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

226 lines
11 KiB
Plaintext

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)
data-spells=((enemy.spells || []).join(','))
data-cls=enemy.cls
)
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-xl
div.modal-content
div.modal-header
h5.modal-title
span.name
div.form-check-inline.ml-4.apply-runes-form(style="font-size: 75%")
input.form-check-input#apply-runes(type="checkbox" autocomplete="off")
label.form-check-label(for="apply-runes") Apply runes
div
| #[span.gold]/#[span.exp]
div.modal-body(style="font-size: 85%")
div.row
div.col-4
table.table.table-horizontal.table-sm
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-header Enemy attack
div.card-body
table.table.table-horizontal.table-sm
tr
th Default
th Guard up
th Defend
th Defend+Guard
tr
td: code.physical-enemy-dmg
td: code.physical-enemy-dmg-defend
td: code.physical-enemy-dmg-guard-up
td: code.physical-enemy-dmg-defend-guard-up
h6 Hit rate
table.table.table-horizontal.table-sm.mt-2
thead: tr
th
th Default
th Speed up
tr
th Normal
td: code.hit-rate-enemy
td: code.hit-rate-enemy-speed-up
tr
th Char. speed up
td: code.hit-rate-enemy-char-speed-up
td: code.hit-rate-enemy-char-speed-up-speed-up
div.card.bg-light.mt-2
div.card-header Enemy magic
div.card-body: table.table.table-horizontal.table-sm.enemy-spells
thead: tr
th
th Default
th Magic up
tbody
each spell in charSpells.filter(x => (!!x.power || x.name === 'HPCatcher' || x.name === 'MPCatcher'))
tr(data-name=spell.name class=("enemy-spell-" + spell.name))
th= spell.name
td: code(class=("magic-enemy-dmg-" + spell.name))
td: code(class=("magic-enemy-dmg-" + spell.name + '-magic-up'))
div.col-4
div.card.bg-light
div.card-header Character attack
div.card-body: table.table.table-horizontal.table-sm
tr
th
th Default
th Guard up
tr
th Normal
td: code.physical-dmg
td: code.physical-dmg-guard-up
tr
th Defend
td: code.physical-dmg-defend
td: code.physical-dmg-defend-guard-up
tr
th Power up
td: code.physical-dmg-power-up
td: code.physical-dmg-power-up-guard-up
tr
th Defend+Power
td: code.physical-dmg-defend-power-up
td: code.physical-dmg-defend-power-up-guard-up
div.card.bg-light.mt-2
div.card-header Character rates
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-4: div.card.bg-light
div.card-header Character magic
div.card-body: table.table.table-horizontal.table-sm
tr
th
th Default
th Magic up
each spell in charSpells.filter(x => !!x.power || x.name === 'HPCatcher' || x.name === 'MPCatcher')
tr
th= spell.name
td: code(class=("magic-dmg-" + spell.name))
td: code(class=("magic-dmg-" + spell.name + '-magic-up'))