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zarlor
Senior Member
 
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819

Old March 27th, 2017, 11:12 AM
I guess the only thing I would add that CC mentioned in his first post is that there are really 2 parts to making an Edge truly toggleable. 1st is that code (which needs to now be on every Edge that has an eval script), second is the checkbox for "User Activation". Having that box checked makes it available to the player on the In Play tab, but for those Edges which don't really need to be turned on or off (like Alertness, since it's supposed to always provide a +2 to Notice) you do NOT need to check that box. That way you can still have the code in place that is needed for the new update, but you won't have to confuse your players with the ability to activate/deactivate something that they don't normally need to do.

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)
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