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L10N boss num (#13178)
* Uses browser JS `toLocaleString` to convert numbers to appropriately "marked" numbers * Add filter for localizeNumber (suggestion from benkelaar) Co-authored-by: Bart Enkelaar <benkelaar@gmail.com> Co-authored-by: Bart Enkelaar <benkelaar@gmail.com>
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@@ -149,7 +149,13 @@
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<div class="row boss-details">
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<div class="col-6">
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<span class="float-left">
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{{ Math.ceil(parseFloat(group.quest.progress.hp) * 100) / 100 }} / {{ parseFloat(questData.boss.hp).toFixed(2) }} <!-- eslint-disable-line max-len -->
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{{
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(Math.ceil(parseFloat(group.quest.progress.hp) * 100) / 100)
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| localizeNumber(user.preferences.language, { toFixed:2 })
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}} / {{
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parseFloat(questData.boss.hp)
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| localizeNumber(user.preferences.language, { toFixed:2 })
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}}
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<!-- current boss hp uses ceil so
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you don't underestimate damage needed to end quest-->
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</span>
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@@ -160,9 +166,13 @@
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>
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<!-- @TODO: Why do we not sync quest
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progress on the group doc? Each user could have different progress.-->
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<span
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class="float-right"
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>{{ (user.party.quest.progress.up || 0) | floor(10) }} {{ $t('pendingDamageLabel') }}</span> <!-- eslint-disable-line max-len -->
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<span class="float-right">
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{{
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(user.party.quest.progress.up || 0)
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| floor(10)
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| localizeNumber(user.preferences.language, { toFixed:1 })
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}} {{ $t('pendingDamageLabel') }}
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</span>
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<!-- player's pending damage uses floor so you
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don't overestimate damage you've already done-->
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</div>
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