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Ok in my map I am using an engine for all damage. All units do 0 - 0 damage but thier damage is calculated based on how many hp they have and the level of thier weapons, an ability all units have 'Weapons', Then thier hit chance is calculated based on thier 'Morale', 'Training', and 'Experience'. Problem is with normal units this is fine, but with heroes it does not leave much room for active abilities.

What I need to know is how to hide abilities, make the icon not show up, and if I can put jass into a tooltip.

If I could put jass into a tooltip I could have one dummy ability that's tooltip shows the level of thier other abilities.

Any input would be helpful.
 
Level 12
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Apr 27, 2008
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Spellbooks !
Search for tutorials/ other treads about spellbooks.
One little hint though - disabled spellbooks.
And no, that is not possible.
In order to show levels of abilities in a spellbook, you will have to have multiple levels of it with different tooltip. But those are a lot of levels.
 
Level 17
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Or simply use item abilities

EDIT : I've read your other post , you said if you add an item ability, it's still visible.
That's strange for me, but i assume it's true.
Try to compare the fields in the object editor between a visible item ability and an hidden item ability.
 
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Level 12
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Apr 27, 2008
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I know it is a madness and I advise you not to do it.
But you cannot change the tooltip in any other way.
Spellbooks may be a little bit more work, but they are better for this.
 
Ok I got it to work. I found someone's spellbook level system and it solved both my problems. I have a spellbook disabled that has a hero spell in it. When a hero learns a hero spell it removes the hero spell and adds the spellbook, which is disabled ergo doesnt show. But it still adds the ability to any other spellbook the unit has that has a call id of 'spellbook'. Very complex, Spiwn thankyou for your input

Oh ya this also condenses regular unit abilites, giving them more room too. ^^
 
Level 20
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If you want different tooltips then you have to make many levels to one ability. Then just change levels via triggers when is needed. If hp and weapon and something of the selencted unit is that, then set level of that to that for that unit. :S
 
Level 12
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TO show, something, I suggest making a dummy spell(with no target). When used display to the player what you want.
 
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