What I did was make a user file, and then edit it outside of the editor as this one contains nothing that the editor can read. I ended mine with "Data" in its name to remind me that it is just a data file, not really a "user" file as we normally use them.
This is mine:
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
<!-- ADVANCES -->
<!-- Attribute Increases -->
<thing id="advAttriN" name="Boost Attribute (Novice)" description="Increase an attribute by one die type." compset="Advance" replaces="advAttrib" uniqueness="unique">
<fieldval field="advAction" value="Novice Boost Attribute"/>
<fieldval field="advDynamic" value="component.Attribute & !Helper.Maximum & !Hide.Attribute"/>
<fieldval field="advCost" value="1"/>
<tag group="Advance" tag="Increase"/>
<child entity="Advance"></child>
</thing>
<thing id="advAttriS" name="Boost Attribute (Seasoned)" description="Increase an attribute by one die type." compset="Advance" uniqueness="unique">
<fieldval field="advAction" value="Seasoned Boost Attribute"/>
<fieldval field="advDynamic" value="component.Attribute & !Helper.Maximum & !Hide.Attribute"/>
<fieldval field="advCost" value="1"/>
<tag group="Advance" tag="Increase"/>
<child entity="Advance"></child>
</thing>
<thing id="advAttriV" name="Boost Attribute (Veteran)" description="Increase an attribute by one die type." compset="Advance" uniqueness="unique">
<fieldval field="advAction" value="Veteran Boost Attribute"/>
<fieldval field="advDynamic" value="component.Attribute & !Helper.Maximum & !Hide.Attribute"/>
<fieldval field="advCost" value="1"/>
<tag group="Advance" tag="Increase"/>
<child entity="Advance"></child>
</thing>
<thing id="advAttriH" name="Boost Attribute (Heroic)" description="Increase an attribute by one die type." compset="Advance" uniqueness="unique">
<fieldval field="advAction" value="Heroic Boost Attribute"/>
<fieldval field="advDynamic" value="component.Attribute & !Helper.Maximum & !Hide.Attribute"/>
<fieldval field="advCost" value="1"/>
<tag group="Advance" tag="Increase"/>
<child entity="Advance"></child>
</thing>
<thing id="advAttriL" name="Boost Attribute (First Legendary)" description="Increase an attribute by one die type." compset="Advance" uniqueness="unique">
<fieldval field="advAction" value="Legendary Boost Attribute"/>
<fieldval field="advDynamic" value="component.Attribute & !Helper.Maximum & !Hide.Attribute"/>
<fieldval field="advCost" value="1"/>
<tag group="Advance" tag="Increase"/>
<child entity="Advance"></child>
</thing>
<thing id="advAttriZ" name="Boost Attribute (Legendary)" description="Increase an attribute by one die type." compset="Advance">
<fieldval field="advAction" value="Legendary Boost Attribute"/>
<fieldval field="advDynamic" value="component.Attribute & !Helper.Maximum & !Hide.Attribute"/>
<fieldval field="advCost" value="1"/>
<tag group="Advance" tag="Increase"/>
<child entity="Advance"></child>
</thing>
<!-- New Skill -->
<thing id="advSkiLL" name="Gain a New Skill" description="Select a new skill at a d4 rating." compset="Advance" replaces="advSkill">
<fieldval field="advAction" value="New Skill"/>
<fieldval field="advDynamic" value="component.Skill & !Hide.Skill"/>
<fieldval field="advCost" value=".5"/>
<tag group="Advance" tag="AddNew"/>
<tag group="DomainTerm" tag="Focus"/>
<eval phase="Render" priority="1000">
<![CDATA[
~get the list of all unique skills on the hero and assemble it as a list of precluded tags
var tagexpr as string
foreach pick in hero from Skill where "!Hide.Skill"
if (eachpick.isunique <> 0) then
tagexpr &= " & !Skill." & eachpick.idstring
endif
nexteach
~if there are any tags to exclude, append them to the tagexpr appropriately
if (empty(tagexpr) = 0) then
field[advDynamic].text &= tagexpr
endif]]>
<before name="Assign Dynamic Tagexpr"/>
</eval>
<child entity="Advance">
<tag group="Advance" tag="MustChoose"/>
</child>
</thing>
<!-- Power points tracker so the user can manage the expenditure of power points -->
<thing
id="trkPowNoHi"
name="Power Points"
compset="Tracker">
<fieldval field="trkMin" value="0"/>
<fieldval field="trkMax" value="0"/>
<!-- Resetting the tracker sets the value to the maximum -->
<tag group="Helper" tag="ResetMax"/>
</thing>
<!-- Shootist Power points tracker -->
<thing
id="trkPowSh"
name="Shootist Pool"
compset="Tracker">
<fieldval field="trkMin" value="0"/>
<fieldval field="trkMax" value="0"/>
<!-- Resetting the tracker sets the value to the maximum -->
<tag group="Helper" tag="ResetMax"/>
</thing>
<!-- Free Soaks tracker so the user can manage the expenditure soaks -->
<thing
id="trkSoak"
name="Soak Pool"
compset="Tracker">
<fieldval field="trkMin" value="0"/>
<fieldval field="trkMax" value="0"/>
<!-- Resetting the tracker sets the value to the maximum -->
<tag group="Helper" tag="ResetMax"/>
</thing>
<!-- Adaptable Warrior tracker so the user can manage the expenditure soaks -->
<thing
id="trkAdWar"
name="Adaptable Warrior"
compset="Tracker">
<fieldval field="trkMin" value="0"/>
<fieldval field="trkMax" value="0"/>
<!-- Resetting the tracker sets the value to the maximum -->
<tag group="Helper" tag="ResetMax"/>
</thing>
<!-- Versatile Caster tracker so the user can manage the expenditure soaks -->
<thing
id="trkVCast"
name="Versatile Caster"
compset="Tracker">
<fieldval field="trkMin" value="0"/>
<fieldval field="trkMax" value="0"/>
<!-- Resetting the tracker sets the value to the maximum -->
<tag group="Helper" tag="ResetMax"/>
</thing>
</document>
For the Soak Pool above, I have the players get one free Soak roll per session per Rank. It is the initial roll, and may not be used for a re-roll.
For Adaptable Warrior, that is the number of uses per session to use a Combat Edge that the character does not normally have.