Rank badges and level equipment; no edge scrolling before the mouse has moved
- Military rank badges instead of level numbers: Lv 2-4 bronze chevrons, Lv 5-7 silver bars, Lv 8-9 gold stars, Lv 10 gold star in a wreath; rank names in the unit info (EN/DE) - Equipment grows with the level: shoulder pieces (bronze/silver/gold), helmets with horns (creatures) or plumes (heroes), capes from Lv 7, glowing ring from Lv 9, aura at Lv 10 - Fix: before the first mouse move the pointer counts as (0, 0) and the edge scrolling moved the camera at the start and after loading a savegame Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1023,6 +1023,7 @@ pub fn hover_info(g: &Game, ent: Option<usize>, tile: Option<(i32, i32)>) -> Vec
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let e = &g.ents[j];
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let s = st(e.kind);
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out.push((trf("info.level", &[tr(s.name), e.level.to_string()]), if e.hero { BLUE } else { FRAME_HI }));
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out.push((trf("info.rank", &[tr(&format!("rank.{}", e.level.clamp(1, 10)))]), GOLD));
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out.push((trf("info.hp", &[(e.hp.max(0.0) as i32).to_string(), (e.max_hp as i32).to_string()]), GREEN));
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if e.hero && e.captive != 0 {
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out.push((tr(["", "info.unconscious", "info.carried", "info.tortured"][e.captive.min(3) as usize]), RED));
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