the armor inserts doesn't get added.

also when a character buys a droid or mount from the equipment list it'd be nice for it to show up in the companions list, I can't find a way to use the companions list to add a stock droid, it seems like you have to custom create each droid companion you add, but maybe i don't know how to use it correctly.

 

 

 

Edited by EliasWindrider

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17 hours ago, EliasWindrider said:

Hey @OggDude

first you're awesome, and your character generator is amazing indispensable.

a few things

...

Ogg´Dude is working on CotR next, probably to be followed by DoR.

(Plus assorted bugs, presumably.)

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Going back a few weeks, there was some discussion about the wording of the Universal specs' introduction in Dawn of Rebellion - could they or could they not be used as a starting spec. I was just looking through the dev-answered questions thread, looking for an answer to a totally different question one of my players has, and stumbled across this:

 

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Hey @OggDude,
I was wondering if it would be easy/feasible to allow the user to expand the "Edit Description" and "Preview" boxes on the Data Editor downward (making them larger). I don't know how feasible this is, as I have virtually no knowledge  of either WPF, UWP, or any other gui builders, but it would be nice to see more of the preview without having to scroll so much (some of my descriptions are pretty long). (Note all the empty space below the preview in the attached photo).

SWCHARGENPIC.png

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On 5/31/2020 at 11:55 AM, EliasWindrider said:

Hey @OggDude

first you're awesome, and your character generator is amazing indispensable.

a few things

I made a extremely tricked out lightsaber, two actually both hand 2 hp added by an artisan

the first one had a cyclic crystal array a manually entered christophsis crystal (I modded a copy of ilum crystal), the christophsis crystal was done a while ago and showed up with a bizare mod (one add +1 additional crystal mod)

anyway when I added the cyclic crystal array and a dragite  crystal, the lightsaber only showed up once in the weapon list with the damage for the dragite gem rather than christophsis crystal listed, even though the dragite gem was the secondary crystal, when in previous versions of the general a separate copy of the lightsaber stats shows up for each crystal, this is easy to work around by adding a separate saber but the functionality is missed

 

This wasn't intentional.  I had cleaned up creation of innate weapons and unfortunately had left out the creation of additional lightsaber profiles.  I added them back in and secondary profiles for multiple crystals are now showing up again.  Good catch!

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5 hours ago, OggDude said:

This wasn't intentional.  I had cleaned up creation of innate weapons and unfortunately had left out the creation of additional lightsaber profiles.  I added them back in and secondary profiles for multiple crystals are now showing up again.  Good catch!

Would you consider adding secondary profile for the damping emitter when there is no cyclic crystal array (it's not as simple as stun setting as it looses breach Sunder and I think increases the advantage cost of a critical although I'm not sure I remember the last one correctly)

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Posted (edited)

@OggDude

Typo/misinformation found ...

Natural Hunter talent incorrectly lists FaD p. 105 ... that should be p. 148.

Field Commander talent incorrectly lists FaD p. 101 ... that should be p. 143.

(I have no idea if there are other incorrectly cited page references; those just happened to be ones that I caught.)

 

ETA

Speaks Binary talent incorrectly lists Special Modifications p. 35 ... SM has only the Improved and Supreme versions of that talent.

Edited by Bellona

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On 6/5/2020 at 11:22 AM, OggDude said:

I added them back in and secondary profiles for multiple crystals are now showing up again.

Will the corrections/changes turn up in the next version, or is this something that we can get by re-downloading the most recent version?

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2 hours ago, joseph.christensen.750 said:

This may seem like a silly question - but how do you get these updates? I don't see an Update button or anything in the app. Do you have to re-download a particular file or something?

If you've used the manual install version, yes, you have to download the new version and install it on top of your existing version.

If you've used the web install version, it checks for updates when you open the program. If you get an update notification and tell it "later," then it waits a period of time before prompting again.

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