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binaries/data/mods/public/gui/common/tooltips.js
Show First 20 Lines • Show All 428 Lines • ▼ Show 20 Lines | function getAttackTooltip(template) | ||||
for (let attackType in template.attack) | for (let attackType in template.attack) | ||||
{ | { | ||||
// Slaughter is used to kill animals, so do not show it. | // Slaughter is used to kill animals, so do not show it. | ||||
if (attackType == "Slaughter") | if (attackType == "Slaughter") | ||||
continue; | continue; | ||||
let attackTypeTemplate = template.attack[attackType]; | let attackTypeTemplate = template.attack[attackType]; | ||||
let attackLabel = sprintf(headerFont(translate("%(attackType)s")), { | let attackLabel = sprintf(headerFont(translate("%(attackType)s")), { | ||||
"attackType": attackTypeTemplate.attackName.context ? | "attackType": translateWithContext(attackTypeTemplate.attackName.context || "Name of an attack, usually the weapon.", attackTypeTemplate.attackName.name) | ||||
translateWithContext(attackTypeTemplate.attackName.context || "Name of an attack, usually the weapon.", attackTypeTemplate.attackName.name) : | |||||
translate(attackTypeTemplate.attackName.name) | |||||
}); | }); | ||||
let projectiles; | let projectiles; | ||||
// Use either current rate from simulation or default count if the sim is not running. | // 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) | if (template.buildingAI) | ||||
projectiles = template.buildingAI.arrowCount || template.buildingAI.defaultArrowCount; | projectiles = template.buildingAI.arrowCount || template.buildingAI.defaultArrowCount; | ||||
Show All 34 Lines | function getStatusEffectsTooltip(statusCode, template, applier) | ||||
if (template.Interval) | if (template.Interval) | ||||
tooltipAttributes.push(attackRateDetails(+template.Interval)); | tooltipAttributes.push(attackRateDetails(+template.Interval)); | ||||
if (template.Duration) | if (template.Duration) | ||||
tooltipAttributes.push(getStatusEffectDurationTooltip(template)); | tooltipAttributes.push(getStatusEffectDurationTooltip(template)); | ||||
if (applier && statusData.applierTooltip) | if (applier && statusData.applierTooltip) | ||||
tooltipAttributes.push(translate(statusData.applierTooltip)); | tooltipAttributes.push(translateWithContext("status effect", statusData.applierTooltip)); | ||||
else if (!applier && statusData.receiverTooltip) | else if (!applier && statusData.receiverTooltip) | ||||
tooltipAttributes.push(translate(statusData.receiverTooltip)); | tooltipAttributes.push(translate(statusData.receiverTooltip)); | ||||
wraitii: This one probably needs an update as well. | |||||
if (applier) | if (applier) | ||||
return sprintf(translate("%(statusName)s: %(statusInfo)s %(stackability)s"), { | return sprintf(translate("%(statusName)s: %(statusInfo)s %(stackability)s"), { | ||||
"statusName": headerFont(translateWithContext("status effect", statusData.statusName)), | "statusName": headerFont(translateWithContext("status effect", statusData.statusName)), | ||||
"statusInfo": tooltipAttributes.join(commaFont(translate(", "))), | "statusInfo": tooltipAttributes.join(commaFont(translate(", "))), | ||||
"stackability": getStatusEffectStackabilityTooltip(template) | "stackability": getStatusEffectStackabilityTooltip(template) | ||||
}); | }); | ||||
return sprintf(translate("%(statusName)s: %(statusInfo)s"), { | return sprintf(translate("%(statusName)s: %(statusInfo)s"), { | ||||
▲ Show 20 Lines • Show All 647 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator
This one probably needs an update as well.