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Item description gets cuts off

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I've seen a similar post before but no solution. The item tooltip cuts off the actual length. Is there any workaround?

bug.jpg
 
I imagine you can use custom UI to extend the tooltip. I think having the History section set aside in a separate tooltip would make the most sense, so you can have all of the useful features of the standard tooltip along with a separate "text dump" off to the side or whatever.
 
I imagine you can use custom UI to extend the tooltip. I think having the History section set aside in a separate tooltip would make the most sense, so you can have all of the useful features of the standard tooltip along with a separate "text dump" off to the side or whatever.
By default there isn't really a separate tooltip section. There's one when you read it on the ground, one you can see from the shop and one you see when you have the item. I'm not familiar with UI tinkering.
 
By default there isn't really a separate tooltip section. There's one when you read it on the ground, one you can see from the shop and one you see when you have the item. I'm not familiar with UI tinkering.
The ultimate source for all things regarding custom UI:

Then specific examples:

And a tool that makes it possible to create custom UI without needing to know how to code:
 
The ultimate source for all things regarding custom UI:

Then specific examples:

And a tool that makes it possible to create custom UI without needing to know how to code:
Damn, I was glad for a moment that there's a no-coding version but it's for reforged, and I have classic (and pre 1.31). I hoped that there's a more feasible trick to get around the problem.
 
Damn, I was glad for a moment that there's a no-coding version but it's for reforged, and I have classic (and pre 1.31). I hoped that there's a more feasible trick to get around the problem.
I see, everything custom UI related (framehandles) was added in 1.31.

Maybe have an ability that you can cast on the item which will display the lore in a text message or quest. Analyze for example. Or add a historian NPC which can do it for you, maybe for a cost. Sometimes you can turn the limitation into an interesting game mechanic.
 
I see, everything custom UI related (framehandles) was added in 1.31.

Maybe have an ability that you can cast on the item which will display the lore in a text message or quest. Analyze for example. Or add a historian NPC which can do it for you, maybe for a cost. Sometimes you can turn the limitation into an interesting game mechanic.
Thanks, I see what I can do. Strangely, abilities don't seem to have that short tooltip problem.
 
You can bypass it, but I think it requires a reforged function.

1736129688363.png


The same trick can be used for the quest log texts that also gets cut off after a certain limit. You store your text in variables and modify the extended tooltip in real time

  • Set VariableSet ItemText[1] = |c00FF0000Cursed Artifact|r|nIncreases intelligence by 10 and grants non-combat healing ability but decreases damage by 50%|n|c00F2B90DHistory|r|n
  • Set VariableSet ItemText[2] = |c00FFE1A4This staff was coveted among spiring battle-priests among King Leoric's army.
  • Set VariableSet ItemText[3] = Archbishop Lazarus, ever disagreeing with the crusadings of the king and his captain, Lachdanan,
  • Set VariableSet ItemText[4] = placed a powerful curse on the staff to ensure that even after his death it would obstruct bloodshed and use|r
  • Set VariableSet ItemText[5] = (sample text) (sample text) (sample text) (sample text) (sample text) (sample text) (sample text) (sample text) (sample text) (sample text)
  • Item - Set Extended Tooltip of MyItem to (ItemText[1] + (ItemText[2] + (ItemText[3] + (ItemText[4] + ItemText[5]))))
Although it must be used on a specific item, not a generic item type so see if you can stomach doing that for how many items are concerned by the char limit

Also the string themselves must not be too long otherwise Jasshelper is angry at you when you try to save
 
You could make the item an active item with no cooldown that swaps the tooltip text when used (using the trigger action Chaosium showed above). Or two versions of the item with different tooltips and a trigger to replace the items when one is used (but consider that everything else that checks for item-types would have to account for there being two rawcodes to this item).
 
You can bypass it, but I think it requires a reforged function.

View attachment 507214

The same trick can be used for the quest log texts that also gets cut off after a certain limit. You store your text in variables and modify the extended tooltip in real time

  • Set VariableSet ItemText[1] = |c00FF0000Cursed Artifact|r|nIncreases intelligence by 10 and grants non-combat healing ability but decreases damage by 50%|n|c00F2B90DHistory|r|n
  • Set VariableSet ItemText[2] = |c00FFE1A4This staff was coveted among spiring battle-priests among King Leoric's army.
  • Set VariableSet ItemText[3] = Archbishop Lazarus, ever disagreeing with the crusadings of the king and his captain, Lachdanan,
  • Set VariableSet ItemText[4] = placed a powerful curse on the staff to ensure that even after his death it would obstruct bloodshed and use|r
  • Set VariableSet ItemText[5] = (sample text) (sample text) (sample text) (sample text) (sample text) (sample text) (sample text) (sample text) (sample text) (sample text)
  • Item - Set Extended Tooltip of MyItem to (ItemText[1] + (ItemText[2] + (ItemText[3] + (ItemText[4] + ItemText[5]))))
Although it must be used on a specific item, not a generic item type so see if you can stomach doing that for how many items are concerned by the char limit

Also the string themselves must not be too long otherwise Jasshelper is angry at you when you try to save
With 1.26 classic, these options are out of my realm.

EDIT: The only workaround that seemed to solve the issue was a more tactically presented item description.

1736131586905.png
 
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