extends master.pug block tab-content table#main-table.table.table-sm.table-borderless.table-striped.table-hover.sticky-header.row-clickable tr.header-above th(colspan="2") th(colspan="2").text-center.bg-info.text-light Reward th(colspan="6").text-center.bg-secondary.text-light Stats th(colspan="5").text-center.bg-dark.text-light Resistance th(colspan="2") 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') th.align-middle Spells th.align-middle Drops tbody.data: each enemy in enemies 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 data-res-vacuum=(enemy.resistance.vacuum === null ? 100 : enemy.resistance.vacuum) data-res-debuff=(enemy.resistance.debuff === null ? 100 : enemy.resistance.debuff) ) td td: strong= enemy.name 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 td +na(Object.keys(enemy.drops).length) ul.list-horizontal: each rate, item in enemy.drops li = item + ' (' + (rate * 100).toFixed(2) + '%)' 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'))