How can I setup different buttons for each level of an ability? I have the learning / using completed. However I would like to create a button for each level of the ability so that the tooltips are more accurate. Has anyone been able to do this?
Or something like that. I'll look into it right now.
EDIT:
Button/Tooltip/Blink=Teleports the Stalker to a nearby target location. Ability can only be used once every <d ref="Abil,Blink,Cost[0].Cooldown.TimeUse"/> seconds.
Looks like <d> for data, remember that.
ref for reference.
These are all indexed in the XML data files, so ones without indexes are going to be accessed through number-based index and brackets.
Here is a search for all <d> in a GameStrings file.
<<quote>> Line 2291: Button/Tooltip/250mmStrikeCannons=Fires at a single unit or structure, stunning the target and dealing <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsDamage,Amount"/> damage over <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsCreatePersistent,PeriodicPeriodArray[0]"/> seconds.<n/><n/><c val="#ColorAttackInfo">Can target ground units.</c>
Line 2291: Button/Tooltip/250mmStrikeCannons=Fires at a single unit or structure, stunning the target and dealing <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsDamage,Amount"/> damage over <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsCreatePersistent,PeriodicPeriodArray[0]"/> seconds.<n/><n/><c val="#ColorAttackInfo">Can target ground units.</c>
Line 2304: Button/Tooltip/AutoTurret=Automated defensive turret. Times out after <d ref="Behavior,AutoTurretTimedLife,Duration"/> seconds.<n/><n/><c val="#ColorAttackInfo">Can attack ground and air units.</c>
Line 2313: Button/Tooltip/Blink=Teleports the Stalker to a nearby target location. Ability can only be used once every <d ref="Abil,Blink,Cost[0].Cooldown.TimeUse"/> seconds.
Line 2321: Button/Tooltip/Bunker=Defensive structure able to protect up to <d ref="Abil,BunkerTransport,TotalCargoSpace"/> cargo spaces of infantry units. Bunker can be salvaged.<n/><n/><c val="#ColorAttackInfo">Bonus: +1 range to units inside.</c>
Line 2331: Button/Tooltip/Charge=Allows Zealots to intercept nearby enemies. Also increases the movement speed of Zealots. Ability can only be used once every <d ref="Abil,Charge,Cost.Cooldown.TimeUse"/> seconds.
Line 2336: Button/Tooltip/CloakOnBanshee=Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detector units or effects.<n/><n/><c val="f078ff">Drains <d ref="-1 * (Behavior,BansheeCloak,Modification.VitalRegenArray[2] + Unit,Banshee,EnergyRegenRate)" precision="1"/> energy per second.</c>
Line 2337: Button/Tooltip/CloakOnGhost=Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detector units or effects.<n/><n/><c val="f078ff">Drains <d ref="-1 * (Behavior,PersonalCloaking,Modification.VitalRegenArray[2] + Unit,Ghost,EnergyRegenRate)" precision="1"/> energy per second.</c>
Line 2351: Button/Tooltip/D8Charge=D-8 Charges are thrown into the target area and explode after a short delay. Ability can only be used once every <d ref="Abil,D8Charge,Cost[0].Cooldown.TimeUse"/> seconds.
Line 2405: Button/Tooltip/Hallucination=Creates hallucinations that cannot deal damage and die more easily. Hallucinations last <d ref="Behavior,HallucinationTimedLife,Duration"/> seconds. Enemy detectors reveal hallucinations.
Line 2415: Button/Tooltip/HunterSeekerMissile=Missile that chases its target. Missile has enough fuel for <d ref="Behavior,HunterSeekerMissileTimeout,Duration"/> seconds. Missile deals up to <d ref="Effect,HunterSeekerDamage,Amount"/> area damage.
Line 2415: Button/Tooltip/HunterSeekerMissile=Missile that chases its target. Missile has enough fuel for <d ref="Behavior,HunterSeekerMissileTimeout,Duration"/> seconds. Missile deals up to <d ref="Effect,HunterSeekerDamage,Amount"/> area damage.
Line 2421: Button/Tooltip/InfestedTerrans=Spawn 4 Infested Terrans at the target area. Infested Terrans last <d ref="Behavior,SwarmlingFate,Duration"/> seconds.
Line 2424: Button/Tooltip/InfestorTerran=Infested Terran does moderate damage and lasts for <d ref="Behavior,SwarmlingFate,Duration"/> seconds.<n/><n/><c val="FFFF8A">Can attack ground and air units.</c>
Line 2443: Button/Tooltip/MorphMorphalisk=Target Hatchery, Lair, or Hive spawns 4 Larva in <d ref="Behavior,SpawnMutantLarvaTimer,Duration"/> seconds. If Hatchery, Lair or Hive has more than 3 Larva at one time, regular larva production will stop until there is less than 3 larva.
Line 2450: Button/Tooltip/NeuralParasite=Target unit is controlled by the Zerg for <d ref="Behavior,NeuralParasite,Duration"/> seconds.<n/><n/><c val="#ColorAttackInfo">Can only target Biological units.</c>
Line 2472: Button/Tooltip/PhaseShift=Causes the targeted unit to phase out for <d ref="Behavior,Ethereal,Duration"/> seconds. Phased units are immune to all damage and most effects, but are unable to attack or use abilities.
Line 2480: Button/Tooltip/PointDefenseDrone=Uses a laser to shoot down enemy missiles. Cannot target special attacks. Times out after <d ref="Behavior,PointDefenseDroneTimedLife,Duration"/> seconds.<n/><n/><c val="f078ff">Each shot consumes <d ref="Weapon,PointDefenseLaser,Cost.Vital[2]"/> energy.</c>
Line 2480: Button/Tooltip/PointDefenseDrone=Uses a laser to shoot down enemy missiles. Cannot target special attacks. Times out after <d ref="Behavior,PointDefenseDroneTimedLife,Duration"/> seconds.<n/><n/><c val="f078ff">Each shot consumes <d ref="Weapon,PointDefenseLaser,Cost.Vital[2]"/> energy.</c>
Line 2501: Button/Tooltip/PsiStorm=Creates a storm of psionic energy that lasts 4 seconds, causing up to 80 damage to all units in the target area. Ability can only be used once every <d ref="Abil,PsiStorm,Cost[0].Cooldown.TimeUse"/> seconds.
Line 2516: Button/Tooltip/ResearchBattlecruiserEnergyUpgrade=Increases the starting energy of Battlecruisers by <d ref="Upgrade,BattlecruiserBehemothReactor,EffectArray[0].Value"/>.
Line 2522: Button/Tooltip/ResearchGhostEnergyUpgrade=Increases the starting energy of Ghosts by <d ref="Upgrade,GhostMoebiusReactor,EffectArray[0].Value"/>.
Line 2525: Button/Tooltip/ResearchHallucination=Allows Sentries to use Hallucination.<n/><n/>Hallucination creates copies of the selected unit. These copies function like the original unit, but cannot deal damage and die more easily. Hallucinations last <d ref="Behavior,HallucinationTimedLife,Duration"/> seconds before they disappear. Enemy detectors are able to distinguish between hallucinated Protoss units, and real Protoss units.
Line 2528: Button/Tooltip/ResearchHighTemplarEnergyUpgrade=Increases the starting energy of High Templar by <d ref="Upgrade,HighTemplarKhaydarinAmulet,EffectArray[0].Value"/>.
Line 2531: Button/Tooltip/ResearchMedivacEnergyUpgrade=Increases the starting energy of Medivacs by <d ref="Upgrade,MedivacCaduceusReactor,EffectArray[0].Value"/>.
Line 2536: Button/Tooltip/ResearchRavenEnergyUpgrade=Increases the starting energy of Ravens by <d ref="Upgrade,RavenCorvidReactor,EffectArray[0].Value"/>.
Line 2537: Button/Tooltip/ResearchSeekerMissile=Enables Ravens to use the Seeker Missile ability. This missile chases its target. Missile has enough fuel for <d ref="Behavior,HunterSeekerMissileTimeout,Duration"/> seconds. Missile deals up to <d ref="Effect,HunterSeekerDamage,Amount"/> damage.
Line 2537: Button/Tooltip/ResearchSeekerMissile=Enables Ravens to use the Seeker Missile ability. This missile chases its target. Missile has enough fuel for <d ref="Behavior,HunterSeekerMissileTimeout,Duration"/> seconds. Missile deals up to <d ref="Effect,HunterSeekerDamage,Amount"/> damage.
Line 2550: Button/Tooltip/SapStructure=Deals <d ref="Effect,BanelingU2,Amount"/> damage to structures. Right click to cause the Baneling to auto-attack enemy structures.<n/><n/><c val="#ColorAttackInfo">Can target enemy structures.</c>
Line 2585: Button/Tooltip/SupplyDrop=Drops additional supplies, permanently increasing the supply output of the target Supply Depot by <d ref="Behavior,SupplyDrop,Modification.Food"/>.<</quote>>
Well I also believe it's possible to create a separate button for each level of the ability and stack them all on the units command card with proper show requirements, but that just seems wholly unnecessary.
Why doesn't someone ask on the map development forums on the beta minisite? I bet someone from Blizzard would be willing to answer.
Well I also believe it's possible to create a separate button for each level of the ability and stack them all on the units command card with proper show requirements, but that just seems wholly unnecessary.
Why doesn't someone ask on the map development forums on the beta minisite? I bet someone from Blizzard would be willing to answer.
I figured it out. Hahaha so funny how simple it is.
Set UI Tooltip Priority - 1
Can you elaborate? Was your Tooltip Priority suggestion for displaying multiple separate buttons, or for displaying different cost indexes on the same button (for different levels) automatically.
I need the latter.
(I know this is an old topic, but it came up first in search).
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How can I setup different buttons for each level of an ability? I have the learning / using completed. However I would like to create a button for each level of the ability so that the tooltips are more accurate. Has anyone been able to do this?
@puritysdisciple: Go
I am pretty sure you can reference ability details inside the tooltip like you could in WC3. I am unsure though as to how you would do that.
<Unit.Marine.MaxHealth>
Or something like that. I'll look into it right now.
EDIT:
Button/Tooltip/Blink=Teleports the Stalker to a nearby target location. Ability can only be used once every <d ref="Abil,Blink,Cost[0].Cooldown.TimeUse"/> seconds.
Looks like <d> for data, remember that.
ref for reference.
<d ref=" [DataType] , [Entry] , [Element] . [Attribute/Element]+ "/>
Now keep in mind that if lots of things are nested, you're going to have a lot of periods.
Stim pack life cost?
<d ref="Abil,StimPack,Cost[0].Vital.Life"/>
Stim pack attack speed increase? I'm not sure how to access this.
<d ref="Behavior,StimPack,Modification[0].AttackSpeedModifier"/>
It supports multiplication too!
These are all indexed in the XML data files, so ones without indexes are going to be accessed through number-based index and brackets.
Here is a search for all <d> in a GameStrings file.
<<quote>>
Line 2291: Button/Tooltip/250mmStrikeCannons=Fires at a single unit or structure, stunning the target and dealing <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsDamage,Amount"/> damage over <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsCreatePersistent,PeriodicPeriodArray[0]"/> seconds.<n/><n/><c val="#ColorAttackInfo">Can target ground units.</c>Line 2291: Button/Tooltip/250mmStrikeCannons=Fires at a single unit or structure, stunning the target and dealing <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsDamage,Amount"/> damage over <d ref="Effect,250mmStrikeCannonsCreatePersistent,PeriodCount * Effect,250mmStrikeCannonsCreatePersistent,PeriodicPeriodArray[0]"/> seconds.<n/><n/><c val="#ColorAttackInfo">Can target ground units.</c>
Line 2304: Button/Tooltip/AutoTurret=Automated defensive turret. Times out after <d ref="Behavior,AutoTurretTimedLife,Duration"/> seconds.<n/><n/><c val="#ColorAttackInfo">Can attack ground and air units.</c>
Line 2313: Button/Tooltip/Blink=Teleports the Stalker to a nearby target location. Ability can only be used once every <d ref="Abil,Blink,Cost[0].Cooldown.TimeUse"/> seconds.
Line 2321: Button/Tooltip/Bunker=Defensive structure able to protect up to <d ref="Abil,BunkerTransport,TotalCargoSpace"/> cargo spaces of infantry units. Bunker can be salvaged.<n/><n/><c val="#ColorAttackInfo">Bonus: +1 range to units inside.</c>
Line 2331: Button/Tooltip/Charge=Allows Zealots to intercept nearby enemies. Also increases the movement speed of Zealots. Ability can only be used once every <d ref="Abil,Charge,Cost.Cooldown.TimeUse"/> seconds.
Line 2336: Button/Tooltip/CloakOnBanshee=Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detector units or effects.<n/><n/><c val="f078ff">Drains <d ref="-1 * (Behavior,BansheeCloak,Modification.VitalRegenArray[2] + Unit,Banshee,EnergyRegenRate)" precision="1"/> energy per second.</c>
Line 2337: Button/Tooltip/CloakOnGhost=Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detector units or effects.<n/><n/><c val="f078ff">Drains <d ref="-1 * (Behavior,PersonalCloaking,Modification.VitalRegenArray[2] + Unit,Ghost,EnergyRegenRate)" precision="1"/> energy per second.</c>
Line 2351: Button/Tooltip/D8Charge=D-8 Charges are thrown into the target area and explode after a short delay. Ability can only be used once every <d ref="Abil,D8Charge,Cost[0].Cooldown.TimeUse"/> seconds.
Line 2405: Button/Tooltip/Hallucination=Creates hallucinations that cannot deal damage and die more easily. Hallucinations last <d ref="Behavior,HallucinationTimedLife,Duration"/> seconds. Enemy detectors reveal hallucinations.
Line 2415: Button/Tooltip/HunterSeekerMissile=Missile that chases its target. Missile has enough fuel for <d ref="Behavior,HunterSeekerMissileTimeout,Duration"/> seconds. Missile deals up to <d ref="Effect,HunterSeekerDamage,Amount"/> area damage.
Line 2415: Button/Tooltip/HunterSeekerMissile=Missile that chases its target. Missile has enough fuel for <d ref="Behavior,HunterSeekerMissileTimeout,Duration"/> seconds. Missile deals up to <d ref="Effect,HunterSeekerDamage,Amount"/> area damage.
Line 2421: Button/Tooltip/InfestedTerrans=Spawn 4 Infested Terrans at the target area. Infested Terrans last <d ref="Behavior,SwarmlingFate,Duration"/> seconds.
Line 2424: Button/Tooltip/InfestorTerran=Infested Terran does moderate damage and lasts for <d ref="Behavior,SwarmlingFate,Duration"/> seconds.<n/><n/><c val="FFFF8A">Can attack ground and air units.</c>
Line 2443: Button/Tooltip/MorphMorphalisk=Target Hatchery, Lair, or Hive spawns 4 Larva in <d ref="Behavior,SpawnMutantLarvaTimer,Duration"/> seconds. If Hatchery, Lair or Hive has more than 3 Larva at one time, regular larva production will stop until there is less than 3 larva.
Line 2450: Button/Tooltip/NeuralParasite=Target unit is controlled by the Zerg for <d ref="Behavior,NeuralParasite,Duration"/> seconds.<n/><n/><c val="#ColorAttackInfo">Can only target Biological units.</c>
Line 2472: Button/Tooltip/PhaseShift=Causes the targeted unit to phase out for <d ref="Behavior,Ethereal,Duration"/> seconds. Phased units are immune to all damage and most effects, but are unable to attack or use abilities.
Line 2480: Button/Tooltip/PointDefenseDrone=Uses a laser to shoot down enemy missiles. Cannot target special attacks. Times out after <d ref="Behavior,PointDefenseDroneTimedLife,Duration"/> seconds.<n/><n/><c val="f078ff">Each shot consumes <d ref="Weapon,PointDefenseLaser,Cost.Vital[2]"/> energy.</c>
Line 2480: Button/Tooltip/PointDefenseDrone=Uses a laser to shoot down enemy missiles. Cannot target special attacks. Times out after <d ref="Behavior,PointDefenseDroneTimedLife,Duration"/> seconds.<n/><n/><c val="f078ff">Each shot consumes <d ref="Weapon,PointDefenseLaser,Cost.Vital[2]"/> energy.</c>
Line 2501: Button/Tooltip/PsiStorm=Creates a storm of psionic energy that lasts 4 seconds, causing up to 80 damage to all units in the target area. Ability can only be used once every <d ref="Abil,PsiStorm,Cost[0].Cooldown.TimeUse"/> seconds.
Line 2516: Button/Tooltip/ResearchBattlecruiserEnergyUpgrade=Increases the starting energy of Battlecruisers by <d ref="Upgrade,BattlecruiserBehemothReactor,EffectArray[0].Value"/>.
Line 2522: Button/Tooltip/ResearchGhostEnergyUpgrade=Increases the starting energy of Ghosts by <d ref="Upgrade,GhostMoebiusReactor,EffectArray[0].Value"/>.
Line 2525: Button/Tooltip/ResearchHallucination=Allows Sentries to use Hallucination.<n/><n/>Hallucination creates copies of the selected unit. These copies function like the original unit, but cannot deal damage and die more easily. Hallucinations last <d ref="Behavior,HallucinationTimedLife,Duration"/> seconds before they disappear. Enemy detectors are able to distinguish between hallucinated Protoss units, and real Protoss units.
Line 2528: Button/Tooltip/ResearchHighTemplarEnergyUpgrade=Increases the starting energy of High Templar by <d ref="Upgrade,HighTemplarKhaydarinAmulet,EffectArray[0].Value"/>.
Line 2531: Button/Tooltip/ResearchMedivacEnergyUpgrade=Increases the starting energy of Medivacs by <d ref="Upgrade,MedivacCaduceusReactor,EffectArray[0].Value"/>.
Line 2536: Button/Tooltip/ResearchRavenEnergyUpgrade=Increases the starting energy of Ravens by <d ref="Upgrade,RavenCorvidReactor,EffectArray[0].Value"/>.
Line 2537: Button/Tooltip/ResearchSeekerMissile=Enables Ravens to use the Seeker Missile ability. This missile chases its target. Missile has enough fuel for <d ref="Behavior,HunterSeekerMissileTimeout,Duration"/> seconds. Missile deals up to <d ref="Effect,HunterSeekerDamage,Amount"/> damage.
Line 2537: Button/Tooltip/ResearchSeekerMissile=Enables Ravens to use the Seeker Missile ability. This missile chases its target. Missile has enough fuel for <d ref="Behavior,HunterSeekerMissileTimeout,Duration"/> seconds. Missile deals up to <d ref="Effect,HunterSeekerDamage,Amount"/> damage.
Line 2550: Button/Tooltip/SapStructure=Deals <d ref="Effect,BanelingU2,Amount"/> damage to structures. Right click to cause the Baneling to auto-attack enemy structures.<n/><n/><c val="#ColorAttackInfo">Can target enemy structures.</c>
Line 2585: Button/Tooltip/SupplyDrop=Drops additional supplies, permanently increasing the supply output of the target Supply Depot by <d ref="Behavior,SupplyDrop,Modification.Food"/>.<</quote>>
@puritysdisciple: Go
I've been looking into it but sadly I can't figure out the reference tag to refer to current level / index.
Essentially, using Blink as an example:
Teleports the Stalker to a nearby target location. Ability can only be used once every <d ref="Abil,Blink,Cost[0].Cooldown.TimeUse"/> seconds.
The 0 in Cost[0] needs to be replaced by some value which represents level. I've tried a whole slew of things but no luck so far.
There is a command card option in ability. It allows you to set name / icon / tooltip, however it doesn't seem to do anything.
@puritysdisciple: Go
Well I also believe it's possible to create a separate button for each level of the ability and stack them all on the units command card with proper show requirements, but that just seems wholly unnecessary.
Why doesn't someone ask on the map development forums on the beta minisite? I bet someone from Blizzard would be willing to answer.
I figured it out. Hahaha so funny how simple it is.
Set UI Tooltip Priority - 1
@zifoon:
Can you elaborate? Was your Tooltip Priority suggestion for displaying multiple separate buttons, or for displaying different cost indexes on the same button (for different levels) automatically.
I need the latter.
(I know this is an old topic, but it came up first in search).