offsetting!
Revert "offsetting!"
This reverts commit 3be76439e3
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fixed calcs
added party amount
typo
mathnt
Update index.php
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c0cf19741d
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17
index.php
17
index.php
@ -211,9 +211,9 @@
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Damage kind
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</span>
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<span>Are we using Max, Rolled or Average Damage?</span><br />
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<label> <input id="mob_dmg_type_rolled" name="mob_dmg_type" type="radio" checked onchange="usingDMGDice('dice')" /> <span>Rolled Damage</span> </label>
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<label> <input id="mob_dmg_type_averages" name="mob_dmg_type" type="radio" onchange="usingDMGDice('average')" /> <span>Average Damage</span> </label>
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<label> <input id="mob_dmg_type_max" name="mob_dmg_type" type="radio" onchange="usingDMGDice('max')" /> <span>Max Damage</span> </label>
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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>
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<label> <input value="2" id="mob_dmg_type_averages" name="mob_dmg_type" type="radio" onchange="usingDMGDice('average')" /> <span>Average Damage</span> </label>
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<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">
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@ -682,7 +682,7 @@
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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 = party_meelee_fighters + party_range_fighters + party_magic_fighters + party_support_fighters;
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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
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//Too Lazy. I could add something like when the difference
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@ -719,7 +719,7 @@
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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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var global_amount_modifier = encounter_amount / party_amount * 100;
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// What HP Type is used? 1=average 2=rolled 3=max
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var encounter_hp_type = $("input[name='mob_hp_type']:checked").val();
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@ -729,7 +729,7 @@
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var encounter_hp_type_rolls_added_score = 0;
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var encounter_hp_type_averages_score = 0;
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var encounter_hp_type_max_score = 0;
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if (encounter_hp_type == 1) {
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if (encounter_hp_type == 2) {
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//IF Using Health Rolls
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@ -741,7 +741,7 @@
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var encounter_hp_type_rolls_added = encounter_hp_type_rolls_amount + encounter_hp_type_rolls_dice;
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encounter_hp_type_rolls_added_score = 20 / (encounter_hp_type_rolls_added / party_amount);
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} else if (encounter_hp_type == 2) {
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} else if (encounter_hp_type == 1) {
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//IF Using Averages
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var encounter_hp_type_averages = $("#mob_hp_avg").val();
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@ -759,7 +759,7 @@
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// CR Calculation
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var encounter_cr = $("#mob_CR").val();
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var encounter_cr_per_player = encounter_cr / party_amount;
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var encounter_cr_score = (encounter_cr_per_player / party_level) / 20;
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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.
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var encounter_ac = $("#mob_ac").val();
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@ -888,6 +888,7 @@
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filltable("party_range_fighters", party_range_fighters)
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filltable("party_magic_fighters", party_magic_fighters)
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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)
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filltable("party_health_score", party_health_score)
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filltable("party_skill_knowledge", party_skill_knowledge)
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