From 26c9d5efde68c62cfc5fcccbdd690b1b8eeb357e Mon Sep 17 00:00:00 2001 From: James <9213561+Gensokian@users.noreply.github.com> Date: Fri, 30 Sep 2022 12:26:14 +0200 Subject: [PATCH] offsetting! Revert "offsetting!" This reverts commit 3be76439e3db7e376c507f8429661489a443e4e6. fixed calcs added party amount typo mathnt Update index.php --- index.php | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/index.php b/index.php index 6418494..6e39b46 100644 --- a/index.php +++ b/index.php @@ -211,9 +211,9 @@ Damage kind Are we using Max, Rolled or Average Damage?
- - - + + +
@@ -682,7 +682,7 @@ var party_support_fighters = $("#party_support").val(); //This counts the amount of Party Members for convenience - var party_amount = party_meelee_fighters + party_range_fighters + party_magic_fighters + party_support_fighters; + var party_amount = parseInt(party_meelee_fighters) + parseInt(party_range_fighters) + parseInt(party_magic_fighters) + parseInt(party_support_fighters); //Party Weighting //Too Lazy. I could add something like when the difference @@ -719,7 +719,7 @@ // A modifier, that applies the ratio of Enemies to players - var global_amount_modifier = encounter_amount / party_amount; + var global_amount_modifier = encounter_amount / party_amount * 100; // What HP Type is used? 1=average 2=rolled 3=max var encounter_hp_type = $("input[name='mob_hp_type']:checked").val(); @@ -729,7 +729,7 @@ var encounter_hp_type_rolls_added_score = 0; var encounter_hp_type_averages_score = 0; var encounter_hp_type_max_score = 0; - if (encounter_hp_type == 1) { + if (encounter_hp_type == 2) { //IF Using Health Rolls @@ -741,7 +741,7 @@ var encounter_hp_type_rolls_added = encounter_hp_type_rolls_amount + encounter_hp_type_rolls_dice; encounter_hp_type_rolls_added_score = 20 / (encounter_hp_type_rolls_added / party_amount); - } else if (encounter_hp_type == 2) { + } else if (encounter_hp_type == 1) { //IF Using Averages var encounter_hp_type_averages = $("#mob_hp_avg").val(); @@ -759,7 +759,7 @@ // CR Calculation var encounter_cr = $("#mob_CR").val(); var encounter_cr_per_player = encounter_cr / party_amount; - var encounter_cr_score = (encounter_cr_per_player / party_level) / 20; + var encounter_cr_score = (encounter_cr_per_player / (party_level*party_amount)) / 20; //This sets the AC Score of the encounter. var encounter_ac = $("#mob_ac").val(); @@ -888,6 +888,7 @@ filltable("party_range_fighters", party_range_fighters) filltable("party_magic_fighters", party_magic_fighters) filltable("party_support_fighters", party_support_fighters) + filltable("party_amount", party_amount) filltable("party_health", party_health) filltable("party_health_score", party_health_score) filltable("party_skill_knowledge", party_skill_knowledge)