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< title > CRCulator </ title >
< meta name = " description " content = " A smol CR Calculator " />
< meta name = " author " content = " James " />
< meta property = " og:title " content = " CRCulator " />
< meta property = " og:type " content = " CRCulator " />
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< div class " container " >
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< div onclick = " calcDiff() " class = " fixed-action-btn " >
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< i class = " large material-icons " > sync </ i >
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< div class = " row " >
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< div class = " col s12 l8 " >
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< div class = " card white " >
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< div class = " card-content white-text " > < span class = " card-title black-text " > James ' CR Calculator ... or Crculator ... whatever </ span >
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< form action = " # " >
<!-- START OF CONTENT ! -->
< div class = " row " >
< div class = " col s12 " >
< ul class = " tabs " >
< li class = " tab col s3 " >< a href = " #Party " > Party Setup </ a ></ li >
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< li class = " tab col s3 " >< a href = " #Mobconfig " > Mob Configuration </ a ></ li >
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< li class = " tab col s3 " >< a href = " #Results " > Results </ a ></ li >
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< li class = " tab col s3 " >< a href = " #Bonus " > Bonus Information </ a ></ li >
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</ ul >
</ div >
< div id = " Party " class = " col s12 " >
< div class = " card green " >
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< div class = " card-content white-text " > < span class = " card-title " > Party Setup </ span >
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< div class = " row " >
< div class = " col s12 m6 " >
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< div class = " card green darken-4 " >
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< div class = " card-content white-text " > < span class = " card-title " > About the Players ...</ span >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Meelee count </ span > < span > How many Meelee Fighters are in the Party ? </ span >
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< div class = " input-field s3 " > < input placeholder = " Insert Smash Bros. refference... " id = " party_meelee " min = " 0 " value = " 0 " type = " number " class = " white-text validate " /> </ div >
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</ div >
</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Ranged count </ span > < span > How many Ranged fighters are in the Party ? </ span >
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< div class = " input-field s3 " > < input placeholder = " The ones, that DON'T track ammo... " id = " party_long_range " min = " 0 " value = " 0 " type = " number " class = " white-text validate " /> </ div >
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</ div >
</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Mage count </ span > < span > How many Spell Fighters are in the Party ? </ span >
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< div class = " input-field s3 " > < input placeholder = " The ones, who are forced to track ammo... " id = " party_magic " min = " 0 " value = " 0 " type = " number " class = " white-text validate " /> </ div >
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</ div >
</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Support count </ span > < span > How many squishy Supports ? </ span >
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< div class = " input-field s3 " > < input placeholder = " The dicestackers. " id = " party_support " min = " 0 " value = " 0 " type = " number " class = " white-text validate " /> </ div >
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</ div >
</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Level </ span > < span > What average level is your party ? </ span >
< div class = " input-field s3 " > < input placeholder = " How stronk? " id = " party_level " min = " 1 " max = " 20 " type = " number " class = " white-text validate " /> </ div >
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</ div >
</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Resources </ span >
< span > How healthy are your players ? </ span > < br />
< label > < input name = " party_health " value = " 1 " type = " radio " checked /> < span > They just had a long rest ( full ) </ span > </ label > < br />
< label > < input name = " party_health " value = " 2 " type = " radio " /> < span > Full after a short rest ( missing some health ) </ span > </ label > < br />
< label > < input name = " party_health " value = " 3 " type = " radio " /> < span > They might be missing some spellslots , ammo ... or arms ( medium hp , low ammo ) </ span > </ label >< br />
< label > < input name = " party_health " value = " 4 " type = " radio " /> < span > They roleplay a corpse ( low Health , no resources ) </ span > </ label >
</ div >
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</ div >
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</ div >
< div class = " col s12 m6 " >
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< div class = " card green darken-4 " >
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< div class = " card-content white-text " > < span class = " card-title " > Skill calculator </ span >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Knowledge </ span >
< span > Have your players played DND before ? </ span > < br />
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< label > < input name = " party_dndknowledge " value = " 1 " type = " radio " /> < span > No , what ' s a DND ? </ span > </ label >
< label > < input name = " party_dndknowledge " value = " 2 " type = " radio " checked /> < span > Some have </ span > </ label > < br />
< label > < input name = " party_dndknowledge " value = " 3 " type = " radio " /> < span > Yes </ span > </ label > < br />
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</ div >
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</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Awareness </ span >
< span > Do your players use the enviroment for attacks ? </ span > < br />
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< label > < input value = " 3 " name = " party_attention " type = " radio " /> < span > Yes , they could use this conventiently placed DEATHLAZOR </ span > </ label > < br />
< label > < input value = " 2 " name = " party_attention " type = " radio " /> < span > Yes , but there is nothing around </ span > </ label > < br />
< label > < input value = " 1 " name = " party_attention " type = " radio " checked /> < span > No , my players are mindless robots .</ span > </ label >
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</ div >
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</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Strategies </ span >
< span > Do your players play any strategy games ? ( Chess counts ) </ span > < br />
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< label > < input name = " party_strategies " value = " 1 " type = " radio " checked /> < span > No </ span > </ label > < br />
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< label > < input name = " party_strategies " value = " 2 " type = " radio " /> < span > Yes , league </ span > </ label > < br />
< label > < input name = " party_strategies " value = " 3 " type = " radio " /> < span > Yes </ span > </ label > < br />
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</ div >
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</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Special rules </ span >
< span > Do you use rules , which assist in adding damage / advantage ? ( Flanking , Limb rule , Lingering Injuries , Massive Damage , yadayada ) </ span > < br />
< label > < input value = " 3 " name = " party_special_rules " type = " radio " checked /> < span > Yes </ span > </ label >< br />
< label > < input value = " 2 " name = " party_special_rules " type = " radio " /> < span > Multiple </ span > </ label >< br />
< label > < input value = " 1 " name = " party_special_rules " type = " radio " /> < span > No </ span > </ label >< br />< br />
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< ul class = " collapsible " >
< li >
< div class = " collapsible-header black " >< i class = " material-icons " > info_outline </ i > Explanation Flanking </ div >
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< div class = " collapsible-body grey darken-4 " > < span > Flanking is an optional rule in DnD 5 E , intended to add more tactical depth to combat . The rule itself is straightforward : When a creature and at least one ally are within 5 ft of the same enemy on opposite sides , that enemy is flanked . Each of the creatures flanking has advantage on melee attacks against it . </ span > </ div >
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</ li >
< li >
< div class = " collapsible-header black " >< i class = " material-icons " > info_outline </ i > Explanation Limb Rule </ div >
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< div class = " collapsible-body grey darken-4 " > < span > Basically like flanking , but instead of standing opposed to the enemy , it ' s about outnumbering the usable limbs . Basically if there is a normal human , using two swords / shields , they can block 2 People . If there is a third person , they gain advantage , since they cannot block the third attack . </ span > </ div >
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</ li >
< li >
< div class = " collapsible-header black " >< i class = " material-icons " > info_outline </ i > Explanation Lingering Injuries </ div >
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< div class = " collapsible-body grey darken-4 " > < span > When a creature takes damage from a single source equal to or greater than half its hit point maximum , it must succeed on a Constitution saving throw with DC 15 or half the damage receive ( whichever is higher ) or suffer a random effect determined by a roll on the System Shock table . < br /> ( Table not included ) </ span > </ div >
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</ li >
</ ul >
</ div >
</ div >
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</ div >
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</ div >
</ div >
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</ div >
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</ div >
</ div >
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</ div >
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< div id = " M obconfig " class = " col s12 " >
< div class = " card indigo " >
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< div class = " card-content white-text " >
< span class = " card-title " > Mob Setup </ span >
<!-- Basics & Hurting Configuration -->
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< div class = " row " >
< div class = " col s6 " >
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< div class = " card indigo darken-4 " >
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< div class = " card-content white-text " > < span class = " card-title " > Basics </ span >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Amount ( EXPERIMENTAL ) </ span > < span > How many bad guys ? Anything above 1 will enforce average calculations </ span >< br > < b class = " red-text " > Changing this will reset the HP and Damage calculations and deactivate dice rolled HP .</ b >
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< div class = " input-field s3 " > < input placeholder = " How many eggs for a cake? " value = " 1 " onchange = " setMobs() " id = " mob_ammount " min = " 1 " type = " number " class = " white-text validate " /> </ div >
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</ div >
</ div >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Total CR </ span >
< span > Whats the TOTAL CR Of all the mobs ? </ span >
< div class = " input-field s3 " >
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< input placeholder = " Basically the enemies Level? " id = " mob_CR " value = " 0 " min = " 1 " type = " number " class = " white-text validate " />
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</ div >
</ div >
</ div >
< div class = " card black " >
< div class = " card-content white-text " > < span class = " card-title " > Health kind </ span > < span > Are we using Max , Average or rolled HP ? </ span >< br />
< label > < input value = " 1 " id = " mob_hp_type_averages " name = " mob_hp_type " type = " radio " checked onchange = " usingHPDice('average') " /> < span > Averages </ span > </ label >
< label > < input value = " 2 " id = " mob_hp_type_rolled " name = " mob_hp_type " type = " radio " onchange = " usingHPDice('dice') " /> < span > Hit Dice </ span > </ label >
< label > < input value = " 3 " id = " mob_hp_type_max " name = " mob_hp_type " type = " radio " onchange = " usingHPDice('max') " /> < span > Max </ span > </ label >
</ div >
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</ div >
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< div class = " card black " id = " HP_hitdice_card " >
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< div class = " card-content white-text " > < span class = " card-title " > Health Rolls </ span > < span > How many Dice are used for the calculation ? </ span >
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< div class = " input-field s1 " > < input placeholder = " [X]d10 " id = " mob_hp_dice_ammount " value = " 0 " min = " 1 " type = " number " class = " white-text validate " /> </ div > < span > Which kind of die is used ? </ span >
< div class = " input-field s3 " > < input placeholder = " 4d[Y] " id = " mob_hp_dice_type " value = " 0 " min = " 1 " type = " number " class = " white-text validate " /> </ div >
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</ div >
</ div >
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< div class = " card black " id = " HP_average_card " >
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< div class = " card-content white-text " > < span class = " card-title " > Health Averages </ span >
< span > What ' s the average HP of the Enemy ? </ span >
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< div class = " input-field s1 " > < input placeholder = " 42 " id = " mob_hp_avg " value = " 0 " min = " 1 " type = " number " class = " white-text validate " />
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</ div >
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</ div >
</ div >
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< div class = " card black " id = " HP_max_card " >
< div class = " card-content white-text " > < span class = " card-title " > Health Maxes </ span > < span > What ' s the max rolled HP of all enemies ? </ span >
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< div class = " input-field s1 " > < input placeholder = " 42 " value = " 0 " id = " mob_hp_max " min = " 1 " type = " number " class = " white-text validate " /> </ div >
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</ div >
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</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Armor Class </ span >
< span > What ' s the average Armorclass ? </ span >
< div class = " input-field s3 " >
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< input placeholder = " Should be at least 1 " id = " mob_ac " value = " 1 " min = " 1 " type = " number " class = " white-text validate " />
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</ div >
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</ div >
</ div >
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</ div >
</ div >
</ div >
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< div class = " col s6 " >
< div class = " card indigo darken-4 " >
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< div class = " card-content white-text " > < span class = " card-title " > Hurting the player </ span >
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< div class = " card black " >
< div class = " card-content white-text " >
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< span class = " card-title " >
Damage kind
</ span >
< span > Are we using Max , Rolled or Average Damage ? </ span >< br />
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< label > < input value = " 1 " id = " mob_dmg_type_rolled " name = " mob_dmg_type " type = " radio " checked onchange = " usingDMGDice('dice') " /> < span > Rolled Damage </ span > </ label >
< label > < input value = " 2 " id = " mob_dmg_type_averages " name = " mob_dmg_type " type = " radio " onchange = " usingDMGDice('average') " /> < span > Average Damage </ span > </ label >
< label > < input value = " 3 " id = " mob_dmg_type_max " name = " mob_dmg_type " type = " radio " onchange = " usingDMGDice('max') " /> < span > Max Damage </ span > </ label >
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</ div >
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</ div >
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< div id = " DMG_hitdice_card " class = " card black " >
< div class = " card-content white-text " > < span class = " card-title " > Hitdice Damage </ span > < span > How many Dice are used for the calculation ? </ span >
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< div class = " input-field s1 " > < input placeholder = " [X]d6 " id = " mob_dmg_dice_ammount " value = " 0 " min = " 1 " type = " number " class = " white-text validate " /> </ div > < span > Which kind of die is used ? </ span >
< div class = " input-field s3 " > < input placeholder = " 4d[Y] " id = " mob_dmg_dice_type " value = " 0 " min = " 1 " type = " number " class = " white-text validate " /> </ div >
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</ div >
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</ div >
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< div id = " DMG_average_card " class = " card black " >
< div class = " card-content white-text " > < span class = " card-title " > Average Damage </ span > < span > What ' s the average damage of the enemy ? </ span >
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< div class = " input-field s1 " > < input placeholder = " The number before the damage dice. " id = " mob_dmg_avg " value = " 0 " min = " 1 " type = " number " class = " white-text validate " /> </ div >
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</ div >
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</ div >
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< div id = " DMG_max_card " class = " card black " >
< div class = " card-content white-text " > < span class = " card-title " > Max Damage </ span > < span > What ' s the max ammount of damage the enemy can deal ? </ span >
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< div class = " input-field s1 " > < input placeholder = " x times the hit dieces' sides. " id = " mob_dmg_max " value = " 0 " min = " 1 " type = " number " class = " white-text validate " /> </ div >
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</ div >
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</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Damage Types </ span > < span > What damagetype is beeing used ? </ span >< br >
< div class = " row " >
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< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_acid " type = " checkbox " /> < span > Acid </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_bludgeoning " type = " checkbox " /> < span > Bludgeoning </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_cold " type = " checkbox " /> < span > Cold </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_fire " type = " checkbox " /> < span > Fire </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_force " type = " checkbox " /> < span > Force </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_lightning " type = " checkbox " /> < span > Lightning </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_necrotic " type = " checkbox " /> < span > Necrotic </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_piercing " type = " checkbox " /> < span > Piercing </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_poison " type = " checkbox " /> < span > Poison </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_psychic " type = " checkbox " /> < span > Psychic </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_radiant " type = " checkbox " /> < span > Radiant </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_slashing " type = " checkbox " /> < span > Slashing </ span > </ label > </ div >
< div class = " col s6 " > < label > < input Name = " dmgtype " id = " dmgtype_thunder " type = " checkbox " /> < span > Thunder </ span > </ label > </ div >
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</ div >
</ div >
</ div >
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</ div >
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</ div >
</ div >
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</ div >
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<!-- Ability Configuration -->
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< div class = " row " >
< div class = " col s6 " >
< div class = " card indigo darken-4 " >
< div class = " card-content white-text " > < span class = " card-title " > Abilities </ span >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > One - Hitting </ span >
< span > Can this mob one - hit someone ? ( Above double max HP or any spell like " Power Word: KILL " ) </ span >< br >
< label > < input value = " 0 " name = " mob_onehits " type = " radio " checked /> < span > Nope </ span > </ label >< br />
< label > < input value = " 20 " name = " mob_onehits " type = " radio " /> < span > Yes : ) </ span > </ label >
</ div >
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</ div >
< div class = " card black " >
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< div class = " card-content white-text " >
< span class = " card-title " > Multiattack </ span >
< span > Do your mobs have multiattack ? </ span >< br >
< label > < input value = " 0 " name = " mob_multiattack " onchange = " setMobMultiattack('hidden') " type = " radio " checked /> < span > Nope </ span > </ label >< br />
< label > < input value = " 10 " name = " mob_multiattack " onchange = " setMobMultiattack('some') " type = " radio " /> < span > Some </ span > </ label >< br />
< label > < input value = " 20 " name = " mob_multiattack " onchange = " setMobMultiattack('all') " type = " radio " /> < span > Yes , all of them </ span > </ label >
</ div >
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</ div >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Strategy </ span >
< span > How many braincells do your enemies have ? </ span >< br >
< label > < input value = " 1 " name = " mob_strategy " type = " radio " checked /> < span > My mobs are dumb as bread </ span > </ label > < br />
< label > < input value = " 2 " name = " mob_strategy " type = " radio " /> < span > My mobs are slightly clever and attack the biggest threat </ span > </ label >< br />
< label > < input value = " 3 " name = " mob_strategy " type = " radio " /> < span > My mobs are clever , they use custom rules like flanking </ span > </ label > < br />
< label > < input value = " 4 " name = " mob_strategy " type = " radio " /> < span > My mobs are working in a pack !</ span > </ label >
</ div >
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</ div >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Lair actions </ span >
< span > Can this mob use Lair Actions ? </ span >< br >
< label > < input value = " 0 " name = " mob_lair_action " type = " radio " checked /> < span > Nein </ span > </ label >< br />
< label > < input value = " 10 " name = " mob_lair_action " type = " radio " /> < span > Yes </ span > </ label >
</ div >
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</ div >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Legendary Actions </ span >
< span > Can this mob use Legendary Actions ? </ span >< br >
< label > < input value = " 0 " name = " mob_legendary_action " type = " radio " checked /> < span > Nah dude </ span > </ label >< br />
< label > < input value = " 10 " name = " mob_legendary_action " type = " radio " /> < span > Hell yeah !</ span > </ label >
</ div >
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</ div >
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</ div >
</ div >
</ div >
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< div class = " col s12 l6 " >
< div class = " card indigo darken-4 " >
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< div class = " card-content white-text " >
< span class = " card-title " > About the defence </ span >
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< div class = " card black " >
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< div class = " card-content white-text " >
< span class = " card-title " > Immunities </ span >
< span > What immunities does your encounter have ? </ span >
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< div class = " row " >
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< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_acid " type = " checkbox " /> < span > Acid </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_bludgeoning " type = " checkbox " /> < span > Bludgeoning </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_cold " type = " checkbox " /> < span > Cold </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_fire " type = " checkbox " /> < span > Fire </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_force " type = " checkbox " /> < span > Force </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_lightning " type = " checkbox " /> < span > Lightning </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_necrotic " type = " checkbox " /> < span > Necrotic </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_piercing " type = " checkbox " /> < span > Piercing </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_poison " type = " checkbox " /> < span > Poison </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_psychic " type = " checkbox " /> < span > Psychic </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_radiant " type = " checkbox " /> < span > Radiant </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_slashing " type = " checkbox " /> < span > Slashing </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_immunities " id = " immunity_thunder " type = " checkbox " /> < span > Thunder </ span > </ label > </ div >
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</ div >
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</ div >
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</ div >
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< div class = " card black " >
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< div class = " card-content white-text " >
< span class = " card-title " > Resistance </ span >
< span > What resistances does your dudes have ? </ span >
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< div class = " row " >
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< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_acid " type = " checkbox " /> < span > Acid </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_bludgeoning " type = " checkbox " /> < span > Bludgeoning </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_cold " type = " checkbox " /> < span > Cold </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_fire " type = " checkbox " /> < span > Fire </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_force " type = " checkbox " /> < span > Force </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_lightning " type = " checkbox " /> < span > Lightning </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_necrotic " type = " checkbox " /> < span > Necrotic </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_piercing " type = " checkbox " /> < span > Piercing </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_poison " type = " checkbox " /> < span > Poison </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_psychic " type = " checkbox " /> < span > Psychic </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_radiant " type = " checkbox " /> < span > Radiant </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_slashing " type = " checkbox " /> < span > Slashing </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_resitances " id = " resistance_thunder " type = " checkbox " /> < span > Thunder </ span > </ label > </ div >
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</ div >
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</ div >
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</ div >
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< div class = " card black " >
< div class = " card-content white-text " > < span class = " card-title " > Vounerabilities </ span > < span > What vounerabilities does your dudes have ? </ span >
< div class = " row " >
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< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_acid " type = " checkbox " /> < span > Acid </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_bludgeoning " type = " checkbox " /> < span > Bludgeoning </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_cold " type = " checkbox " /> < span > Cold </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_fire " type = " checkbox " /> < span > Fire </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_force " type = " checkbox " /> < span > Force </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_lightning " type = " checkbox " /> < span > Lightning </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_necrotic " type = " checkbox " /> < span > Necrotic </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_piercing " type = " checkbox " /> < span > Piercing </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_poison " type = " checkbox " /> < span > Poison </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_psychic " type = " checkbox " /> < span > Psychic </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_radiant " type = " checkbox " /> < span > Radiant </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_slashing " type = " checkbox " /> < span > Slashing </ span > </ label > </ div >
< div class = " col s6 " > < label > < input name = " mob_vounerabilities " id = " vounerability_thunder " type = " checkbox " /> < span > Thunder </ span > </ label > </ div >
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</ div >
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</ div >
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</ div >
</ div >
</ div >
</ div >
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</ div >
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<!-- Power Configuration -->
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< div class = " row " >
< div class = " col s6 " >
< div class = " card indigo darken-4 " >
< div class = " card-content white-text " > < span class = " card-title " > Powers </ span >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Healing </ span >
< span > Can your encounter heal ? </ span >< br >
< label > < input name = " mob_healing " value = " 0 " onchange = " healingMode(false) " id = " mob_healing_noheal " type = " checkbox " /> < span > No , my guys cannot heal </ span > </ label >< br />
< label > < input name = " mob_healing " value = " 5 " onchange = " healingMode(true) " id = " mob_healing_self " type = " checkbox " /> < span > Yes , some or all of my mobs can heal THEMSELVES </ span > </ label >< br />
< label > < input name = " mob_healing " value = " 10 " onchange = " healingMode(true) " id = " mob_healing_other_touch " type = " checkbox " /> < span > Yes , some or all of my mobs can heal OTHERS on TOUCH </ span > </ label >< br />
< label > < input name = " mob_healing " value = " 20 " onchange = " healingMode(true) " id = " mob_healing_other_aoe " type = " checkbox " /> < span > Yes , some or all of my mobs can heal OTHERS with AOE </ span > </ label >< br />
</ div >
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</ div >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Summoning new Enemies </ span >
< span > Can they make more problems ? </ span >< br >
< label >< input name = " mob_summon " value = " 0 " type = " radio " checked /> < span > No , they can ' t and never will </ span ></ label >< br />
< label >< input name = " mob_summon " value = " 15 " type = " radio " /> < span > I am evil . ( yes ) </ span > </ label >
</ div >
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</ div >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Stunning </ span >
< span > Can your people stun or slow or otherwise annoy the party ? </ span >< br >
< label > < input name = " mob_stun " value = " 0 " type = " radio " checked /> < span > No they can ' t </ span > </ label >< br />
< label > < input name = " mob_stun " value = " 15 " type = " radio " /> < span > My players should suffer >: ) </ span > </ label >
</ div >
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</ div >
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</ div >
</ div >
</ div >
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< div class = " col s6 " >
< div class = " card indigo darken-4 " >
< div class = " card-content white-text " > < span class = " card-title " > Conditions </ span >
< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Choose your conditions </ span >
< span > What conditions are applied to your ( some of your ) enemies </ span >< br >
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< div class = " row " >
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< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Blinded " type = " checkbox " /> < span > Blinded </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Charmed " type = " checkbox " /> < span > Charmed </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Deafened " type = " checkbox " /> < span > Deafened </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Exhaustion " type = " checkbox " /> < span > Exhaustion </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Frightened " type = " checkbox " /> < span > Frightened </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Grappled " type = " checkbox " /> < span > Grappled </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Incapacitated " type = " checkbox " /> < span > Incapacitated </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Invisible " type = " checkbox " /> < span > Invisible </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Paralyzed " type = " checkbox " /> < span > Paralyzed </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Petrified " type = " checkbox " /> < span > Petrified </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Poisoned " type = " checkbox " /> < span > Poisoned </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Prone " type = " checkbox " /> < span > Prone </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Restrained " type = " checkbox " /> < span > Restrained </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Stunned " type = " checkbox " /> < span > Stunned </ label > </ div >
< div class = " col s6 " > < label > < input name = " conditions " id = " contype_Unconscious " type = " checkbox " /> < span > Unconscious </ label > </ div >
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</ div >
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</ div >
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</ div >
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< div class = " card black " >
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< div class = " card-content white-text " > < span class = " card-title " > Choose applying conditions </ span >
< span > What conditions can your players get from this encounter </ span >< br >
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< div class = " row " >
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< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Blinded " type = " checkbox " /> < span > Blinded </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Charmed " type = " checkbox " /> < span > Charmed </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Deafened " type = " checkbox " /> < span > Deafened </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Exhaustion " type = " checkbox " /> < span > Exhaustion </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Frightened " type = " checkbox " /> < span > Frightened </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Grappled " type = " checkbox " /> < span > Grappled </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Incapacitated " type = " checkbox " /> < span > Incapacitated </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Invisible " type = " checkbox " /> < span > Invisible </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Paralyzed " type = " checkbox " /> < span > Paralyzed </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Petrified " type = " checkbox " /> < span > Petrified </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Poisoned " type = " checkbox " /> < span > Poisoned </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Prone " type = " checkbox " /> < span > Prone </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Restrained " type = " checkbox " /> < span > Restrained </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Stunned " type = " checkbox " /> < span > Stunned </ label > </ div >
< div class = " col s6 " > < label > < input name = " applying_conditions " id = " contype_apply_Unconscious " type = " checkbox " /> < span > Unconscious </ label > </ div >
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</ div >
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</ div >
</ div >
</ div >
</ div >
</ div >
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</ div >
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</ div >
</ div >
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</ div >
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< div id = " Results " class = " col s12 " >
< div class = " row " >
< div class = " col s12 " >
< div class = " card black " >
< div class = " card-content white-text " > < span class = " card-title " > Results </ span >
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< div class = " row " >
</ div >
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< div class = " row " >
< div class = " col s12 " >
< div class = " card horizontal grey darken-4 " >
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< div class = " card-image " > < a href = " https://www.deviantart.com/velger96/art/Marisa-level-chart-208761786 " > < img id = " diff_image " src = " img/notfound.jpg " height = " 206 " /> </ a > </ div >
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< div class = " card-stacked " >
< div class = " card-content " >
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< p id = " diff_description " > I was unable to find a calculation with those parameters .... or any programming at all ... give me some time , i ' m still working on this app , after all .</ p >
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</ div >
< div class = " card-action " >
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< p id = " diff_summary " > Error 404 - Calculation not found </ p >
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</ div >
</ div >
</ div >
</ div >
</ div >
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</ div >
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</ div >
</ div >
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</ div >
</ div >
< div id = " Bonus " class = " col s12 " >
< div class = " row " >
< div class = " col s12 " >
< div class = " card black " >
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< div class = " card-content white-text " >
< span class = " card-title " > [ DEBUG ] Set the current status ! [ DEBUG ] </ span > < br />
< label > < input name = " debug_diff " type = " radio " checked onchange = " calcDiff() " />< span > Calculation </ span > </ label >
< label > < input name = " debug_diff " type = " radio " onchange = " setDiff('easy') " /> < span > Easy </ span > </ label >
< label > < input name = " debug_diff " type = " radio " onchange = " setDiff('medium') " /> < span > Medium </ span > </ label >
< label > < input name = " debug_diff " type = " radio " onchange = " setDiff('hard') " /> < span > Hard </ span > </ label >
< label >< input name = " debug_diff " type = " radio " onchange = " setDiff('lunatic') " /> < span > Deadly </ span > </ label >
</ div >
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</ div >
</ div >
</ div >
< div class = " row " >
< div class = " col s12 " >
< div class = " card black " >
< div class = " card-content white-text " > < span class = " card-title " > Do you intend to wipe the party ? </ span > < label > < input name = " danger " type = " radio " checked /> < span > Yes </ span > </ label > < br /> < label > < input name = " danger " type = " radio " /> < span class = " red-text " > < b > Yes , but in red </ b > </ span > </ label > </ div >
</ div >
</ div >
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</ div >
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</ div >
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</ div >
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</ div >
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</ form >
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</ div >
</ div >
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</ div >
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<!-- START COLLECTION ! -->
< div class = " col s12 l4 " >
< div class = " blurry " >
< div class = " card white " >
< div class = " card-content white-text " > < span class = " card-title black-text " > Your choices </ span >
< div class = " card black " >
< div id = " totalscard " class = " card-content white-text " >
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< p > Calculation not performed .. uhoh ! </ p >
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</ div >
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</ div >
</ div >
</ div >
</ div >
</ div >
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</ div >
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</ div >
< script type = " text/javascript " src = " js/materialize.min.js " ></ script >
< script type = " text/javascript " >
$ ( document ) . ready ( function () {
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M . updateTextFields ();
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$ ( '.fixed-action-btn' ) . floatingActionButton ();
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$ ( " .tabs " ) . tabs ();
$ ( " .collapsible " ) . collapsible ();
$ ( " #HP_max_card " ) . hide ();
$ ( " #HP_hitdice_card " ) . hide ();
$ ( " #DMG_max_card " ) . hide ();
$ ( " #DMG_average_card " ) . hide ();
$ ( " #dmg_hitdice " ) . hide ();
});
</ script >
< script type = " text/javascript " >
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function healingMode ( t ) {
if ( t ) {
if ( $ ( " #mob_healing_other_touch " ) . is ( ':checked' ) || $ ( " #mob_healing_self " ) . is ( ':checked' ) || $ ( " #mob_healing_other_aoe " ) . is ( ':checked' )) {
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$ ( " #mob_healing_noheal " ) . prop ( " checked " , false );
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}
} else {
if ( $ ( " #mob_healing_noheal " ) . is ( ':checked' )) {
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$ ( " #mob_healing_other_touch " ) . prop ( " checked " , false );
$ ( " #mob_healing_self " ) . prop ( " checked " , false );
$ ( " #mob_healing_other_aoe " ) . prop ( " checked " , false );
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}
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}
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}
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function setMobs () {
if ( $ ( " #mob_ammount " ) . val () > 1 ) {
// FIX HP
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usingHPDice ( " average " );
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$ ( " #mob_hp_type_rolled " ) . attr ( " disabled " , true );
$ ( " #mob_hp_type_averages " ) . prop ( " checked " , true );
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usingDMGDice ( " average " );
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$ ( " #mob_dmg_type_rolled " ) . attr ( " disabled " , true );
$ ( " #mob_dmg_type_averages " ) . prop ( " checked " , true );
} else {
$ ( " #mob_hp_type_rolled " ) . removeAttr ( " disabled " );
$ ( " #mob_dmg_type_rolled " ) . removeAttr ( " disabled " );
}
}
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function usingHPDice ( e ) {
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switch ( e ) {
case " dice " :
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$ ( " #HP_max_card " ) . hide ( " fast " );
$ ( " #HP_average_card " ) . hide ( " fast " );
$ ( " #HP_hitdice_card " ) . show ( " fast " );
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$ ( " #mob_hp_avg " ) . val ( " 0 " );
$ ( " #mob_hp_dice_ammount " ) . val ( " 0 " );
$ ( " #mob_hp_dice_type " ) . val ( " 0 " );
$ ( " #mob_hp_max " ) . val ( " 0 " );
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break ;
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case " average " :
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$ ( " #HP_max_card " ) . hide ( " fast " );
$ ( " #HP_hitdice_card " ) . hide ( " fast " );
$ ( " #HP_average_card " ) . show ( " fast " );
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$ ( " #mob_hp_avg " ) . val ( " 0 " );
$ ( " #mob_hp_dice_ammount " ) . val ( " 0 " );
$ ( " #mob_hp_dice_type " ) . val ( " 0 " );
$ ( " #mob_hp_max " ) . val ( " 0 " );
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break ;
case " max " :
$ ( " #HP_max_card " ) . show ( " fast " );
$ ( " #HP_hitdice_card " ) . hide ( " fast " );
$ ( " #HP_average_card " ) . hide ( " fast " );
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$ ( " #mob_hp_avg " ) . val ( " 0 " );
$ ( " #mob_hp_dice_ammount " ) . val ( " 0 " );
$ ( " #mob_hp_dice_type " ) . val ( " 0 " );
$ ( " #mob_hp_max " ) . val ( " 0 " );
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break ;
}
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}
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function usingDMGDice ( e ) {
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switch ( e ) {
case " dice " :
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$ ( " #DMG_hitdice_card " ) . show ( " fast " );
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$ ( " #DMG_average_card " ) . hide ( " fast " );
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$ ( " #DMG_max_card " ) . hide ( " fast " );
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$ ( " #mob_dmg_avg " ) . val ( " 0 " );
$ ( " #mob_dmg_dice_ammount " ) . val ( " 0 " );
$ ( " #mob_dmg_dice_type " ) . val ( " 0 " );
$ ( " #mob_dmg_max " ) . val ( " 0 " );
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break ;
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case " average " :
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$ ( " #DMG_max_card " ) . hide ( " fast " );
$ ( " #DMG_hitdice_card " ) . hide ( " fast " );
$ ( " #DMG_average_card " ) . show ( " fast " );
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$ ( " #mob_dmg_avg " ) . val ( " 0 " );
$ ( " #mob_dmg_dice_ammount " ) . val ( " 0 " );
$ ( " #mob_dmg_dice_type " ) . val ( " 0 " );
$ ( " #mob_dmg_max " ) . val ( " 0 " );
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break ;
case " max " :
$ ( " #DMG_max_card " ) . show ( " fast " );
$ ( " #DMG_hitdice_card " ) . hide ( " fast " );
$ ( " #DMG_average_card " ) . hide ( " fast " );
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$ ( " #mob_dmg_avg " ) . val ( " 0 " );
$ ( " #mob_dmg_dice_ammount " ) . val ( " 0 " );
$ ( " #mob_dmg_dice_type " ) . val ( " 0 " );
$ ( " #mob_dmg_max " ) . val ( " 0 " );
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break ;
}
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}
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function calcDiff () {
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$ ( " #diff_image " ) . attr ( " src " , " img/error.png " );
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$ ( " #diff_description " ) . html ( " I was unable to calculate the difficulty. " );
$ ( " #diff_summary " ) . html ( " Error 812 - Drunk calculation " );
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//MODIFIERS
//These are to influence how STRONK the weighting of the different
// thins are.... yes that helps...
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//Set the Mob Modifier
modifier_encounter = 1 ;
modifier_party = 1 ;
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//All Player Stats
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//The Party itself, each variable can range form 1 to infinity
var party_meelee_fighters = $ ( " #party_meelee " ) . val ();
var party_range_fighters = $ ( " #party_long_range " ) . val ();
var party_magic_fighters = $ ( " #party_magic " ) . val ();
var party_support_fighters = $ ( " #party_support " ) . val ();
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//This counts the amount of Party Members for convenience
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var party_amount = parseInt ( party_meelee_fighters ) + parseInt ( party_range_fighters ) + parseInt ( party_magic_fighters ) + parseInt ( party_support_fighters );
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//Party Weighting
//Too Lazy. I could add something like when the difference
//between two categories is a certain amount, they automatically
//get weightet with more power or something. Somethingsomething
//balance.
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//Party Levels (1-20)
var party_level = $ ( " #party_level " ) . val ();
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//Party Health (1-4) 1=healthy 4=almost dead
var party_health = $ ( " input[name='party_health']:checked " ) . val ();
var party_health_score = party_health * 5 ;
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//Party Skill
var party_skill_knowledge = $ ( " input[name='party_dndknowledge']:checked " ) . val ();
var party_skill_knowledge_score = Math . round ( party_skill_knowledge * 6.666666666666666666 );
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var party_skill_attention = $ ( " input[name='party_attention']:checked " ) . val ();
var party_skill_attention_score = Math . round ( party_skill_attention * 6.666666666666666666 );
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var party_skill_strategies = $ ( " input[name='party_strategies']:checked " ) . val ();
var party_skill_strategies_score = Math . round ( party_skill_strategies * 6.666666666666666666 );
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var party_skill_rules = $ ( " input[name='party_special_rules']:checked " ) . val ();
var party_skill_rules_score = Math . round ( party_skill_rules * 6.666666666666666666 );
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var party_final_score = parseInt ( party_skill_strategies_score ) + parseInt ( party_skill_rules_score ) + parseInt ( party_skill_attention_score ) + parseInt ( party_skill_knowledge_score ) + parseInt ( party_health_score );
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//Monster Setup
//Monster amount
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var encounter_amount = $ ( " #mob_ammount " ) . val ();
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// A modifier, that applies the ratio of Enemies to players
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var global_amount_modifier = encounter_amount / party_amount ;
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// What HP Type is used? 1=average 2=rolled 3=max
var encounter_hp_type = $ ( " input[name='mob_hp_type']:checked " ) . val ();
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//reset scores
var encounter_hp_type_rolls_added_score = 0 ;
var encounter_hp_type_averages_score = 0 ;
var encounter_hp_type_max_score = 0 ;
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if ( encounter_hp_type == 2 ) {
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//IF Using Health Rolls
var encounter_hp_type_rolls_amount = $ ( " #mob_hp_dice_ammount " ) . val ();
var encounter_hp_type_rolls_dice = $ ( " #mob_hp_dice_type " ) . val ();
//Evaluate by adding the two scores.
//I Debated multiplying the points but that would just be the max HP value.
//In the end, it's always hard to give a fair result.
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var encounter_hp_type_rolls_added = parseInt ( encounter_hp_type_rolls_amount ) + parseInt ( encounter_hp_type_rolls_dice );
var encounter_hp_by_party = encounter_hp_type_rolls_added / party_amount
encounter_hp_type_rolls_added_score = 20 / encounter_hp_by_party ;
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} else if ( encounter_hp_type == 1 ) {
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//IF Using Averages
var encounter_hp_type_averages = $ ( " #mob_hp_avg " ) . val ();
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var encounter_hp_by_party = encounter_hp_type_averages / party_amount
encounter_hp_type_averages_score = 20 / encounter_hp_by_party ;
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} else if ( encounter_hp_type == 3 ) {
//IF Using Averages
var encounter_hp_type_max = $ ( " #mob_hp_max " ) . val ();
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var encounter_hp_by_party = encounter_hp_type_max / party_amount
encounter_hp_type_max_score = 20 / encounter_hp_by_party ;
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}
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var encounter_hp_score = parseInt ( encounter_hp_type_rolls_added_score ) + parseInt ( encounter_hp_type_averages_score ) + parseInt ( encounter_hp_type_max_score );
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// CR Calculation
var encounter_cr = $ ( " #mob_CR " ) . val ();
var encounter_cr_per_player = encounter_cr / party_amount ;
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var encounter_cr_score = ( encounter_cr_per_player / ( party_level * party_amount )) / 20 ;
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//This sets the AC Score of the encounter.
var encounter_ac = $ ( " #mob_ac " ) . val ();
var encounter_ac_score = ( encounter_ac - 2 ) * global_amount_modifier ;
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// What Damage Type is used? 1=average 2=rolled 3=max
var encounter_dmg_type = $ ( " input[name='mob_dmg_type']:checked " ) . val ();
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//reset scores
var encounter_dmg_type_rolls_added_score = 0 ;
var encounter_dmg_type_averages_score = 0 ;
var encounter_dmg_type_max_score = 0 ;
if ( encounter_dmg_type == 1 ) {
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//IF Using Health Rolls
var encounter_dmg_type_rolls_amount = $ ( " #mob_dmg_dice_ammount " ) . val ();
var encounter_dmg_type_rolls_dice = $ ( " #mob_dmg_dice_type " ) . val ();
//Evaluate by adding the two scores.
//I Debated multiplying the points but that would just be the max dmg value.
//In the end, it's always hard to give a fair result.
var encounter_dmg_type_rolls_added = encounter_dmg_type_rolls_amount + encounter_dmg_type_rolls_dice ;
encounter_dmg_type_rolls_added_score = 20 / ( encounter_dmg_type_rolls_added / party_amount );
} else if ( encounter_dmg_type == 2 ) {
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//IF Using Averages
var encounter_dmg_type_averages = $ ( " #mob_dmg_avg " ) . val ();
encounter_dmg_type_averages_score = 20 / ( encounter_dmg_type_averages / party_amount );
} else if ( encounter_dmg_type == 3 ) {
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//IF Using Averages
var encounter_dmg_type_max = $ ( " #mob_dmg_max " ) . val ();
encounter_dmg_type_max_score = 20 / ( encounter_dmg_type_max / party_amount );
}
var encounter_dmg_score = encounter_dmg_type_rolls_added_score + encounter_dmg_type_averages_score + encounter_dmg_type_max_score ;
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var encounter_dmgtype_possibilities = 0 ;
var encounter_dmgtype_points = 0 ;
$ . each ( $ ( " input[name='dmgtype']:checked " ), function () {
encounter_dmgtype_points ++ ;
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console . log ( " dmgtype_points = " + encounter_dmgtype_points );
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//selected_dmgtypes.push($(this).val());
});
$ . each ( $ ( " input[name='dmgtype'] " ), function () {
encounter_dmgtype_possibilities ++ ;
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console . log ( " encounter_dmgtype_possibilities = " + encounter_dmgtype_possibilities );
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});
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var encounter_dmgtype_score = 20 - encounter_dmgtype_possibilities - encounter_dmgtype_points * global_amount_modifier ;
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console . log ( encounter_dmgtype_score );
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var encounter_onehit_score = $ ( " input[name='mob_onehits']:checked " ) . val ();
var encounter_multiattack_score = $ ( " input[name='mob_multiattack']:checked " ) . val () * global_amount_modifier ;
var encounter_strategy = $ ( " input[name='mob_strategy']:checked " ) . val ();
var encounter_strategy_score = Math . round ( encounter_strategy * 5 );
var encounter_lair_action_score = $ ( " input[name='mob_lair_action']:checked " ) . val ();
var encounter_legendairy_action_score = $ ( " input[name='mob_legendary_action']:checked " ) . val ();
// Immunity Resistances and Vounerabilities
var encounter_immunities = 0 ;
var encounter_resistances = 0 ;
var encounter_vounerabilities = 0 ;
$ . each ( $ ( " input[name='mob_immunities']:checked " ), function () {
encounter_resistances ++ ;
//selected_dmgtypes.push($(this).val());
});
$ . each ( $ ( " input[name='mob_resitances']:checked " ), function () {
encounter_immunities ++ ;
//selected_dmgtypes.push($(this).val());
});
$ . each ( $ ( " input[name='mob_vounerabilities']:checked " ), function () {
encounter_vounerabilities ++ ;
//selected_dmgtypes.push($(this).val());
});
var encounter_status_score = global_amount_modifier * ( encounter_resistances + ( encounter_immunities * 2 )) - encounter_vounerabilities ;
var encounter_healing_score = 0 ;
$ . each ( $ ( " input[name='mob_healing']:checked " ), function () {
encounter_healing_score = encounter_healing_score + $ ( this ) . val ();
});
var encounter_stunning_score = $ ( " input[name='mob_stun']:checked " ) . val ();
var encounter_conditions = 0 ;
var encounter_apply_conditions = 0 ;
$ . each ( $ ( " input[name='mob_resitances']:checked " ), function () {
encounter_conditions ++ ;
//selected_dmgtypes.push($(this).val());
});
$ . each ( $ ( " input[name='applying_conditions']:checked " ), function () {
encounter_apply_conditions ++ ;
//selected_dmgtypes.push($(this).val());
});
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var encounter_condition_score = encounter_apply_conditions * 5 - encounter_conditions * 3 ;
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//Clamp the score
if ( encounter_condition_score > 20 ) {
encounter_condition_score = 20 ;
} else if ( encounter_condition_score < - 20 ) {
encounter_condition_score = - 20 ;
}
encounter_final_score = encounter_hp_score + encounter_cr_score + encounter_ac_score + encounter_dmg_score + encounter_dmgtype_score + encounter_onehit_score + encounter_multiattack_score + encounter_strategy_score + encounter_lair_action_score + encounter_legendairy_action_score + encounter_status_score + encounter_healing_score + encounter_stunning_score + encounter_condition_score ;
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//FINAL CALCULATION
//Party Points:
var final_score = ( encounter_final_score * modifier_encounter ) - ( party_final_score * modifier_party );
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//Fill the tables
$ ( " #totalscard " ) . html ( '<table class="responsive-table"><thead><tr><th>Variable</th><th>Pts</th></tr></thead><tbody id="totalsdata"></tbody></table>' );
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filltable ( " party_meelee_fighters " , party_meelee_fighters )
filltable ( " party_range_fighters " , party_range_fighters )
filltable ( " party_magic_fighters " , party_magic_fighters )
filltable ( " party_support_fighters " , party_support_fighters )
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filltable ( " party_amount " , party_amount )
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filltable ( " party_health " , party_health )
filltable ( " party_health_score " , party_health_score )
filltable ( " party_skill_knowledge " , party_skill_knowledge )
filltable ( " party_skill_knowledge_score " , party_skill_knowledge_score )
filltable ( " party_skill_attention " , party_skill_attention )
filltable ( " party_skill_attention_score " , party_skill_attention_score )
filltable ( " party_skill_strategies " , party_skill_strategies )
filltable ( " party_skill_strategies_score " , party_skill_strategies_score )
filltable ( " party_skill_rules " , party_skill_rules )
filltable ( " party_skill_rules_score " , party_skill_rules_score )
filltable ( " party_final_score " , party_final_score )
filltable ( " encounter_amount " , encounter_amount )
filltable ( " global_amount_modifier " , global_amount_modifier )
filltable ( " encounter_hp_type " , encounter_hp_type )
filltable ( " encounter_hp_type_rolls_added_score " , encounter_hp_type_rolls_added_score )
filltable ( " encounter_hp_type_averages_score " , encounter_hp_type_averages_score )
filltable ( " encounter_hp_type_max_score " , encounter_hp_type_max_score )
filltable ( " encounter_hp_type_rolls_amount " , encounter_hp_type_rolls_amount )
filltable ( " encounter_hp_type_rolls_dice " , encounter_hp_type_rolls_dice )
filltable ( " encounter_hp_type_rolls_added " , encounter_hp_type_rolls_added )
filltable ( " encounter_hp_type_averages " , encounter_hp_type_averages )
filltable ( " encounter_hp_type_max " , encounter_hp_type_max )
filltable ( " encounter_hp_score " , encounter_hp_score )
filltable ( " encounter_cr " , encounter_cr )
filltable ( " encounter_cr_per_player " , encounter_cr_per_player )
filltable ( " encounter_cr_score " , encounter_cr_score )
filltable ( " encounter_ac " , encounter_ac )
filltable ( " encounter_ac_score " , encounter_ac_score )
filltable ( " encounter_dmg_type " , encounter_dmg_type )
filltable ( " encounter_dmg_type_rolls_added_score " , encounter_dmg_type_rolls_added_score )
filltable ( " encounter_dmg_type_averages_score " , encounter_dmg_type_averages_score )
filltable ( " encounter_dmg_type_max_score " , encounter_dmg_type_max_score )
filltable ( " encounter_dmg_type_rolls_amount " , encounter_dmg_type_rolls_amount )
filltable ( " encounter_dmg_type_rolls_dice " , encounter_dmg_type_rolls_dice )
filltable ( " encounter_dmg_type_rolls_added " , encounter_dmg_type_rolls_added )
filltable ( " encounter_dmg_type_averages " , encounter_dmg_type_averages )
filltable ( " encounter_dmg_type_max " , encounter_dmg_type_max )
filltable ( " encounter_dmg_score " , encounter_dmg_score )
filltable ( " encounter_dmgtype_possibilities " , encounter_dmgtype_possibilities )
filltable ( " encounter_dmgtype_points " , encounter_dmgtype_points )
filltable ( " encounter_dmgtype_score " , encounter_dmgtype_score )
filltable ( " encounter_onehit_score " , encounter_onehit_score )
filltable ( " encounter_multiattack_score " , encounter_multiattack_score )
filltable ( " encounter_strategy " , encounter_strategy )
filltable ( " encounter_strategy_score " , encounter_strategy_score )
filltable ( " encounter_lair_action_score " , encounter_lair_action_score )
filltable ( " encounter_legendairy_action_score " , encounter_legendairy_action_score )
filltable ( " encounter_immunities " , encounter_immunities )
filltable ( " encounter_resistances " , encounter_resistances )
filltable ( " encounter_vounerabilities " , encounter_vounerabilities )
filltable ( " encounter_status_score " , encounter_status_score )
filltable ( " encounter_healing_score " , encounter_healing_score )
filltable ( " encounter_stunning_score " , encounter_stunning_score )
filltable ( " encounter_conditions " , encounter_conditions )
filltable ( " encounter_apply_conditions " , encounter_apply_conditions )
filltable ( " encounter_condition_score " , encounter_condition_score )
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filltable ( " final_score " , final_score , true )
/* This used to be the old code for the Tablevariables
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var party_variables = [ party_skill_strategies_score , party_skill_attention_score , party_skill_knowledge_score , party_skill_rules_score , party_health_score ];
var party_variables_name = [ " party_skill_strategies_score " , " party_skill_attention_score " , " party_skill_knowledge_score " , " party_skill_rules_score " , " party_health_score " ];
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var encounter_variables = [ encounter_hp_score , encounter_cr_score , encounter_ac_score , encounter_dmg_score , encounter_dmgtype_score , encounter_onehit_score , encounter_multiattack_score , encounter_strategy_score , encounter_lair_action_score , encounter_legendairy_action_score , encounter_status_score , encounter_healing_score , encounter_stunning_score , encounter_condition_score ];
var encounter_variables_name = [ " encounter_hp_score " , " encounter_cr_score " , " encounter_ac_score " , " encounter_dmg_score " , " encounter_dmgtype_score " , " encounter_onehit_score " , " encounter_multiattack_score " , " encounter_strategy_score " , " encounter_lair_action_score " , " encounter_legendairy_action_score " , " encounter_status_score " , " encounter_healing_score " , " encounter_stunning_score " , " encounter_condition_score " ];
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party_variables . forEach (( element , i ) => filltable ( party_variables_name , element [ i ]));
encounter_variables . forEach (( element , i ) => filltable ( encounter_variables_name , element [ i ]));
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//encounter_variables.forEach((element, i) => document.getElementById("totalscard").innerHTML += "<tr>" + encounter_variables_name[i] + "</tr>" + "<tr>" + element + "</tr>");
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*/
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}
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function filltable ( variablename , element , istotal ) {
if ( istotal ) {
$ ( " #totalsdata " ) . append ( " <tr class='totalrow'><td><b> " + variablename + " </b></td><td><b> " + element + " </b></td></tr> " );
} else {
$ ( " #totalsdata " ) . append ( " <tr><td> " + variablename + " </td><td> " + element + " </td></tr> " );
}
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}
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function setDiff ( difficulty ) {
$ ( " #diff_image " ) . attr ( " src " , " img/diff_ " + difficulty . substring ( 3 , 0 ) + " .jpg " );
switch ( difficulty ) {
case " easy " :
$ ( " #diff_description " ) . html ( " This fight should be an easy pick for your players. Maybe a scratch wound or two are the most, they take out of this. " );
$ ( " #diff_summary " ) . html ( " A simple fight " );
break ;
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case " medium " :
$ ( " #diff_description " ) . html ( " Noone <i> should </i> die, but if your party willingly positions themselves in front of the raging barbarian, that's on them. " );
$ ( " #diff_summary " ) . html ( " A slightly challenging fight. " );
break ;
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case " hard " :
$ ( " #diff_description " ) . html ( " Quite a fight. Could lead to a death. If you want, that your party uses items, go ahead and throw this fight at them. " );
$ ( " #diff_summary " ) . html ( " Item usage to prevent death is advised. " );
break ;
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case " lunatic " :
$ ( " #diff_description " ) . html ( " This is the real deal. You will suffer losses. Maybe your party will die... or enslaved.. or enslaved and then killed... However, there is hope! <b> Okay no, I lied.your Party is dead. " );
$ ( " #diff_summary " ) . html ( " " );
}
};
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console . log ( " Done! " );
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</ script >
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</ body >
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</ html >