Adding bosses to the game #6
@ -81,9 +81,9 @@ const BossInfo = () => {
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}, [balance, army?.profit_per_second, player?.last_raided_at, boss?.level])
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}, [balance, army?.profit_per_second, player?.last_raided_at, boss?.level])
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return <div className={styles.bossInfo}>
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return <div className={styles.bossInfo}>
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<p><strong className={bossLevelToClass[boss?.level || 0]}>{bossToName[variant]}</strong> Moloch <small>(lvl {boss ? boss.level + 1 : 0})</small></p>
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<p><strong className={bossLevelToClass[boss?.level || 0]}>{bossToName[variant]}</strong> Moloch <small>(lvl {boss ? boss.level + 1 : 0})</small></p>
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<p><strong className={styles.reward}>{formatUnits(bossToReward[boss?.level || 0], 18)} RGCVII</strong> <small>reward</small></p>
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<p><strong className={styles.reward}>{parseFloat(parseFloat(formatUnits(bossToReward[boss?.level || 0], 18).toString()).toFixed(4))} RGCVII</strong> <small>reward</small></p>
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<p>
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<p>
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<strong>{chanceToDefeat.current * 100} % to slay</strong>{" "}
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<strong>{parseFloat((chanceToDefeat.current * 100).toFixed(2))} % to slay</strong>{" "}
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{chanceToDefeat.current == maxChance ? <small className={styles.maxed}>(MAXED)</small> : <small>(Max {maxChance * 100}%)</small>}
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{chanceToDefeat.current == maxChance ? <small className={styles.maxed}>(MAXED)</small> : <small>(Max {maxChance * 100}%)</small>}
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</p>
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</p>
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</div>
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</div>
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@ -24,7 +24,7 @@ const WaitingForTxModal = ({
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<div className={styles.loadingHamsterWheel} />
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<div className={styles.loadingHamsterWheel} />
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<div className={styles.loadingHamster} />
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<div className={styles.loadingHamster} />
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</div>
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</div>
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<p className={styles.loadingText}>Writing contract ...</p>
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<p className={styles.loadingText}>Spinning the chain ...</p>
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</div>
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</div>
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}
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}
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