extends master.pug block tab-content div.table-responsive: table.table.table-sm.table-borderless.table-striped.table-hover tr.header-above th(colspan="2") th(colspan="3").text-center.bg-info.text-light Reward th(colspan="7").text-center.bg-secondary.text-light Stats th(colspan="5").text-center.bg-dark.text-light Resistance tr.header th.align-middle Img +sortHeader('Name') +sortHeader('Gold') +sortHeader('Exp') th.align-middle Drops +sortHeader('HP') +sortHeader('MP') +sortHeader('Power') +sortHeader('Guard') +sortHeader('Magic') +sortHeader('Speed') th.align-middle Spells +sortHeader('Fire') +sortHeader('Ice') +sortHeader('Thunder') +sortHeader('Vacuum') +sortHeader('Debuff') tbody: 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 data-res-debuff=enemy.resistance.debuff ) td td: strong= enemy.name td: code= enemy.gold td: code= enemy.exp td +na(Object.keys(enemy.drops).length) ul.list-horizontal: each rate, item in enemy.drops li = item + ' (' + (rate * 100).toFixed(2) + '%)' td: code= enemy.hp td: code= enemy.mp td: code= enemy.power td: code= enemy.guard td: code= enemy.magic td: code= enemy.speed td +na(enemy.spells.length) ul.list-horizontal: each spell in enemy.spells li= spell td: code= enemy.resistance.fire td: code= enemy.resistance.ice td: code= enemy.resistance.thunder td: code= enemy.resistance.vacuum td: code= enemy.resistance.debuff