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Completion of Ultimate Equipment Guide

Exmortis

Well-known member
Good day,

I was wondering if we could be updated on the ETA for the comletion of the Ultimate Equipment Guide. It has been some time since release and purchase and the class kits are still not completed.

The class kits are the main reason I bought this product, it does make creeating that startign character easier especially NPC characters.

At time of purchase in the store there was not mention of an incomplete product, no mention that I would have to wait for content to be added.

Is it possible to have an update on the ETA of comletion of the UEG within Herolab please?

It is approaching two years I have paid for a product that remains incomplete.
 
Hi there,

By "Class Kits", I assume you mean the Alchemists's Kit, Barbarian's Kit, etc? We recently added some new capabilities to Hero Lab to handle these properly, but we haven't had the time to enter them with our rush to add content from the ACG. :( This is going to be one of the first things we handle once we get back from Gen Con, so you should see this feature appear soon.

Thanks for your patience, and sorry for the delay!
 
Woohoo! that is exactly what I was referring too and thanks so much for the reply.

I hope all is going well at GenCon!
 
Just out of curiosity, when adding a piece of gear using the Auto-Adds, what is the Portal ID mean and how do you add multiples of some gear (say 5 days of trail rations).
 
Just out of curiosity, when adding a piece of gear using the Auto-Adds, what is the Portal ID mean and how do you add multiples of some gear (say 5 days of trail rations).

No idea on the Portal ID, but I did just mess around with them trying to create one of the kits. The only way I could find to add a stack of items is, in the Auto-Add, add the item, then add a Field for that item. Assign the quantity you want to the stackQty field.

Here's my test case example:
AdvKits.user
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="gFUZKtMagu" name="Magus&apos;s Kit" description="This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook." compset="Gear" summary="Starter Adventurer&apos;s kit for Magus." replaces="gMagusKit" isautoaddonly="yes">
    <fieldval field="gCost" value="22"/>
    <fieldval field="gWeight" value="31"/>
    <usesource source="FUZKits" parent="UserParent" name="Fuzzy&apos;s Starter Kits"/>
    <usesource source="UltEquip"/>
    <tag group="gType" tag="AdventKits" name="Adventuring Kits" abbrev="Kits"/>
    <autoadd thing="fInkpen"></autoadd>
    <autoadd thing="fPotIron"></autoadd>
    <autoadd thing="gMessKit"></autoadd>
    <autoadd thing="fRopeHemp"></autoadd>
    <autoadd thing="fSoap"></autoadd>
    <autoadd thing="fSpellPch"></autoadd>
    <autoadd thing="fTorch">
      <assignval field="stackQty" value="10"/>
      </autoadd>
    <autoadd thing="fRations">
      <assignval field="stackQty" value="5"/>
      </autoadd>
    <autoadd thing="fWaterskin"></autoadd>
    <autoadd thing="fPouchBelt"></autoadd>
    <autoadd thing="fBackpack"></autoadd>
    <autoadd thing="fBedroll"></autoadd>
    <autoadd thing="fFlintStl"></autoadd>
    <autoadd thing="fInkBlack"></autoadd>
    </thing>
  </document>
 
Ok that works, thanks. Second question, If I add say a potion of cure light wounds to the custom pack, then buy the pack on the Gear tab, the potion shows up on the Gear and the Magic tabs. If I delete it on either tab it vanishes from the other one. How what would I need to add just to have any magic, weapon, armor, etc. items appear only on their tab?
 
Ok that works, thanks. Second question, If I add say a potion of cure light wounds to the custom pack, then buy the pack on the Gear tab, the potion shows up on the Gear and the Magic tabs. If I delete it on either tab it vanishes from the other one. How what would I need to add just to have any magic, weapon, armor, etc. items appear only on their tab?

I wouldn't be surprised if that was somehow what the 'Portal ID' is for, but without an example to view from the devs, I don't know where to go from here.
 
I wouldn't be surprised if that was somehow what the 'Portal ID' is for, but without an example to view from the devs, I don't know where to go from here.
Good call! Finally had a moment to look and yea the Portal ID tells it which tab to display on. So if you put in "iTable" for the potion it will only display on the magic tab.

iTable = Is the "Magic" tab.
gTable = Is the "Gear" tab.

For other items if needed I found this by adding an item (ie Cure Light Wounds) and looking at its tags for "Portal". That gave me "portal.iTable" and I tried it out and it works. :)

Yea I can finally fix my "SAP" standard adventuring pack for my home games. :)
 
probably. I'm guessing the portalID defaults to the place the parent item was added. BUT, if you made a magic item that autoadded stuff mundane stuff (so the parent item is added on the magic tab) you'd have to add gTable to the mundane items, or they'd show up on the magic tab.
 
probably. I'm guessing the portalID defaults to the place the parent item was added. BUT, if you made a magic item that autoadded stuff mundane stuff (so the parent item is added on the magic tab) you'd have to add gTable to the mundane items, or they'd show up on the magic tab.
From doing some testing this appears to be the case. So if the parent is added on the gTable then its children follow unless specifically told somewhere else to go.
 
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