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There's actually a way to do this (you're not really changing the tooltip, but it will look like it), but I need some information first:
1) What is the minimum and maximum gold cost?
2) Are those prices set values (e.g.: 100, 200, 300), or a range of values (e.g.: anything between 100 and 300)?
Actually, my idea was to use the ability "Charge Gold and Lumber" to 'change the tooltip' (increase/decrease the ability level) so that the actual gold cost will change.
The problem is that this might create too many ability levels, in which case it cannot be used.
If you have a set amount of gold costs, then this will work beautifully.
I believe that would be incorrect.
There are a few inconveniences, though: the first level of the ability cannot be used and you need to re-select the unit in order to see a change in the tooltip (this can be solved by removing/adding the unit from a player's selection).
Perhaps you could respond to my questions first, then?
ap0calypse said:
1) What is the minimum and maximum gold cost?
2) Are those prices set values (e.g.: 100, 200, 300), or a range of values (e.g.: anything between 100 and 300)?
Sorry, I don't how to answer your questions.
All I want to do is change items' gold cost after reciping.
For example:
Arcane Boots = Boots of Speed + Energy Booster
Arcane Boots: 1500g
Boots of Speed: 500g
Energy Booster: 800g.
Just example.
If I buy Boots of Speed, then Arcane Boots' cost decreases to 1000g. If I buy Energy Booster, then Arcane Boots' cost decreases to 500g, or if I buy both Boots of Speed and Energy Booster, Arcane Boots' cost decreases to 200g.
So how can I do that?
The problem is: this has to be player-specific, correct?
So if Player 1 buys the Boots of Speed, do Player 2's Arcane Boots still need to cost 1500 while Player 1's Arcane Boots have been reduced to 1000 gold?
If that is the case, then Chaosy's solution actually is the best one .
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