Text Auto-Variables (not strings!)

57005

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i've been looking around a little but haven't found any information about those yet:
those variables you put into something like a spell's toolstip for the actual level's damage, and it autofills it. Making Tooltips and such far less work.

Some of them are used in preset spells, but i kinda not get them, can someone point me to a tutorial or something about these?
 

azareus

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They are rawcodes for the damage etc.
You can edit them in Gameplay Constants.
 

57005

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i'm pretty sure you either must have misunderstood me or i am completely misunderstanding gameplay constants.

i want to add the same tooltip to all 3 levels of my spell.
every level has different AoE, Damage, Range, Manacost, etc.
these should all be showed correctly in the spell.

if i understand it corectly using a gameplay constant would just put a constant value in there, nothing changing dependant of the spell level, or am i wrong?
 

kaboo

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->this is the description of stormbolt lvl 1
Code:
Throws a magical hammer at a target enemy unit, 
dealing <ANsb,DataA1> damage 
and stunning the target for <ANsb,Dur1> seconds.

->ANsb represents the raw code of the ability which can be found this way:
  1. open object editor
  2. find your ability
  3. press CTRL+D
  4. your custom ability will have code like this "AXXX:ANsb (YY)" where
    • - the first "A" means that its an ability ("B" is used for buffs; "h" for human buildings, units; "H" for human heroes, ....)
    • - XXX are some numbers
    • - ":ANsb" means that its based on ability with code ANsb (storm bolt)
    • - "(YY)" is your name of the custom ability
    • - from this, the "AXXX" is the code of your ability

this, or you want more info?
if more then be specific in what you dont understand
 

azareus

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DataA1 is the damage for level 1.
Dur1 is the duration for level 1.
It is gameplay constants, but different ones.:p
 

57005

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thanks kaboo that process of finding those is exactly what i was hoping for :)
 
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