Add a "terrain def.: 60%" (with color) to the main sidebar
to give more visibility to this important stat and because the topbar defense is really not nice.
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3 changed files with 27 additions and 2 deletions
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@ -452,10 +452,18 @@
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xanchor=right
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yanchor=fixed
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[/unit_abilities]
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[unit_defense]
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id=unit-defense
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font_size={DEFAULT_FONT_SMALL}
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rect="=,+0,=,+16"
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prefix= _ "statuspanel^terrain def."
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prefix_literal=": "
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xanchor=right
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yanchor=fixed
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[/unit_defense]
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[unit_moves]
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id=unit-moves
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font_size={DEFAULT_FONT_SMALL}
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ref=unit-abilities
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rect="=,+0,=+2,+16"
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prefix= _ "statuspanel^movement"
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prefix_literal=": "
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@ -392,10 +392,18 @@
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xanchor=right
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yanchor=fixed
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[/unit_abilities]
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[unit_defense]
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id=unit-defense
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font_size={DEFAULT_FONT_SMALL}
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rect="=,+0,=,+16"
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prefix= _ "statuspanel^terrain def."
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prefix_literal=": "
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xanchor=right
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yanchor=fixed
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[/unit_defense]
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[unit_moves]
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id=unit-moves
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font_size={EXPERIMENTAL_FONT_SMALL}
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ref=unit-abilities
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rect="=,+0,=+2,+16"
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prefix= _ "statuspanel^movement"
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prefix_literal=": "
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@ -207,6 +207,15 @@ Units cannot be killed by poison alone. The poison will not reduce it below 1 HP
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}
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return(res);
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}
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case UNIT_DEFENSE: {
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const t_translation::t_terrain terrain = map[displayed_unit_hex];
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int def = 100 - u->defense_modifier(terrain);
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int val = (game_config::defense_color_scale.size()-1) * def/100;
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SDL_Color color = int_to_color(game_config::defense_color_scale[val]);
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str << font::color2markup(color);
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str << def << "%";
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break;
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}
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case UNIT_MOVES: {
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float movement_frac = 1.0;
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if (u->side() == playing_side) {
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