Senior Member
Join Date: Feb 2010
Posts: 874
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Turns out it still has the same problem though; its essentially a permanent part of your character once you do that. In fact, if you do it that way, you can't even seem to drop it from a cursory look.
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#81 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
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I hadn't played around with that before, I completely missed the original posting on it, to be honest, but that is... disappointing.
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) |
#82 |
Senior Member
Join Date: Nov 2009
Posts: 891
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The wiki is very old. The auto-add came out in the past year, maybe two. It was added when the Mutants and Masterminds 3 used it. Maybe other game systems do, too. I looked at how it worked in the M&M3 to give me ideas on how to implement it in SW.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#83 |
Senior Member
Join Date: Nov 2009
Posts: 891
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Auto-add adds it to your character, but you can then remove it as normal.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#84 |
Senior Member
Join Date: Feb 2010
Posts: 874
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Quote:
So apparently auto-add, at least as of the incarnation of HL I have (which is, to the best of my knowledge the most recent) does not. |
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#85 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
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Did you enter the proper poral id?
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#86 |
Senior Member
Join Date: Nov 2009
Posts: 891
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That is odd, because it totally works for me with the Deadlands things that I shared. I just tested it. Perhaps, as AndrewD2 suggested, you made some sort of error?
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#87 |
Member
Join Date: May 2012
Location: Reading, UK
Posts: 79
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I've been having a play with the Autoadd facility this afternoon and it does work if the correct Portal ID has been entered, otherwise it either doesn't appear at all, or appears without the ability to remove it.
For example, auto-adding an injury requires the peInjury portal Code:
<autoadd thing="injACSLoss" portal="peInjury"></autoadd> Working on: Official Achtung! Cthulhu datafiles |
#88 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
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I do a lot of work on Pathfinder and the Adventuring Kits use Auto-Add from the gear tab, but anything that uses a different portal has to have the portal or it doesn't properly show up.
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#89 |
Senior Member
Join Date: Feb 2010
Posts: 874
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I somehow missed the Portal ID thing was even there (I'm not sure how) and since the Editor considered it usable I moved on.
How does one find the appropriate portal ID for something like this? It doesn't seem like its one of the tags associated with the item as far as I can tell, so I assume its somewhere else. |
#90 |
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