thank you )

This commit is contained in:
James 2022-09-26 14:43:35 +02:00
parent 923d14d5ea
commit 07f3a665c2

185
index.php
View File

@ -924,122 +924,111 @@
}); });
</script> </script>
<script type="text/javascript"> <script type="text/javascript">
function healingMode(t) { function healingMode(t) {
if (t) { if (t) {
if ($("#mob_healing_other_touch").is(':checked') || $("#mob_healing_self").is(':checked') || $("#mob_healing_other_aoe").is(':checked')) { if ($("#mob_healing_other_touch").is(':checked') || $("#mob_healing_self").is(':checked') || $("#mob_healing_other_aoe").is(':checked')) {
$("#mob_healing_noheal").prop("checked", false); $("#mob_healing_noheal").prop("checked", false);
} }
} else { } else {
if ($("#mob_healing_noheal").is(':checked')) { if ($("#mob_healing_noheal").is(':checked')) {
$("#mob_healing_other_touch").prop("checked", false); $("#mob_healing_other_touch").prop("checked", false);
$("#mob_healing_self").prop("checked", false); $("#mob_healing_self").prop("checked", false);
$("#mob_healing_other_aoe").prop("checked", false); $("#mob_healing_other_aoe").prop("checked", false);
} }
} }
}
function setMobs() {
$("#mob_multiattack_ammount").attr("placeholder", "X / " + $("#mob_ammount").val())
$("#mob_multiattack_ammount").attr("max", $("#mob_ammount").val())
if ($("#mob_ammount").val() > 1) {
// FIX HP
usingHPDice(false);
$("#mob_hp_type_rolled").attr("disabled", true);
$("#mob_hp_type_averages").prop("checked", true);
usingDMGDice(false);
$("#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");
}
} }
function setMobs() { function setMobMultiattack(p) {
$("#mob_multiattack_ammount").attr("placeholder", "X / "+$("#mob_ammount").val()) if (p === "hidden") {
$("#mob_multiattack_ammount").attr("max", $("#mob_ammount").val()) $("#mob_multiattack_card").hide("fast");
} else if (p === "all") {
$("#mob_multiattack_card").hide("fast");
} else {
$("#mob_multiattack_card").show("fast");
}
}
if ($("#mob_ammount").val() > 1 { function usingHPDice(e) {
if (e) {
// FIX HP $("#HP_hitdice").hide("fast");
usingHPDice(false); $("#mob_hp_avg").val("");
$("#mob_hp_type_rolled").attr("disabled", true); $("#HP_average").show("fast");
$("#mob_hp_type_averages").prop("checked", true); } else {
$("#HP_average").hide("fast");
$("#mob_hp_dice_ammount").val("");
$("#mob_hp_dice_type").val("");
$("#HP_hitdice").show("fast");
}
calcDiff();
}
usingDMGDice(false); function usingDMGDice(e) {
$("#mob_dmg_type_rolled").attr("disabled", true); if (e) {
$("#mob_dmg_type_averages").prop("checked", true); $("#dmg_hitdice").hide("fast");
$("#mob_dmg_avg").val("");
} else { $("#dmg_average").show("fast");
$("#mob_hp_type_rolled").removeAttr("disabled"); } else {
$("#mob_dmg_type_rolled").removeAttr("disabled"); $("#dmg_average").hide("fast");
} $("#mob_dmg_dice_ammount").val("");
$("#mob_dmg_dice_type").val("");
} $("#dmg_hitdice").show("fast");
}
function setMobMultiattack(p) { calcDiff();
if (p === "hidden") { }
$("#mob_multiattack_card").hide("fast");
} else if (p === "all") {
$("#mob_multiattack_card").hide("fast");
} else {
$("#mob_multiattack_card").show("fast");
}
}
function usingHPDice(e) {
if (e) {
$("#HP_hitdice").hide("fast");
$("#mob_hp_avg").val("");
$("#HP_average").show("fast");
} else {
$("#HP_average").hide("fast");
$("#mob_hp_dice_ammount").val("");
$("#mob_hp_dice_type").val("");
$("#HP_hitdice").show("fast");
}
calcDiff();
}
function usingDMGDice(e) { function calcDiff() {
if (e) { $("#diff_image").attr("src", "img/notfound.jpg");
$("#dmg_hitdice").hide("fast"); $("#diff_description").html("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.");
$("#mob_dmg_avg").val(""); $("#diff_summary").html("#err_notfound");
$("#dmg_average").show("fast");
} else { }
$("#dmg_average").hide("fast");
$("#mob_dmg_dice_ammount").val("");
$("#mob_dmg_dice_type").val("");
$("#dmg_hitdice").show("fast");
}
calcDiff();
}
function calcDiff() { function setDiff(difficulty) {
$("#diff_image").attr("src", "img/notfound.jpg"); $("#diff_image").attr("src", "img/diff_" + difficulty.substring(3, 0) + ".jpg");
$("#diff_description").html("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."); switch (difficulty) {
$("#diff_summary").html("#err_notfound"); 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;
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;
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;
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("");
} }
};
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;
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;
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;
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("");
}
}
</script> </script>
</body> </body>
</html> </html>