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More tooltip troubles

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11 years ago
Aug 17, 2013, 4:04:37 AM
I am trying to figure out why I am getting no tooltip stats for new weapons modules:



WeaponModule.xml



[CODE]

%ModuleWeaponMissile4Title

%ModuleWeaponMissile4Description



-->[/CODE]



[CODE]


CriticMultiplier="3.0" CriticChance="1.0"

InterceptionEvasion="0"

NumberPerSalve="2"

TurnBeforeReach="3" TurnToReload="3" Accuracy="0.8">

Missile

LongRange




Priority="100"

BoardSideMaxDuration="1.5"

BoardSideFireDelay="0.1">









PlanetStrategicResourceOrichalcedon



%ModuleWeaponMissile4LRTitle

%ModuleWeaponMissile4LRDescription



1



[/CODE]



[CODE]


CriticMultiplier="0.0" CriticChance="0.0"

InterceptionEvasion="0"

NumberPerSalve="0"

TurnBeforeReach="0" TurnToReload="0" Accuracy="0">

Missile



ModuleWeaponMissileFake4

PlanetStrategicResourceOrichalcedon



%ModuleWeaponMissile4Title

%ModuleWeaponMissile4Description





%ModuleWeaponFakeTooltipEffect0

%ModuleWeaponFakeTooltipEffect1



%ModuleWeaponMissile4TooltipEffect2

%ModuleWeaponMissile4TooltipEffect3

%ModuleWeaponMissile4TooltipEffect4

%ModuleWeaponMissile4TooltipEffect5

%ModuleWeaponMissile4TooltipEffect8

%ModuleWeaponMissile4TooltipEffect9

%ModuleWeaponMissile4TooltipEffect10

%ModuleWeaponMissile4TooltipEffect11





[/CODE]





Localization_xp1-Locales



[CODE]

UNLOCKS A WEAPON MODULE

EFFECTS DEPENDING ON THE CHOSEN SPECIALIZATION:

COST: 4 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 15

DAMAGE: 2-35

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 5-30

ROUND(S) BEFORE REACH: 0-3

ROUND(S) TO RELOAD: 0-3

ACCURACY: 30-70%

COST: 12 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 75

DAMAGE: 1-70

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 8-150

ROUND(S) BEFORE REACH: 0-3

ROUND(S) TO RELOAD: 0-3

ACCURACY: 30-70%

COST: 36 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 210

DAMAGE: 2-30

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 8-150

ROUND(S) BEFORE REACH: 0-3

ROUND(S) TO RELOAD: 0-3

ACCURACY: 30-70%

COST: 4 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 15

DAMAGE: 5-150

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 1-8

ROUND(S) BEFORE REACH: 0-3

ROUND(S) TO RELOAD: 0-3

ACCURACY: 50-100%

COST: 12 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 75

DAMAGE: 15-600

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 1-10

ROUND(S) BEFORE REACH: 0-3

ROUND(S) TO RELOAD: 0-3

ACCURACY: 50-100%

COST: 36 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 210

DAMAGE: 45-900

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 2-10

ROUND(S) BEFORE REACH: 0-3

ROUND(S) TO RELOAD: 0-3

ACCURACY: 50-100%



COST: 40 $(Industry)

$(Weight): 7

$(MilitaryPower): 160

DAMAGE:250-750

CRITIC MULTIPLIER: x3

CRITIC CHANCE: 1.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 2

ROUND(S) BEFORE REACH: 3

ROUND(S) TO RELOAD: 3

ACCURACY: 80%


COST: 4 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 15

DAMAGE: 1-20

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 3-25

ROUND(S) BEFORE REACH: 0-3

ROUND(S) TO RELOAD: 0-3

ACCURACY: 70-120%

COST: 12 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 75

DAMAGE: 2-100

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

INTERCEPTION EVASION: 0

PROJECTILES PER SALVO: 3-36

ROUND(S) BEFORE REACH: 0-3

ROUND(S) TO RELOAD: 0-3

ACCURACY: 70-120%

COST: 36 $(Industry)

$(Weight): 7-11

$(MilitaryPower): 210

DAMAGE: 2-150

CRITIC MULTIPLIER: x2

CRITIC CHANCE: 0.0

0Send private message
11 years ago
Aug 17, 2013, 3:30:19 PM
What does your index file look like? The part with the repositories that link to weaponmodule.xml
0Send private message
11 years ago
Aug 23, 2013, 5:33:37 AM
No changes as no additional files.



[CODE]



AI/DiplomaticAttitude.xml

AI/DiplomaticAttitudeModifier.xml

AI/Gui.xml

AI/Personality.xml

Simulation/BattleCard.xml

Simulation/CivilianModule.xml

Simulation/DefenseModule.xml

Simulation/DiplomaticStatus.xml

Simulation/EmpireImprovement.xml

Simulation/EmpireTraitDescriptor.xml

Simulation/Faction.xml

Simulation/FactionTrait.xml

Simulation/FleetSorting.xml

Simulation/FleetTargeting.xml

Simulation/Gui.xml

Simulation/Hero.xml

Simulation/HeroAbility.xml

Simulation/HeroDescriptor.xml

Simulation/Hull.xml

Simulation/MoonDescriptor.xml

Simulation/PlanetColonization.xml

Simulation/PlanetImprovement.xml

Simulation/PlanetInfrastructure.xml

Simulation/RandomEvent.xml

Simulation/Resource.xml

Simulation/StarSystemImprovement.xml

Simulation/SupportModule.xml

Simulation/Unlock.xml

Simulation/WeaponModule.xml

Simulation/SpecialModule.xml

Simulation/SpecialModuleDescriptor.xml





Simulation/Hero.xml





Simulation/Hero.xml





Simulation/Hero.xml





Simulation/HeroAbility.xml





Simulation/Hull.xml





Simulation/EmpireImprovement.xml





Audio/LayeredMusic.xml





Simulation/WeaponModule.xml

Simulation/DefenseModule.xml

Simulation/SupportModule.xml

Simulation/CivilianModule.xml

Simulation/SpecialModule.xml





AI/Personality.xml





AI/PirateDifficulty.xml





Simulation/RealizationEvent.xml





Simulation/RealizationShot.xml





Simulation/Resource.xml





AI/StarSystemAssignation.xml





Simulation/ShipAlteration.xml





Simulation/ShipDesign.xml

Simulation/CivilianShipDesign.xml





AI/ShipDesignAmoeba.xml

AI/ShipDesignAutomaton.xml

AI/ShipDesignEmperor.xml

AI/ShipDesignHarmony.xml

AI/ShipDesignHissho.xml

AI/ShipDesignHoratio.xml

AI/ShipDesignResistance.xml

AI/ShipDesignSophon.xml

AI/ShipDesignSower.xml

AI/ShipDesignSwarm.xml

AI/ShipDesignTerran.xml





Simulation/ShipLevel.xml





Simulation/BattleCardDescriptor.xml

Simulation/BattleDescriptor.xml

Simulation/EmpireDescriptor.xml

Simulation/EmpireTraitDescriptor.xml

Simulation/GameDifficultyDescriptor.xml

Simulation/GameSpeedDescriptor.xml

Simulation/HeroDescriptor.xml

Simulation/MoonDescriptor.xml

Simulation/PlanetDescriptor.xml

Simulation/PlanetInfrastructureDescriptor.xml

Simulation/RandomEventDescriptor.xml

Simulation/ExplorationEventDescriptor.xml

Simulation/ShipDescriptor.xml

Simulation/StarSystemDescriptor.xml

Simulation/StarSystemImprovementDescriptor.xml

Simulation/SupportModuleDescriptor.xml

Simulation/SpecialModuleDescriptor.xml

[/CODE]
0Send private message
11 years ago
Aug 24, 2013, 3:09:23 AM
When you say you don't see the stats, do you mean you don't see them in the research screen? or the ship design screen?
0Send private message
11 years ago
Aug 24, 2013, 4:32:14 AM
Ship design screen was missing for sure.



Can't be sure about tech screen but my big issue in other areas is the ship design screen.
0Send private message
11 years ago
Aug 24, 2013, 3:42:56 PM
Hmmm, how did you implement the unlock for this weapon in the corresponding technology?





If you're not seeing it in the ship design screen that would imply the game is not compiling the stats and displaying them.



The tooltip in the design screen (when you mouse over a component) is not the tooltip that you input into the localization file. The localization file tooltip is only used in the research screen. That's because a weapon tech unlocks three variant of the same component but the hardcode can only compile the effect text of one component at a time. The dev's work around for this is to create what are called fake components, like the one you added above. So the fake component would have the reference to the tooltip, and the technology that unlocks the component would reference the fake component for text. In this way, they can have the research screen display one weapon while unlocking more than one weapon



In short, research screen -> localization tooltip on fake component

design screen -> effect text compiled from the real component
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