As for Zero0018, that option is new as of 1.3 I believe. Before we had to guess... but now, you can use that tool to automatically get a tooltip for a field.
The thing about data is that it's static at runtime. Yes you can change it on a PER PLAYER basis through triggers, but it's still 'static' for each unit. So if two different units (owned by the same player) had the same behavior-buff and you modified the tooltip in triggers, both units would see the change regardless if only one had an increase of attributes...
Thanks! Yeah this was an immediate tutorial for me once I figured it out... because there is literally 0 good information about this anywhere. It's painful figuring it out too, so I think enough examples should be good...
This is my first text-only tutorial and I think it'll be quite appreciated. If any of you have made abilities/buttons this tutorial should help you out quite a bit. The information in this area is relatively scarce on SC2Mapster or anywhere for that matter.
What I am going to show is how you link a button tool-tip DIRECTLY to the field it talks about. What does that mean? It means that if you went to balance your abilities and constantly change values, you won't have to change your buttons every time because they'll be referencing the direct values in the ability itself.
For instance (from my RPG on an ability's button), instead of: The Protector and nearby allied units have 1 bonus armor.
It would be: The Protector and nearby allied units have <d ref = "Behavior,AuraofStrengthLevel1,Modification.LifeArmorBonus"/> bonus armor.
And in-game this would appear as the above text with "1" instead of the <d ref> crap. And later, if i decide to change Aura of Strength to give 2 armor, I don't have to change the button :D
So how does it work?? You need to know the raw name of the effect or behavior or ability or unit you want to reference (e.g. go to behaviors tab, hit ctrl+d, and you'll see the raw names). As well, the field like the damage amount on a damage effect, but I should have enough examples here to cover this. Then you go into your tool-tip and make sure "Display as Raw Data" is checked. You have to sometimes check it again because it doesn't stay checked. This tutorial is going to be purely by example because that's how I was able to learn.
Hopefully we can build up a list of examples. Remember, CTRL+D to see the raw name of your effects and behaviors. ALSO REMEMBER to always check off display raw data in the tool-tip!!!
1. Referencing damage (effect) amount. Effect's raw name in this example is "KaboomDamage". The Engineer blasts the target with an explosive, dealing <d ref="Effect,KaboomDamage,Amount"/> spell damage.
2. Referencing behavior's (buff) move speed multiplier. Behavior's raw name in this example is "Cloak".
(Also shows how to multiply the value by 100 so that it can be displayed as 50% instead of 0.5) The Assassin cloaks, rendering him invisible to enemy units, but slowing his movement to <d ref="100 *(Behavior,Cloak,Modification.MoveSpeedMultiplier)"/>% of normal.
3. Referencing behavior's (buff) duration. Behavior's raw name in this example is "Discipline". The Assassin attacks 1.5x times faster for <d ref="Behavior,Discipline,Duration"/> seconds.
4. Referencing behavior's (buff) health regen bonus. Behavior's raw name in this example is "Meditation".
(Also shows how to have 1 decimal place on the number, replace "1" with any number you like...) The Assassin gains an additional <d ref="Behavior,Meditation,Modification.VitalRegenArray[0]" precision = "1"/> health regeneration per second.
5. Referencing behavior's (buff) armor bonus and duration at the same time. Behavior's raw name in this example is "GearSkin". Buffs the target with <d ref = "Behavior,GearSkin,Modification.LifeArmorBonus"/> bonus armor for <d ref = "Behavior,GearSkin,Duration"/> seconds.
6. Referencing a unit's maximum life plus a behavior times 2. Unit's raw name is "TinkerWall" and behavior buff's raw name is "Health". The Engineer creates a destructible wall with <d ref = "2 *(Behavior,Health,Modification.VitalMaxArray[0]) + Unit,TinkerWall,LifeMax"/> health at the target location.
7. Referencing a behavior's armor bonus and a modify unit effect. Behavior's raw name is "MechaDefense" and effect is "MechaDefenseGainEnergy". When active, the Engineer has <d ref = "Behavior,MechaDefense,Modification.LifeArmorBonus"/> increased armor and gains <d ref = "Effect,MechaDefenseGainEnergy,VitalArray[2].Change" precision = "1"/> energy when attacked.
8. Referencing a teleport effect's range. Raw name is "Teleport". The Mage teleports to the target location. Maximum range: <d ref="Effect,Teleport,Range"/>.
9. Referencing a behavior buff's energy bonus and energy regen bonus. Raw behavior name is "WisdomAura". The Mage and nearby allied units receive <d ref = "Behavior,WisdomAura,Modification.VitalMaxArray[2]"/> increased energy and <d ref = "Behavior,WisdomAura,Modification.VitalRegenArray[2]" precision="2"/> more energy regeneration.
10. Referencing a damage effect and that damage effect's AOE radius. Raw effect name is "HolyMightDamage". The Protector sends a holy bolt at the target, dealing <d ref="Effect,HolyMightDamage,Amount"/> spell damage over a <d ref="Effect,HolyMightDamage,AreaArray[0].Radius" precision="1"/> area.
The key thing is that a little bit of extra work to put these references into your buttons will save you A LOT of headaches later during playtesting when ability values will be changing all of the time and you'll forget to update your buttons.
If you don't really understand, all you really need to do is copy paste my examples so long as you're referencing the same thing. For instance, if you had an effect named "Super Strike Damage" that your ability Super Strike used... then you'd just take my "The Engineer blasts the target with an explosive, dealing <d ref="Effect,KaboomDamage,Amount"/> spell damage." and put it into your tool-tip (WITH DISPLAY RAW TEXT ON!!). Except you would change "KaboomDamage" to be "SuperStrikeDamage" and then the rest of the description text can be changed to fit your need.
Enjoy people! I know I searched for this stuff and couldn't find anything really. You don't know how long it took me to figure out the reference for damage effect area radius LOL.
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@Tobin751: Go
I don't know...
As for Zero0018, that option is new as of 1.3 I believe. Before we had to guess... but now, you can use that tool to automatically get a tooltip for a field.
@Infernium: Go
Yeah you can make one for each ahha.
@Infernium: Go
The thing about data is that it's static at runtime. Yes you can change it on a PER PLAYER basis through triggers, but it's still 'static' for each unit. So if two different units (owned by the same player) had the same behavior-buff and you modified the tooltip in triggers, both units would see the change regardless if only one had an increase of attributes...
@cibkc:
Thanks! Yeah this was an immediate tutorial for me once I figured it out... because there is literally 0 good information about this anywhere. It's painful figuring it out too, so I think enough examples should be good...
This is my first text-only tutorial and I think it'll be quite appreciated. If any of you have made abilities/buttons this tutorial should help you out quite a bit. The information in this area is relatively scarce on SC2Mapster or anywhere for that matter.
What I am going to show is how you link a button tool-tip DIRECTLY to the field it talks about. What does that mean? It means that if you went to balance your abilities and constantly change values, you won't have to change your buttons every time because they'll be referencing the direct values in the ability itself.
For instance (from my RPG on an ability's button), instead of:
The Protector and nearby allied units have 1 bonus armor.
It would be:
The Protector and nearby allied units have <d ref = "Behavior,AuraofStrengthLevel1,Modification.LifeArmorBonus"/> bonus armor.
And in-game this would appear as the above text with "1" instead of the <d ref> crap. And later, if i decide to change Aura of Strength to give 2 armor, I don't have to change the button :D
So how does it work?? You need to know the raw name of the effect or behavior or ability or unit you want to reference (e.g. go to behaviors tab, hit ctrl+d, and you'll see the raw names). As well, the field like the damage amount on a damage effect, but I should have enough examples here to cover this. Then you go into your tool-tip and make sure "Display as Raw Data" is checked. You have to sometimes check it again because it doesn't stay checked. This tutorial is going to be purely by example because that's how I was able to learn.
Hopefully we can build up a list of examples. Remember, CTRL+D to see the raw name of your effects and behaviors. ALSO REMEMBER to always check off display raw data in the tool-tip!!!
1. Referencing damage (effect) amount. Effect's raw name in this example is "KaboomDamage".
The Engineer blasts the target with an explosive, dealing <d ref="Effect,KaboomDamage,Amount"/> spell damage.
2. Referencing behavior's (buff) move speed multiplier. Behavior's raw name in this example is "Cloak".
(Also shows how to multiply the value by 100 so that it can be displayed as 50% instead of 0.5)
The Assassin cloaks, rendering him invisible to enemy units, but slowing his movement to <d ref="100 *(Behavior,Cloak,Modification.MoveSpeedMultiplier)"/>% of normal.
3. Referencing behavior's (buff) duration. Behavior's raw name in this example is "Discipline".
The Assassin attacks 1.5x times faster for <d ref="Behavior,Discipline,Duration"/> seconds.
4. Referencing behavior's (buff) health regen bonus. Behavior's raw name in this example is "Meditation".
(Also shows how to have 1 decimal place on the number, replace "1" with any number you like...)
The Assassin gains an additional <d ref="Behavior,Meditation,Modification.VitalRegenArray[0]" precision = "1"/> health regeneration per second.
5. Referencing behavior's (buff) armor bonus and duration at the same time. Behavior's raw name in this example is "GearSkin".
Buffs the target with <d ref = "Behavior,GearSkin,Modification.LifeArmorBonus"/> bonus armor for <d ref = "Behavior,GearSkin,Duration"/> seconds.
6. Referencing a unit's maximum life plus a behavior times 2. Unit's raw name is "TinkerWall" and behavior buff's raw name is "Health".
The Engineer creates a destructible wall with <d ref = "2 *(Behavior,Health,Modification.VitalMaxArray[0]) + Unit,TinkerWall,LifeMax"/> health at the target location.
7. Referencing a behavior's armor bonus and a modify unit effect. Behavior's raw name is "MechaDefense" and effect is "MechaDefenseGainEnergy".
When active, the Engineer has <d ref = "Behavior,MechaDefense,Modification.LifeArmorBonus"/> increased armor and gains <d ref = "Effect,MechaDefenseGainEnergy,VitalArray[2].Change" precision = "1"/> energy when attacked.
8. Referencing a teleport effect's range. Raw name is "Teleport".
The Mage teleports to the target location. Maximum range: <d ref="Effect,Teleport,Range"/>.
9. Referencing a behavior buff's energy bonus and energy regen bonus. Raw behavior name is "WisdomAura".
The Mage and nearby allied units receive <d ref = "Behavior,WisdomAura,Modification.VitalMaxArray[2]"/> increased energy and <d ref = "Behavior,WisdomAura,Modification.VitalRegenArray[2]" precision="2"/> more energy regeneration.
10. Referencing a damage effect and that damage effect's AOE radius. Raw effect name is "HolyMightDamage".
The Protector sends a holy bolt at the target, dealing <d ref="Effect,HolyMightDamage,Amount"/> spell damage over a <d ref="Effect,HolyMightDamage,AreaArray[0].Radius" precision="1"/> area.
The key thing is that a little bit of extra work to put these references into your buttons will save you A LOT of headaches later during playtesting when ability values will be changing all of the time and you'll forget to update your buttons.
If you don't really understand, all you really need to do is copy paste my examples so long as you're referencing the same thing. For instance, if you had an effect named "Super Strike Damage" that your ability Super Strike used... then you'd just take my "The Engineer blasts the target with an explosive, dealing <d ref="Effect,KaboomDamage,Amount"/> spell damage." and put it into your tool-tip (WITH DISPLAY RAW TEXT ON!!). Except you would change "KaboomDamage" to be "SuperStrikeDamage" and then the rest of the description text can be changed to fit your need.
Enjoy people! I know I searched for this stuff and couldn't find anything really. You don't know how long it took me to figure out the reference for damage effect area radius LOL.