Junior Member
Join Date: Oct 2018
Posts: 29
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Can the abilActive field be updated via a script?
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#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Whenever someone asks something weird like this, I'd rather know the objective, because while this is an option, it's not usually the best way to handle things.
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#2 |
Junior Member
Join Date: Oct 2018
Posts: 29
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Okay. This is connected to an earlier thread you commented upon. My goal is to create an option for characters to use Auras. Much like the class ability of the Marshal or Dragon Shaman class in 3.5.
I would like to ensure that the character only has one Aura active at a time. To activate an aura, the character check the checkbox in the activated abilities list. What I was attempt was to create a foreach loop that would scan through all picks on a character. If these pick were one of these auras I would force the abilActive value to 0 to turn off the aura. This way the only aura that would be active would be the one just chosen. I implemented this, but received an error message from the compiler -> "Only derived fields can generally be modified via scripts" I assume this means that you cannot manipulate this element via the script. |
#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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The inquisitor's judgements are a similar thing - a variety of abilities, but they're mutually exclusive with each other - they can't be activated at the same time (with some exceptions). In cases like this, we prefer not to control things for the user, but instead to just use eval rules to notify the user that it's not valid to have more than one of these active at a time.
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#4 |
Junior Member
Join Date: Oct 2018
Posts: 29
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Thanks. I'll check it out.
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#5 |
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