| 03-29-2007, 04:11 AM | #1 |
...alter the neumeric value of an object in the object editor, and then reference that in a tooltip for an item? In other words, I'm trying to develop a dynamic tooltip by using the <> tags to reference a number for an item tooltip, like how Blizz does it with their abilities. My attempt at this was referencing the mod1 value of the Long Rifle upgrade (Which is Rhlr,mod1 I believe). Normally it is 200, and the item tooltip will reference that just fine. But if I chance the 200 range to, say, 10, the item tooltip still reads it as 200. So, I ask, is there a way to use triggers to change the values of some field so that a tooltip can reference it and make it appear that you are using a dynamic tooltip? |
| 03-29-2007, 05:31 AM | #2 |
Verry verry few things can be changed at run time in relation to objects. Abilitys and upgrades cannot be changed, and only some propertys of units can be changed (like tinting and fly height). While dynamic tooltips would be cool, they are impossible. |
| 03-29-2007, 05:43 AM | #3 |
Hmm... I'll toy with an idea and see if I can do something about that. Idea: Referencing the fly height of a dummy unit that never sees the light of day, then tweaking said fly height through triggers. If that doesn't work, maybe I can reference the neumeric tint value of a unit.. hope not, that would be limiting (only 0-255). It's a quirk I picked up from my Starcraft days, "If at first it doesn't work, screw it up until it does." |
| 03-29-2007, 08:31 AM | #4 |
As far as I know, the blizzard engine calculates all <> brackets while loading, and does not recalculate them at any point in the game. You could try referencing an item's charges, but I doubt that would work. |
| 03-29-2007, 07:37 PM | #5 |
I've seen tooltips that change in a game before (Stackerz TD) Not anything that makes sense though, somehow random letters numbers and signs like @ were flashing as the tooltip... it could just be a bug though. |
| 03-30-2007, 01:49 AM | #6 |
Dil999, I would assume that they just made multiple of the same item with different tooltips and replaced them randomly. Sintanan, I still think your best bet is Local Handle Variables and a multiboard for what you're doing. |
| 03-30-2007, 03:41 AM | #7 |
It was an ability which was changing.. and yeah, i see now they could have used a trigger to randomly change the level of the ability and make the levels have those tooltips. |
