I can't seem to find an answer for this so im starting a new thread.
I have 100 armor upgrades spread across 4 upgrade objects (each have a max level of 25 and once you max out armor type one, you can buy armor type two). The only lame thing is that each time i purchase the upgrade, the button doesn't tell the player what upgrade he is currently at. How to I make it so the buttons name (or tooltip i geuse) display the following formula:
I'm having a similar type of problem except it's with my towers.
When I upgrade a tower, the UI in the bottom centre, when I mouse over the picture of the unit, still displays the first button Tooltip even though I have it set up in the buttons to display something else. Still trying to find an answer for it. On another upgrade from level 3 to level 4, the tooltip is just gone, yet the same information on both buttons is identical. I dont' know which field i'm missing.
Look at buttons currently in game, such as Mind Splatter (Tosh) and you'll see their markup language like so:
Deals <d ref="Effect,MindSplatterInitialDamage,Amount"/> damage to the target biological unit. When the unit dies, it explodes and deals <d ref="Effect,MindSplatterExplosionDamage,Amount"/> damage to nearby enemy units.
Find the value you want to dynamically display via (File -> View -> View Raw Data)
Actually that is a good way of fixing upgrades and spells done entirely in the data editor. But what about spells made by triggers? Im currently making a sort of a hero arena, and i've had to do like this:
(
Button - Learn
Blablablabl jgkdgjdkfgd for xx dmg and stuns for lalalala.
Level 1: 20 dmg, 2 sec stun.
Level 2: 40 dmg, 3 sec stun
etc
)
(
Button - Spell [Level x]
Blablablabl jgkdgjdkfgd for xx dmg and stuns for lalalala.
This way you see what level of the spell you have and can quickly look for which on the infos at the back of the spell you currently possess. But for a spell with lets say 20 levels, that would be kind of annoying.
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I can't seem to find an answer for this so im starting a new thread.
I have 100 armor upgrades spread across 4 upgrade objects (each have a max level of 25 and once you max out armor type one, you can buy armor type two). The only lame thing is that each time i purchase the upgrade, the button doesn't tell the player what upgrade he is currently at. How to I make it so the buttons name (or tooltip i geuse) display the following formula:
static text + current upgrade level.
@Devourerofsouls: Go
I'm having a similar type of problem except it's with my towers.
When I upgrade a tower, the UI in the bottom centre, when I mouse over the picture of the unit, still displays the first button Tooltip even though I have it set up in the buttons to display something else. Still trying to find an answer for it. On another upgrade from level 3 to level 4, the tooltip is just gone, yet the same information on both buttons is identical. I dont' know which field i'm missing.
Look at buttons currently in game, such as Mind Splatter (Tosh) and you'll see their markup language like so: Deals <d ref="Effect,MindSplatterInitialDamage,Amount"/> damage to the target biological unit. When the unit dies, it explodes and deals <d ref="Effect,MindSplatterExplosionDamage,Amount"/> damage to nearby enemy units.
Find the value you want to dynamically display via (File -> View -> View Raw Data)
Hope that helps.
@Xackery: Go
Actually that is a good way of fixing upgrades and spells done entirely in the data editor. But what about spells made by triggers? Im currently making a sort of a hero arena, and i've had to do like this:
(
Button - Learn Blablablabl jgkdgjdkfgd for xx dmg and stuns for lalalala.
Level 1: 20 dmg, 2 sec stun.
Level 2: 40 dmg, 3 sec stun etc
)
(
Button - Spell [Level x]
Blablablabl jgkdgjdkfgd for xx dmg and stuns for lalalala.
(20dmg2sec/40dmg3sec/60dmg4sec/80dmg5sec/100dmg6sec)
)
This way you see what level of the spell you have and can quickly look for which on the infos at the back of the spell you currently possess. But for a spell with lets say 20 levels, that would be kind of annoying.