Okay so basically i need to create a new text value in game with triggers and then assign that value to the tool tip of buttons<sub>, i need to make it so that it is a new game text value AND i need to know the string reference value for the text i create</sub>
i am doing this so i can easily make the tooltip update as my abilities rank up... so for example an ability like chain lightning
When the ability is unlearned the Rank 2 and 3 lines are the color grey, and the description line is blue, to indicate that learning that ability will give the effect in blue... when the ability is rank 1 the first line is green, and the rank 2 line is blue and the rank 3 line is Grey to indicate that learning the ability will grant the rank 2 stats and you currently have the rank 1 stats... etc for rank 2 and 3...
I would rather not make individual buttons for each rank and just do like a substring search via triggers to change the colors of the game text for each rank...
I know i will have to have each rank have its own assigned game text... however if i could generate them via triggers it would save hours and hours of precious time...
When i create the game text i will use a trigger that picks up on when an ability is learned then set's button's tooltip game text link accordingly
I hope that makes sense... Any help would be appreciated... Thanks!
It would be a lot easier to just make multiple buttons and set all the color of the text and what not with in the tool tip its self. That's just my opinion.
I'm pretty sure all you need to do is save change the button's tooltip value.
For instance:
General-Switch(Actions)dependingonlevelCasesGeneral-If(1)ActionsCatalog-SetvalueofButtonsCheerTooltipforplayer(Triggeringplayer)to("My Text"+(ValueofAbilitiesGhostWeaponsFreeCost[0].Resource[0]forplayerThePlayer))DefaultCatalog-SetvalueofButtonsCheerTooltipforplayer(Triggeringplayer)to("My Text"+"Is Better Than Yours!")
This is a crude example, but it would work like this.
You set a variable for the level of the ability, and then use the ability itself to change the text. You don't even really have to do it according to level either.
Unfortunately without a ton of work beforehand, you will need to set it manually for each level. Depends on which you like better, repetitive yet easy triggering or complex but in the long run would probably be the better choice triggering.
Regardless in either scenario it's a pain in the butt. However, you wouldn't have to worry about setting values beforehand, you could set them then and save on clutter as well as set all the styles your heart desires.
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
Definitely. This is as easy as changing a button's tooltip in galaxy script, though I can't provide any examples because it would require a backend ability leveling up system... which would take a while (but is still doable).
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Okay so basically i need to create a new text value in game with triggers and then assign that value to the tool tip of buttons<sub>, i need to make it so that it is a new game text value AND i need to know the string reference value for the text i create</sub>
i am doing this so i can easily make the tooltip update as my abilities rank up... so for example an ability like chain lightning
Chain Lightning Fires bouncing electricity, bouncing 3 times and dealing 100 damage Rank 2: 5 Bounces 200 Damage Rank 3: 7 Bounces 300 Damage
When the ability is unlearned the Rank 2 and 3 lines are the color grey, and the description line is blue, to indicate that learning that ability will give the effect in blue... when the ability is rank 1 the first line is green, and the rank 2 line is blue and the rank 3 line is Grey to indicate that learning the ability will grant the rank 2 stats and you currently have the rank 1 stats... etc for rank 2 and 3...
I would rather not make individual buttons for each rank and just do like a substring search via triggers to change the colors of the game text for each rank...
I know i will have to have each rank have its own assigned game text... however if i could generate them via triggers it would save hours and hours of precious time...
When i create the game text i will use a trigger that picks up on when an ability is learned then set's button's tooltip game text link accordingly
I hope that makes sense... Any help would be appreciated... Thanks!
@Antimatterthunder: Go
It would be a lot easier to just make multiple buttons and set all the color of the text and what not with in the tool tip its self. That's just my opinion.
I really want to know if it's possible.
http://www.youtube.com/user/RussianMapster
@Antimatterthunder: Go
I'm pretty sure all you need to do is save change the button's tooltip value.
For instance:
This is a crude example, but it would work like this.
You set a variable for the level of the ability, and then use the ability itself to change the text. You don't even really have to do it according to level either.
Unfortunately without a ton of work beforehand, you will need to set it manually for each level. Depends on which you like better, repetitive yet easy triggering or complex but in the long run would probably be the better choice triggering.
Regardless in either scenario it's a pain in the butt. However, you wouldn't have to worry about setting values beforehand, you could set them then and save on clutter as well as set all the styles your heart desires.
Is this what you were looking for?
@KorvinGump: Go
Definitely. This is as easy as changing a button's tooltip in galaxy script, though I can't provide any examples because it would require a backend ability leveling up system... which would take a while (but is still doable).