Index: binaries/data/mods/public/gui/common/tooltips.js =================================================================== --- binaries/data/mods/public/gui/common/tooltips.js +++ binaries/data/mods/public/gui/common/tooltips.js @@ -176,7 +176,7 @@ if (template.resistance.Capture) details.push(getCaptureResistanceTooltip(template.resistance.Capture)); - // ToDo: Status effects resistance. + // TODO: Status effects resistance. return sprintf(translate("%(label)s\n %(details)s"), { "label": headerFont(translate("Resistance:")), @@ -190,7 +190,7 @@ return ""; return sprintf(translate("%(label)s %(details)s"), { - "label": headerFont(translate("Damage Resistance:")), + "label": headerFont(translate("Damage:")), "details": g_DamageTypesMetadata.sort(Object.keys(resistanceTypeTemplate)).map( dmgType => sprintf(translate("%(damage)s %(damageType)s %(resistancePercentage)s"), { @@ -211,7 +211,7 @@ if (!resistanceTypeTemplate) return ""; return sprintf(translate("%(label)s %(details)s"), { - "label": headerFont(translate("Capture Resistance:")), + "label": headerFont(translate("Capture:")), "details": sprintf(translate("%(damage)s %(damageType)s %(resistancePercentage)s"), { "damage": resistanceTypeTemplate.toFixed(1), @@ -355,14 +355,14 @@ if (attackType == "Slaughter") continue; - let attackLabel = sprintf(headerFont(translate("%(attackType)s Attack")), { + let attackLabel = sprintf(headerFont(translate("%(attackType)s")), { "attackType": attackType }); let attackTypeTemplate = template.attack[attackType]; let projectiles; // Use either current rate from simulation or default count if the sim is not running. - // ToDo: This ought to be extended to include units which fire multiple projectiles. + // TODO: This ought to be extended to include units which fire multiple projectiles. if (template.buildingAI) projectiles = template.buildingAI.arrowCount || template.buildingAI.defaultArrowCount; @@ -384,9 +384,15 @@ "statusEffects": statusEffectsDetails })); } - return tooltips.join("\n"); + + return sprintf(translate("%(label)s\n %(details)s"), { + "label": headerFont(translate("Attack:")), + "details": tooltips.join("\n ") + }); } +// TODO: Include splash damage in the attack tooltip it belongs to. + function getSplashDamageTooltip(template) { if (!template.attack) @@ -403,7 +409,7 @@ "splashShape": splashTemplate.shape }); let splashDamageTooltip = sprintf(translate("%(label)s: %(effects)s"), { - "label": splashLabel, + "label": " " + splashLabel, "effects": attackEffectsDetails(splashTemplate) });