You want the button's image/text to change for each level of the ability?
For instance:
Level 1: Marine-icon, "Deals 100 damage"
Level 2: Zealot-icon, "Deals 200 damage"
?
You want the button's image/text to change for each level of the ability?
For instance:
Level 1: Marine-icon, "Deals 100 damage"
Level 2: Zealot-icon, "Deals 200 damage"
?
The image stays the same but yes text changes. Example as I levelup an ability from 1 to 2.
Does your hero learn level 1 of the "Grenade", but when it learns level 2, its just the tooltip that will not update, but the ability does damage equal to the level 2?
Anyways... For tooltips for level 1 of any ability, you create the tooltip on the Button itself (Button-Tab):
Assuming you want a different tooltip on other levels, this is how you do it:
Ability-Tab:
1. Go to your ability
2. Command card: Level Button Tooltip (depends on ability type, if it is on/off ability, effect target, instant..., but in general the tooltip)
3. Add a value for the tooltip, the first value will be for level 2 of your ability
4. Add a key like so: "Text\Button\<abilityName>2" (where 2 is level 2) (Name it whatever you want, it is just a reference later on, so you can simply write the key in and the text will show...)
5. Add the text "Sniper deals <d ref="Effect,SniperDamage2,Amount"/> damage".
6. Click OK
7. Repeat 3-6 for all levels of the ability, make sure to change the Index of the array "<d ref="Effect,SniperDamage<index>.Amount"/>". Where of course the "SniperDamage1" and 2, etc, is a real effect, that has the ID "SniperDamage1", etc. The ID is the one you "suggest" on whenever you create a new effect.
PS: This is for tooltips, it works the same way for images and ability names.
How can you make on an ACTIVE hero ability, the button change depending level.
With passives it seems easy you just put place each button over each other in the Command card, and add requirements.
With active abilities you can't do this. Do I need to make an abiltiy for every single level and have their own requirement within the ability? :-/
Is there no easier way?
@Fullachain: Go
Update the button's tooltip using triggers and the Catalog functions.
I am not really sure what you want.
You want the button's image/text to change for each level of the ability?
For instance:
Level 1: Marine-icon, "Deals 100 damage"
Level 2: Zealot-icon, "Deals 200 damage"
?
That would be very tedious to do :/
The image stays the same but yes text changes. Example as I levelup an ability from 1 to 2.
Throws a grenade which deals 10 damage.
Throws a grenade which deals 20 damage.
How far with the ability are you?
Can your hero level up?
Does your hero have the "learn" ability?
Does your hero learn level 1 of the "Grenade", but when it learns level 2, its just the tooltip that will not update, but the ability does damage equal to the level 2?
Anyways... For tooltips for level 1 of any ability, you create the tooltip on the Button itself (Button-Tab):
Assuming you want a different tooltip on other levels, this is how you do it:
Ability-Tab:
1. Go to your ability
2. Command card: Level Button Tooltip (depends on ability type, if it is on/off ability, effect target, instant..., but in general the tooltip)
3. Add a value for the tooltip, the first value will be for level 2 of your ability
4. Add a key like so: "Text\Button\<abilityName>2" (where 2 is level 2) (Name it whatever you want, it is just a reference later on, so you can simply write the key in and the text will show...)
5. Add the text "Sniper deals <d ref="Effect,SniperDamage2,Amount"/> damage".
6. Click OK
7. Repeat 3-6 for all levels of the ability, make sure to change the Index of the array "<d ref="Effect,SniperDamage<index>.Amount"/>". Where of course the "SniperDamage1" and 2, etc, is a real effect, that has the ID "SniperDamage1", etc. The ID is the one you "suggest" on whenever you create a new effect.
PS: This is for tooltips, it works the same way for images and ability names.
Thanks so much, works fine for active abilities.
Is it possible to do this with passibe abilities? I tried but it fails to update level2.
Just have to stick with requirements etc for passives?
You have to stick to requirements for passives, yes.