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finish linting client
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@@ -92,6 +92,7 @@
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</div>
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<div
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v-for="(value, key) in questData.collect"
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:key="key"
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class="row"
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>
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<div class="col-2">
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@@ -148,19 +149,22 @@
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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) }}
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<!-- current boss hp uses ceil so you don't underestimate damage needed to end quest-->
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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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<!-- 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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</div>
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<div
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v-if="userIsOnQuest"
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class="col-6"
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>
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<!-- @TODO: Why do we not sync quest progress on the group doc? Each user could have different progress.-->
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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 | floor(10) }} {{ $t('pendingDamageLabel') }}</span>
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<!-- player's pending damage uses floor so you don't overestimate damage you've already done-->
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>{{ user.party.quest.progress.up | floor(10) }} {{ $t('pendingDamageLabel') }}</span> <!-- eslint-disable-line max-len -->
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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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</div>
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<div
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@@ -171,7 +175,8 @@
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<div class="grey-progress-bar">
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<div
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class="boss-health-bar rage-bar"
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:style="{width: (group.quest.progress.rage / questData.boss.rage.value) * 100 + '%'}"
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:style="{
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width: (group.quest.progress.rage / questData.boss.rage.value) * 100 + '%'}"
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></div>
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</div>
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</div>
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@@ -183,7 +188,7 @@
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<div class="col-6">
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<span
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class="float-left"
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>{{ $t('rage') }} {{ parseFloat(group.quest.progress.rage).toFixed(2) }} / {{ questData.boss.rage.value }}</span>
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>{{ $t('rage') }} {{ parseFloat(group.quest.progress.rage).toFixed(2) }} / {{ questData.boss.rage.value }}</span> <!-- eslint-disable-line max-len -->
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</div>
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</div>
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</div>
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