Original Post — Direct link

Pretty much title.

There was a board post 10 months ago about a work in progress tooltips update, but we have yet to recieve an update about it. Whats up with the project? Is it still in WIP, or is it iceboxed?

https://boards.na.leagueoflegends.com/en/c/developer-corner/yIBUoyaP-tooltips-update

External link →
about 5 years ago - /u/RiotBrightmoon - Direct link

TL;DR - We have paused work on this but hope to return to it before the end of 2019. Riot Reinboom and team did a lot of work on tooltips which helped make Sylas possible (almost every champion got improved tooltips through working on Sylas) and while they're still focused on other projects we want to come back to it.

about 5 years ago - /u/Reinboom - Direct link

Originally posted by Infinitesima

tl;dr: SoonTM, not yet or maybe never.

Btw, don't you remember how long did it take for Riot to deliver Practice mode?

I do! I did a lot of advocacy for it and was part of multiple prototypes for it. I remember it quite well. :)

From the point that development actually started on practice mode was not that long to the point of ship. The team and individuals who got to work on it knocked it out impressively fast (and safe, cheat interfaces are always inherently risky).

about 5 years ago - /u/Reinboom - Direct link

Originally posted by TomiMan7

Yeah i imagine its a lotta work since they hardcode every number into the tooltips instead ofusing variables to get the right info. Still it would be nice to get some progress update.

Variables aren't hardcoded into the game tooltips.

The difficulty with coefficients is more like: The tooltip says "Deals @f1@ magic damage". The champion's scripts on the game server calculates how much damage it should deal and then uses that to both deal the damage as well as send the value of what "f1" should be to the client.
This means that the game client only ever has the result, never the coefficient and has no understanding of how things got to where they were, they just are. That's not hardcoded values, but it is a process that makes coefficients rather difficult.

The newer tech looks pretty different from all of that. It's instead, a League specific formula is authored that directly drives visuals and script can ask for the result for. This is actually where all the strange "{{ qdamage }}" stuff you see on the League website comes from, as those are the placeholder tokens for that system, we've just yet to build a visual writer for them into non-Game places.

about 5 years ago - /u/Reinboom - Direct link

Originally posted by nizzy2k11

it's probably better for performance to simply read the tooltip rather than reference variables and concatenate it together.

Perf concern is negligible for that kind of thing, as /u/TomiMan7 mentioned. Parsers for that kind of replacement system can operate pretty linearly.

about 5 years ago - /u/Reinboom - Direct link

Originally posted by TomiMan7

Ah i see. Is it how every dmg value calculated tho? The reason why i thought you guys might hardcode these is when you hotfix stuff, sometimes the numbers arent updated till the next patch, on the client side,but it actually deals the buffed dmg.

Most of those kinds of patches only go to the server. Since LoL is entirely authoritative, this works out other than a numbers appearing wrong on the client.

The older "@f1@" style of value replacements that I mentioned earlier actually doesn't have this issue (since the server pushes the value out), but it can't be used to drive displaying ratios or similar.