241 lines
12 KiB
Plaintext
241 lines
12 KiB
Plaintext
extends master.pug
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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
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th(colspan="2")
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th(colspan="2").text-center.bg-info.text-light Reward
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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
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th.align-middle.text-center Img
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+sortHeader('Name', 'name')
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+sortHeader('Gold', 'gold')
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+sortHeader('Exp', 'exp')
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+sortHeader('HP', 'hp')
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+sortHeader('MP', 'mp')
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+sortHeader('Power', 'power')
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+sortHeader('Guard', 'guard')
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+sortHeader('Magic', 'magic')
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+sortHeader('Speed', 'speed')
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+sortHeader('Fire', 'res-fire')
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+sortHeader('Ice', 'res-ice')
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+sortHeader('Thunder', 'res-thunder')
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+sortHeader('Vacuum', 'res-vacuum')
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+sortHeader('Debuff', 'res-debuff')
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th.align-middle Spells
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th.align-middle Drops
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tbody.data: each enemy in enemies
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tr(
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data-name=enemy.name
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data-gold=enemy.gold
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data-exp=enemy.exp
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data-hp=enemy.hp
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data-mp=enemy.mp
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data-power=enemy.power
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data-guard=enemy.guard
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data-magic=enemy.magic
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data-speed=enemy.speed
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data-res-fire=enemy.resistance.fire
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data-res-ice=enemy.resistance.ice
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data-res-thunder=enemy.resistance.thunder
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data-res-vacuum=(enemy.resistance.vacuum === null ? 100 : enemy.resistance.vacuum)
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data-res-debuff=(enemy.resistance.debuff === null ? 100 : enemy.resistance.debuff)
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data-spells=((enemy.spells || []).join(','))
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data-cls=enemy.cls
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)
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td: div.enemy-sprite-container: div.enemy-sprite(class=(enemy.name.replace('.', '_')))
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td: strong= enemy.name
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td.text-right: code= enemy.gold
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td.text-right: code= enemy.exp
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td.text-right: code= enemy.hp
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td.text-right: code= enemy.mp
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td.text-right: code= enemy.power
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td.text-right: code= enemy.guard
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td.text-right: code= enemy.magic
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td.text-right: code= enemy.speed
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td.text-right: code= enemy.resistance.fire
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td.text-right: code= enemy.resistance.ice
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td.text-right: code= enemy.resistance.thunder
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td.text-right: code= enemy.resistance.vacuum === null ? 100 : enemy.resistance.vacuum
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td.text-right: code= enemy.resistance.debuff === null ? 100 : enemy.resistance.debuff
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td
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+na(enemy.spells.length)
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ul.list-horizontal: each spell in enemy.spells
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li= spell
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td
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+na(Object.keys(enemy.drops).length)
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ul.list-horizontal: each rate, item in enemy.drops
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li
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= item + ' (' + (rate * 100).toFixed(2) + '%)'
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div#enemy-info-modal.modal(tabindex="-1")
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div.modal-dialog.modal-xl
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div.modal-content
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div.modal-header
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h5.modal-title
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span.name
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div.form-check-inline.ml-4.apply-runes-form(style="font-size: 75%")
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input.form-check-input#apply-runes(type="checkbox" autocomplete="off")
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label.form-check-label(for="apply-runes") Apply runes
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div.form-check-inline.ml-2.apply-tas-form(style="font-size: 75%")
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input.form-check-input#apply-tas(type="checkbox" autocomplete="off" checked)
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label.form-check-label(for="apply-tas") TAS calculations
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div
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| #[span.gold]/#[span.exp]
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div.modal-body(style="font-size: 85%")
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div.row
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div.col-4
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table.table.table-horizontal.table-sm
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tr
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th(colspan="2") Stats
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th(colspan="2") Resistances
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tr
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th HP/MP
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td
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span.hp
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span.mp
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th Fire
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td.res-fire
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tr
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th Power
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td.power
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th Ice
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td.res-ice
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tr
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th Guard
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td.guard
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th Thunder
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td.res-thunder
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tr
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th Magic
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td.magic
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th Vacuum
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td.res-vacuum
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tr
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th Speed
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td.speed
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th Debuff
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td.res-debuff
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div.card.bg-light
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div.card-header Enemy attack
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div.card-body
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table.table.table-horizontal.table-sm
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tr
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th Default
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th Guard up
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th Defend
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th Defend+Guard
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tr
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td: code.physical-enemy-dmg
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td: code.physical-enemy-dmg-defend
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td: code.physical-enemy-dmg-guard-up
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td: code.physical-enemy-dmg-defend-guard-up
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h6 Hit rate
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table.table.table-horizontal.table-sm.mt-2
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thead: tr
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th
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th Default
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th Speed up
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tr
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th Normal
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td: code.hit-rate-enemy
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td: code.hit-rate-enemy-speed-up
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tr
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th Char. speed up
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td: code.hit-rate-enemy-char-speed-up
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td: code.hit-rate-enemy-char-speed-up-speed-up
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tr
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th
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th
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th Magic up
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tr
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th Debuff
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td: code.hit-rate-enemy-debuff
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td: code.hit-rate-enemy-debuff-magic-up
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tr
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th Vacuum
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td: code.hit-rate-enemy-vacuum
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td: code.hit-rate-enemy-vacuum-magic-up
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div.card.bg-light.mt-2
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div.card-header Enemy magic
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div.card-body: table.table.table-horizontal.table-sm.enemy-spells
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thead: tr
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th
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th Default
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th Magic up
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tbody
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each spell in charSpells.filter(x => (!!x.power || x.name === 'HPCatcher' || x.name === 'MPCatcher'))
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tr(data-name=spell.name class=("enemy-spell-" + spell.name))
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th= spell.name
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td: code(class=("magic-enemy-dmg-" + spell.name))
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td: code(class=("magic-enemy-dmg-" + spell.name + '-magic-up'))
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div.col-4
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div.card.bg-light
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div.card-header Character attack
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div.card-body: table.table.table-horizontal.table-sm
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tr
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th
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th Default
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th Guard up
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tr
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th Normal
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td: code.physical-dmg
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td: code.physical-dmg-guard-up
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tr
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th Defend
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td: code.physical-dmg-defend
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td: code.physical-dmg-defend-guard-up
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tr
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th Power up
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td: code.physical-dmg-power-up
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td: code.physical-dmg-power-up-guard-up
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tr
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th Defend+Power
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td: code.physical-dmg-defend-power-up
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td: code.physical-dmg-defend-power-up-guard-up
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div.card.bg-light.mt-2
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div.card-header Character rates
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div.card-body
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table.table.table-sm.table-horizontal
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tr
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th Run rate
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td: code.run-rate
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th w/ speed up
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td: code.run-rate-speed-up
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tr
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th Hit rate
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td: code.hit-rate
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th w/ speed up
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td: code.hit-rate-speed-up
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tr
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th Debuff rate
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td: code.debuff-rate
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th w/ magic up
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td: code.debuff-rate-magic-up
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tr
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th Vacuum rate
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td: code.vacuum-rate
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th w/ magic up
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td: code.vacuum-rate-magic-up
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div.col-4: div.card.bg-light
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div.card-header Character magic
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div.card-body: table.table.table-horizontal.table-sm
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tr
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th
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th Default
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th Magic up
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each spell in charSpells.filter(x => !!x.power || x.name === 'HPCatcher' || x.name === 'MPCatcher')
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tr
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th= spell.name
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td: code(class=("magic-dmg-" + spell.name))
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td: code(class=("magic-dmg-" + spell.name + '-magic-up'))
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