Bestiary in the title and pause menu; attacks look bigger with the unit level
- tabs: creatures, humans (incl. cave dwarves), dungeon buildings and towers, ranks - every unit at every level: sprite with gear, rank badge, health, attack, range, speed, wage or bounty, what attracts it - Crookfinger's texts: loving about the creatures, disgusted about the humans (EN/DE) - projectiles, hit sparks and splashes grow with the attacker's level, with halos from Lv 5 and glow at Lv 9+ Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -223,6 +223,27 @@ pub fn tool_info(t: Tool) -> ToolInfo {
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ToolInfo { label: tr(&format!("tool.{}.label", id)), name, desc: tr(&format!("tool.{}.desc", id)), icon }
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}
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// costs that do not depend on the game (bestiary)
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pub fn tool_cost_static(t: Tool) -> String {
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match t {
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Tool::Bridge => trf("cost.bridge", &[BRIDGE_COST[0].to_string(), BRIDGE_COST[1].to_string()]),
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Tool::Steel => trf("cost.steel", &[STEEL_COST[0].to_string(), STEEL_COST[1].to_string()]),
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Tool::Tower(TowerKind::Rune) => {
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let s = tower_stats(TowerKind::Rune);
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trf("best.cost_rune", &[s.cost[1].to_string(), s.cost[2].to_string()])
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}
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Tool::Tower(k) => {
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let s = tower_stats(k);
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let mut c = trf("cost.tower", &[s.cost[0].to_string(), s.cost[1].to_string(), s.cost[2].to_string()]);
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if s.mana > 0.0 {
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c += &trf("cost.per_shot", &[(s.mana as i32).to_string()]);
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}
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c
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}
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_ => String::new(),
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}
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}
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pub fn tool_cost(t: Tool, g: &Game) -> String {
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match t {
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Tool::Room(r) => trf("cost.gold_tile", &[ROOM_COST[r].to_string()]),
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