Hi all, I have this ability with 3 levels and I want to show the stats of the current level ability as well as the next level ability to show players if it's worth spending a point on it. Hence, I need to be able to change to all 3 buttons.
I've tried using the Command Card: Level Button - Name, but in my experience it doesn't work properly. I've also heard of implementing variables that hold the stats and using them in the tool tip. However, I have no idea how to do it.
Either solution is fine with me, as long as it solves my problem. :)
it would be better and easier to upgrade your ability with normal upgrades, That way you can change the ability tooltip and the learn ability tooltip to show what next level can do
but if you are using many effects as level then you make a button for each level ( you will also need a requirment for each button ) which gona be hard to explain.....
However this is not what I'm trying to do. Correct me if I'm wrong, but level 1, 2, or 3 of an ability still has the same ID which means you have no control over which level of ability you reference.
I want the entire tool tip to change. Colour changes here, remove some text there. Can anyone please help me?
I had the same problem when I was creating a WC3 map.
My idea was a huge sandbox, where you walk around with your Tauren making potions and quests. To make potions you need variuos ingredients... I had shitloads of them... But the point is other here. I had to make an ability which is called "Herblaw Mastery". As you level up it tooltip changes, and the tooltip is awefully huge because it hols recepies and ingredient names, since its a sandbox game I figured I dont care about the length of the text. Now I made a few types of potions, cant remember them... But the idea is that when you level up, you choose where to spend your ability point, for example: strength potions, wisdom potions, exploding potions or w/e.
The tooltip and icon for that skills submenu changes, or another icon is added. In WC3 most ums have sumbenus for their abilities, since there is no room for buttons.
Blah, I am rambling too much... What I did is just make shitloads of unconnected abilities, naturally, with different icons and tooltips and via triggers adding/removing ability for a unit in an event when unit learns new ability, or sumtin like that. Try that. Create 3 abilities, like your "yourability - lvl 3"; "yourability - lvl 2" etc. Change what you need visually and in effects and try removing/adding ability for the unit when he learns it, or spends an atrribute point..
If you want to change the tooltip of an ability when it is level, all you need to do is add values to the Command Card - Level Button - Tooltip field and then the button will use its original tooltip at level 1 and use the first value at level 2 and the second value at level 3 and so on.
For data referencing, it cannot be used to change the tooltip when an ability is levelled. It's actual purpose is to facilitate changing or balancing so that if you perhaps change the damage an effect does, you don't have to go back and change the button.
Hi all, I have this ability with 3 levels and I want to show the stats of the current level ability as well as the next level ability to show players if it's worth spending a point on it. Hence, I need to be able to change to all 3 buttons.
I've tried using the Command Card: Level Button - Name, but in my experience it doesn't work properly. I've also heard of implementing variables that hold the stats and using them in the tool tip. However, I have no idea how to do it.
Either solution is fine with me, as long as it solves my problem. :)
it would be better and easier to upgrade your ability with normal upgrades, That way you can change the ability tooltip and the learn ability tooltip to show what next level can do
but if you are using many effects as level then you make a button for each level ( you will also need a requirment for each button ) which gona be hard to explain.....
If you can explain it, I'd be happy to hear it.
I've looked around some more and I found out you can reference different types of data by using <d ref=""/> which is further explained in http://www.sc2mapster.com/forums/resources/tutorials/17879-data-button-tooltip-referencing/
However this is not what I'm trying to do. Correct me if I'm wrong, but level 1, 2, or 3 of an ability still has the same ID which means you have no control over which level of ability you reference.
I want the entire tool tip to change. Colour changes here, remove some text there. Can anyone please help me?
I had the same problem when I was creating a WC3 map.
My idea was a huge sandbox, where you walk around with your Tauren making potions and quests. To make potions you need variuos ingredients... I had shitloads of them... But the point is other here. I had to make an ability which is called "Herblaw Mastery". As you level up it tooltip changes, and the tooltip is awefully huge because it hols recepies and ingredient names, since its a sandbox game I figured I dont care about the length of the text. Now I made a few types of potions, cant remember them... But the idea is that when you level up, you choose where to spend your ability point, for example: strength potions, wisdom potions, exploding potions or w/e.
The tooltip and icon for that skills submenu changes, or another icon is added. In WC3 most ums have sumbenus for their abilities, since there is no room for buttons.
Blah, I am rambling too much... What I did is just make shitloads of unconnected abilities, naturally, with different icons and tooltips and via triggers adding/removing ability for a unit in an event when unit learns new ability, or sumtin like that. Try that. Create 3 abilities, like your "yourability - lvl 3"; "yourability - lvl 2" etc. Change what you need visually and in effects and try removing/adding ability for the unit when he learns it, or spends an atrribute point..
@ZeroX33: Go
If you want to change the tooltip of an ability when it is level, all you need to do is add values to the Command Card - Level Button - Tooltip field and then the button will use its original tooltip at level 1 and use the first value at level 2 and the second value at level 3 and so on.
For data referencing, it cannot be used to change the tooltip when an ability is levelled. It's actual purpose is to facilitate changing or balancing so that if you perhaps change the damage an effect does, you don't have to go back and change the button.
@Spoolofwhool: Go
Thanks Spoolofwool haha, You answered something that I was going to have to figure out soon :P.