Originally posted by RandomBeast
You probably already know this, but here's what I did. In your switch...case, instead of replacing the innerHTML, I use
{
attribute_value[ i ].style.color = 'blue';
attribute_value[ i ].title = stats[ 6 ];
}
to color the table cell and provide the tooltip without modifying the number inside. I am also keeping the original number and displaying the boosted number as a tooltip. I keep the blue to highlight which ones have a boost.
Because they use the number to calculate skill point cost, you may run into problems by switching that actual value out for the boosted one.
changed the code to highlight a value that is boosted, and the boosted value is listed as the title mouseover.
http://userscripts.org/scripts/show/29532
edit: though now that I think about it further, I still think it is do-able the original way, before I attempt that, does anyone know if the cost to increase Player Attribute points ever cost more than 1?
edit#2:indeed that is the case, not sure what the threshold is but I was able to manually push a Player Attribute to a point where the Skill Points need was >1. So I will leave the script as is, highlighting the value and putting the boosted value in the title.
You probably already know this, but here's what I did. In your switch...case, instead of replacing the innerHTML, I use
{
attribute_value[ i ].style.color = 'blue';
attribute_value[ i ].title = stats[ 6 ];
}
to color the table cell and provide the tooltip without modifying the number inside. I am also keeping the original number and displaying the boosted number as a tooltip. I keep the blue to highlight which ones have a boost.
Because they use the number to calculate skill point cost, you may run into problems by switching that actual value out for the boosted one.
changed the code to highlight a value that is boosted, and the boosted value is listed as the title mouseover.
http://userscripts.org/scripts/show/29532
edit: though now that I think about it further, I still think it is do-able the original way, before I attempt that, does anyone know if the cost to increase Player Attribute points ever cost more than 1?
edit#2:indeed that is the case, not sure what the threshold is but I was able to manually push a Player Attribute to a point where the Skill Points need was >1. So I will leave the script as is, highlighting the value and putting the boosted value in the title.
Last edited Jul 3, 2008 09:16:52






























