diff --git a/config.js b/config.js
index dc3d2fee..1423e4a9 100644
--- a/config.js
+++ b/config.js
@@ -2660,7 +2660,7 @@ var toReturn = {
},
Dagger: {
locked: 1,
- tooltip: "Better than nothing. Adds $attackCalculated$ attack to each soldier per level",
+ tooltip: "Better than nothing. Adds $attackCalculated$ attack to each soldier per level.",
modifier: 1,
level: 0,
cost: {
@@ -2673,7 +2673,7 @@ var toReturn = {
},
Boots: {
locked: 1,
- tooltip: "At least their feet will be safe. Adds $healthCalculated$ health to each soldier per level",
+ tooltip: "At least their feet will be safe. Adds $healthCalculated$ health to each soldier per level.",
modifier: 1,
level: 0,
cost: {
@@ -2687,7 +2687,7 @@ var toReturn = {
//2
Mace: {
locked: 1,
- tooltip: "It's kind of heavy for your Trimps, but they'll manage. Adds $attackCalculated$ attack to each soldier per level",
+ tooltip: "It's kind of heavy for your Trimps, but they'll manage. Adds $attackCalculated$ attack to each soldier per level.",
modifier: 1,
level: 0,
cost: {
@@ -2714,7 +2714,7 @@ var toReturn = {
//3
Polearm: {
locked: 1,
- tooltip: "This thing is big and pointy. It adds $attackCalculated$ attack to each soldier per level",
+ tooltip: "This thing is big and pointy. It adds $attackCalculated$ attack to each soldier per level.",
modifier: 1,
level: 0,
cost: {
@@ -2741,7 +2741,7 @@ var toReturn = {
//4
Battleaxe: {
locked: 1,
- tooltip: "This weapon is pretty intimidating, but your Trimps think they can handle it. Adds $attackCalculated$ attack to each soldier per level",
+ tooltip: "This weapon is pretty intimidating, but your Trimps think they can handle it. Adds $attackCalculated$ attack to each soldier per level.",
modifier: 1,
level: 0,
cost: {
@@ -2754,7 +2754,7 @@ var toReturn = {
},
Shoulderguards: {
locked: 1,
- tooltip: "These shoulderguards will help keep your Trimps' necks and shoulders safe, and they look cool too. Adds $healthCalculated$ health to each soldier per level",
+ tooltip: "These shoulderguards will help keep your Trimps' necks and shoulders safe, and they look cool too. Adds $healthCalculated$ health to each soldier per level.",
modifier: 1,
level: 0,
cost: {
@@ -2768,7 +2768,7 @@ var toReturn = {
//5
Greatsword: {
locked: 1,
- tooltip: "This sword looks sweet. Seriously, if you could see it you'd think it looked sweet. Trust me. Adds $attackCalculated$ attack to each soldier per level",
+ tooltip: "This sword looks sweet. Seriously, if you could see it you'd think it looked sweet. Trust me. Adds $attackCalculated$ attack to each soldier per level.",
modifier: 1,
level: 0,
cost: {
@@ -2781,7 +2781,7 @@ var toReturn = {
},
Breastplate: {
locked: 1,
- tooltip: "Some real, heavy duty armor. Everyone looks badass in heavy duty armor. Adds $healthCalculated$ health to each soldier per level",
+ tooltip: "Some real, heavy duty armor. Everyone looks badass in heavy duty armor. Adds $healthCalculated$ health to each soldier per level.",
modifier: 1,
level: 0,
cost: {
@@ -2794,7 +2794,7 @@ var toReturn = {
},
Arbalest: {
locked: 1,
- tooltip: "A powerful ranged weapon. Your Trimps can do some damage with this sucker. Adds $attackCalculated$ attack to each soldier per level",
+ tooltip: "A powerful ranged weapon. Your Trimps can do some damage with this sucker. Adds $attackCalculated$ attack to each soldier per level.",
modifier: 1,
level: 0,
cost: {
diff --git a/updates.js b/updates.js
index f7f9e016..1b4258cc 100644
--- a/updates.js
+++ b/updates.js
@@ -493,10 +493,13 @@ function tooltip(what, isItIn, event, textString, attachFunction, numCheck, rena
}
if (isItIn == "equipment"){
costText = canAffordBuilding(what, false, true, true);
- if (what == "Shield" && game.equipment.Shield.blockNow){
- var blockPerShield = game.equipment.Shield.blockCalculated + (game.equipment.Shield.blockCalculated * game.jobs.Trainer.owned * (game.jobs.Trainer.modifier / 100));
- tooltipText += " (" + prettify(blockPerShield) + " after Trainers)";
- }
+ if (what == "Shield" && game.equipment.Shield.blockNow)
+ tooltipText += "
Taking into account your current level of Coordinations and other current buffs and debuffs, each " + what + " provides " + prettify(getEquipmentStatsPerGroup(game.equipment[what].blockCalculated, "block")) + " block per group of Trimps sent to fight.";
+ else if(what == "Dagger" || what == "Mace" || what == "Polearm" || what == "Battleaxe" || what == "Greatsword" || what == "Arbalest")
+ tooltipText += "
Taking into account your current level of Coordinations and other current buffs and debuffs, each " + what + " provides " + prettify(getEquipmentStatsPerGroup(game.equipment[what].attackCalculated, "attack")) + " attack per group of Trimps sent to fight.";
+ else if(what == "Shield" || what == "Boots" || what == "Helmet" || what == "Pants" || what == "Shoulderguards" || what == "Breastplate" || what == "Gambeson")
+ tooltipText += "
Taking into account your current level of Coordinations and other current buffs and debuffs, each " + what + " provides " + prettify(getEquipmentStatsPerGroup(game.equipment[what].healthCalculated, "health")) + " health per group of Trimps sent to fight.";
+
if (game.global.buyAmt != 1) {
what += " X " + ((game.global.buyAmt == "Max") ? calculateMaxAfford(game.equipment[what], false, true) : game.global.buyAmt);
}
@@ -508,8 +511,18 @@ function tooltip(what, isItIn, event, textString, attachFunction, numCheck, rena
return;
}
if (typeof tooltipText.split('@')[1] !== 'undefined'){
- var prestigeCost = "You may not want to do this right away. Your next " + game.upgrades[what].prestiges + " will grant " + getNextPrestigeValue(what) + ".";
+ var prestigeCost = "You may not want to do this right away. Your next " + game.upgrades[what].prestiges + " will grant " + getNextPrestigeValue(what) + " to each soldier per level.";
tooltipText = tooltipText.replace('@', prestigeCost);
+
+ var name = game.upgrades[what].prestiges;
+ var equipment = game.equipment[name];
+
+ if (what == "Shield" && game.equipment.Shield.blockNow)
+ tooltipText += "
Taking into account your current level of Coordinations and other current buffs and debuffs, your next " + what + " will provide " + prettify(getEquipmentStatsPerGroup(Math.round(equipment[stat] * Math.pow(1.19, ((equipment.prestige) * game.global.prestige[stat]) + 1)), "block")) + " block per group of Trimps sent to fight.";
+ else if(what == "Dagger" || what == "Mace" || what == "Polearm" || what == "Battleaxe" || what == "Greatsword" || what == "Arbalest")
+ tooltipText += "
Taking into account your current level of Coordinations and other current buffs and debuffs, your next " + what + " will provide " + prettify(getEquipmentStatsPerGroup(Math.round(equipment[stat] * Math.pow(1.19, ((equipment.prestige) * game.global.prestige[stat]) + 1)), "attack")) + " attack per group of Trimps sent to fight.";
+ else if(what == "Shield" || what == "Boots" || what == "Helmet" || what == "Pants" || what == "Shoulderguards" || what == "Breastplate" || what == "Gambeson")
+ tooltipText += "
Taking into account your current level of Coordinations and other current buffs and debuffs, your next " + what + " will provide " + prettify(getEquipmentStatsPerGroup(Math.round(equipment[stat] * Math.pow(1.19, ((equipment.prestige) * game.global.prestige[stat]) + 1)), "health")) + " health per group of Trimps sent to fight.";
}
if (typeof tooltipText.split('$')[1] !== 'undefined'){
var upgradeTextSplit = tooltipText.split('$');
@@ -1056,6 +1069,177 @@ function getFluctuation(number, minFluct, maxFluct){
return "