So there seems to be a limit on tooltop length, which in itself is fair enough, however the limit seems to be the number of characters in your tooltip, which is a problem when using lots of ability references.
For example a tip reference to a cooldown (<d ref="Abil,BoosterInjectionLeveled,Cost[2].Cooldown.TimeUse"/>) doesn't count as the 1 or 2 characters that, it counts the entire reference ;(.
So even if your tooltip would actually display as 2 lines, you can actually go over the limit.
This makes me a sad panda, and is limiting what I can do with my abilities (and at the same time show nice tooltips). Does anyone know a way around this?
I guess I could try something with triggers, because if you could create the tooltip string with the references already evaluated, in theory you should be able to fit more in.
Not sure what you mean or if you actually understand the problem, but afaik you can't actually set a buttons tooltip using a TEXT variable, they only accept STRINGS in Catalog - Set functions. And there is no convert text to strings ofc.
Okay so it looks like setting a really long tooltip in the data editor will cause it not to display, and instead display it's reference (Button/Something/Tooltip), however if you set the button tooltip via a trigger, it looks like it will display it properly.
I have some really, really long tooltips in my map with many complex ability references and have not run into any limit. Either you're doing something absolutely crazy with tooltips, or maybe there's something else going on.
Hmm, did you set them up in the data editor, and how long is long?
Here is my tooltip, can you see any issues with it? As you can see the resulting tooltip isn't that long, but because of the references the source is kinda long.
If I set the exact same tooltip, but do it via a trigger instead of the data editor it seems to work fine.
I haven't actually, I don't think it would make a difference though because the data editor doesn't stop you putting in more information, you can put in more data - it just stops it from showing in game.
I'm not sure why it works via triggers, but I'm wondering if it's because when you set the catalog entry, you aren't actually setting the tooltip, you are setting the tooltip identifier. (I.e replacing button/something/tooltip with "This is the tooltip of my button blah"). But not certain on that.
Since you can set them via triggers I was trying to find a way to read a buttons tooltip and then write it back so it could be automated - but I'm not sure how to get a buttons tooltip and store it into a string. When you retrieve the catalog entry for the tooltip it just seems to return the reference.
They realy didn't think much about multi-level spells when creating the editor, hopefully the next patch will fix some stuff.
So there seems to be a limit on tooltop length, which in itself is fair enough, however the limit seems to be the number of characters in your tooltip, which is a problem when using lots of ability references.
For example a tip reference to a cooldown (<d ref="Abil,BoosterInjectionLeveled,Cost[2].Cooldown.TimeUse"/>) doesn't count as the 1 or 2 characters that, it counts the entire reference ;(.
So even if your tooltip would actually display as 2 lines, you can actually go over the limit.
This makes me a sad panda, and is limiting what I can do with my abilities (and at the same time show nice tooltips). Does anyone know a way around this?
I guess I could try something with triggers, because if you could create the tooltip string with the references already evaluated, in theory you should be able to fit more in.
I liek variables, do you use em? (Text)
Huh?
Not sure what you mean or if you actually understand the problem, but afaik you can't actually set a buttons tooltip using a TEXT variable, they only accept STRINGS in Catalog - Set functions. And there is no convert text to strings ofc.
Okay so it looks like setting a really long tooltip in the data editor will cause it not to display, and instead display it's reference (Button/Something/Tooltip), however if you set the button tooltip via a trigger, it looks like it will display it properly.
Annoying ;(.
Could you make some tests and find what's the limit?
I have some really, really long tooltips in my map with many complex ability references and have not run into any limit. Either you're doing something absolutely crazy with tooltips, or maybe there's something else going on.
Hmm, did you set them up in the data editor, and how long is long?
Here is my tooltip, can you see any issues with it? As you can see the resulting tooltip isn't that long, but because of the references the source is kinda long.
If I set the exact same tooltip, but do it via a trigger instead of the data editor it seems to work fine.
//
Also if i trim it down and remove the last reference and some of the text it also works:
p.s. I just realized that the line breaks were not correct (should be <n/>), however it didn't make a difference, the issue remains.
Some more discoveries, there is a hard limit (via the data editor only)
With my above examples, the first one that doesn't work is actually 1328 characters.
So yeah, I'm not sure why it limits you in the data editor but not setting it via triggers, but it's very annoying :(
Well I took a look and the longest tooltips on my map come in just a few bytes shy of 1250 characters. Lucky me.
Anyway have you tried editing them via the text editor?
I haven't actually, I don't think it would make a difference though because the data editor doesn't stop you putting in more information, you can put in more data - it just stops it from showing in game.
I'm not sure why it works via triggers, but I'm wondering if it's because when you set the catalog entry, you aren't actually setting the tooltip, you are setting the tooltip identifier. (I.e replacing button/something/tooltip with "This is the tooltip of my button blah"). But not certain on that.
Since you can set them via triggers I was trying to find a way to read a buttons tooltip and then write it back so it could be automated - but I'm not sure how to get a buttons tooltip and store it into a string. When you retrieve the catalog entry for the tooltip it just seems to return the reference.
They realy didn't think much about multi-level spells when creating the editor, hopefully the next patch will fix some stuff.