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Not currently! Lots of rule mechanics to grind through in that book!![]()
Just use class abilities, and set them as activatable. Create a user tag for them, and if they're activated, assign that tag to the hero. Then, in an evalrule, if they're activated, count the number of times that tag has been assigned to the hero - if it's more than one, then that's an error.
I can select it in HL, and it shows I can have up to 6 stances (I only have one created). But I do not understand how to make it selectable/changeable. Sword Sage only has one Stance active at one time, but can change as a swift action. How/where do I make this selectable?
~ If we're not shown, just get out now
validif (tagis[Helper.ShowSpec] = 0)
~ If we're activated, assign a tag to the hero to announce that there's
~ an active stance
if (field[hIsOn1].value <> 0) then
perform hero.assign[User.To9SStance]
~later on, if you want to apply any effects from the stances, like AC
~modifiers or attack modifiers, place them here
~now, count the number of those tags that are on the hero
~we're valid if there's one or less
validif (hero.tagcount[User.To9SStance] <= 1)
~if we're not active, then there's no need to report an error
else
@valid = 1
endif
Working on the psionics to be maneuvers, I am having an issue with creating a tag so that there is a new selectable discipline. When I create a new tag and compile it, it throws an error that it is not defined. It seems I am just compiling more vacuous questions.
On the stance, check the "Show In Charges List?" option, then enter "Active" in the "Charge Effect 1" box below it.
Go to the second to the last option, "User Tags", and defne a new tag. I'd recommend something like "To9SStance" as the Id and "Stance" as the name.
Now, up and to the right, find the "Eval Rule" button, click it, and click to add a new Eval Rule.
Phase: Post-Levels, priority: 10000, message: "You may only have a single stance active at a time"
Script:
Code:~ If we're not shown, just get out now validif (tagis[Helper.ShowSpec] = 0) ~ If we're activated, assign a tag to the hero to announce that there's ~ an active stance if (field[hIsOn1].value <> 0) then perform hero.assign[User.To9SStance] ~later on, if you want to apply any effects from the stances, like AC ~modifiers or attack modifiers, place them here ~now, count the number of those tags that are on the hero ~we're valid if there's one or less validif (hero.tagcount[User.To9SStance] <= 1) ~if we're not active, then there's no need to report an error else @valid = 1 endif
You can make the rest of your stances by copying this one, so that all those settings will be retained.
The user will turn them on or off on the In-Play tab.