7th-saga/web/views/enemies.pug

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extends master.pug
block tab-content
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table#main-table.table.table-sm.table-borderless.table-striped.table-hover.sticky-header.row-clickable
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tr.header-above
th(colspan="2")
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th(colspan="2").text-center.bg-info.text-light Reward
th(colspan="6").text-center.bg-secondary.text-light Stats
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th(colspan="5").text-center.bg-dark.text-light Resistance
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th(colspan="2")
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tr.header
th.align-middle Img
+sortHeader('Name', 'name')
+sortHeader('Gold', 'gold')
+sortHeader('Exp', 'exp')
+sortHeader('HP', 'hp')
+sortHeader('MP', 'mp')
+sortHeader('Power', 'power')
+sortHeader('Guard', 'guard')
+sortHeader('Magic', 'magic')
+sortHeader('Speed', 'speed')
+sortHeader('Fire', 'res-fire')
+sortHeader('Ice', 'res-ice')
+sortHeader('Thunder', 'res-thunder')
+sortHeader('Vacuum', 'res-vacuum')
+sortHeader('Debuff', 'res-debuff')
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th.align-middle Spells
th.align-middle Drops
tbody.data: each enemy in enemies
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tr(
data-name=enemy.name
data-gold=enemy.gold
data-exp=enemy.exp
data-hp=enemy.hp
data-mp=enemy.mp
data-power=enemy.power
data-guard=enemy.guard
data-magic=enemy.magic
data-speed=enemy.speed
data-res-fire=enemy.resistance.fire
data-res-ice=enemy.resistance.ice
data-res-thunder=enemy.resistance.thunder
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data-res-vacuum=(enemy.resistance.vacuum === null ? 100 : enemy.resistance.vacuum)
data-res-debuff=(enemy.resistance.debuff === null ? 100 : enemy.resistance.debuff)
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)
td
td: strong= enemy.name
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td.text-right: code= enemy.gold
td.text-right: code= enemy.exp
td.text-right: code= enemy.hp
td.text-right: code= enemy.mp
td.text-right: code= enemy.power
td.text-right: code= enemy.guard
td.text-right: code= enemy.magic
td.text-right: code= enemy.speed
td.text-right: code= enemy.resistance.fire
td.text-right: code= enemy.resistance.ice
td.text-right: code= enemy.resistance.thunder
td.text-right: code= enemy.resistance.vacuum === null ? 100 : enemy.resistance.vacuum
td.text-right: code= enemy.resistance.debuff === null ? 100 : enemy.resistance.debuff
td
+na(enemy.spells.length)
ul.list-horizontal: each spell in enemy.spells
li= spell
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td
+na(Object.keys(enemy.drops).length)
ul.list-horizontal: each rate, item in enemy.drops
li
= item + ' (' + (rate * 100).toFixed(2) + '%)'
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div#enemy-info-modal.modal(tabindex="-1")
div.modal-dialog.modal-lg
div.modal-content
div.modal-header
h5.modal-title
span.name
div
| #[span.gold]/#[span.exp]
div.modal-body
div.row
div.col-6
table.table.table-horizontal
tr
th(colspan="2") Stats
th(colspan="2") Resistances
tr
th HP/MP
td
span.hp
| /
span.mp
th Fire
td.res-fire
tr
th Power
td.power
th Ice
td.res-ice
tr
th Guard
td.guard
th Thunder
td.res-thunder
tr
th Magic
td.magic
th Vacuum
td.res-vacuum
tr
th Speed
td.speed
th Debuff
td.res-debuff
div.card.bg-light
div.card-body
table.table.table-sm.table-horizontal
tr
th Run rate
td: code.run-rate
th w/ speed up
td: code.run-rate-speed-up
tr
th Hit rate
td: code.hit-rate
th w/ speed up
td: code.hit-rate-speed-up
tr
th Debuff rate
td: code.debuff-rate
th
td
tr
th Vacuum rate
td: code.vacuum-rate
th
td
div.col-6
div.card.bg-light
div.card-body
table.table.table-horizontal.table-sm
tr
th
th
th Default
th Guard up
tr
th(rowspan="2").align-middle Physical
th Normal
td: code.physical-dmg
td: code.physical-dmg-guard-up
tr
th Power up
td: code.physical-dmg-power-up
td: code.physical-dmg-power-up-guard-up
tr
th
th
th Default
th Magic up
each spell in charSpells.filter(x => !!x.power || x.name === 'HPCatcher' || x.name === 'MPCatcher')
tr
th= spell.name
th
td: code(class=("magic-dmg-" + spell.name))
td: code(class=("magic-dmg-" + spell.name + '-magic-up'))