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index.php
@ -23,8 +23,13 @@
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<body>
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<div class "container">
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<div onclick="calcDiff()" class="fixed-action-btn">
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<a class="btn-floating btn-large indigo">
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<i class="large material-icons">sync</i>
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</a>
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</div>
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<div class="row">
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<div class="col s12 l8 offset-l2">
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<div class="col s12 l8">
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<div class="blurry">
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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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@ -226,19 +231,19 @@
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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>
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<div class="row">
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<div class="col s6"> <label> <input id="dmgtype_acid" type="checkbox" /> <span>Acid</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_bludgeoning" type="checkbox" /> <span>Bludgeoning</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_cold" type="checkbox" /> <span>Cold</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_fire" type="checkbox" /> <span>Fire</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_force" type="checkbox" /> <span>Force</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_lightning" type="checkbox" /> <span>Lightning</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_necrotic" type="checkbox" /> <span>Necrotic</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_piercing" type="checkbox" /> <span>Piercing</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_poison" type="checkbox" /> <span>Poison</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_psychic" type="checkbox" /> <span>Psychic</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_radiant" type="checkbox" /> <span>Radiant</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_slashing" type="checkbox" /> <span>Slashing</span> </label> </div>
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<div class="col s6"> <label> <input id="dmgtype_thunder" type="checkbox" /> <span>Thunder</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_acid" type="checkbox" /> <span>Acid</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_bludgeoning" type="checkbox" /> <span>Bludgeoning</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_cold" type="checkbox" /> <span>Cold</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_fire" type="checkbox" /> <span>Fire</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_force" type="checkbox" /> <span>Force</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_lightning" type="checkbox" /> <span>Lightning</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_necrotic" type="checkbox" /> <span>Necrotic</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_piercing" type="checkbox" /> <span>Piercing</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_poison" type="checkbox" /> <span>Poison</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_psychic" type="checkbox" /> <span>Psychic</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_radiant" type="checkbox" /> <span>Radiant</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_slashing" type="checkbox" /> <span>Slashing</span> </label> </div>
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<div class="col s6"> <label> <input Name="dmgtype" id="dmgtype_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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@ -252,83 +257,109 @@
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<div class="card indigo darken-4">
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<div class="card-content white-text"> <span class="card-title">Abilities</span>
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<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 name="mob_onehits" type="radio" checked /> <span>Nope</span> </label><br /> <label> <input name="mob_onehits" type="radio" /> <span>Yes :)</span> </label> </div>
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<div class="card-content white-text"> <span class="card-title"> One-Hitting </span>
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<span>Can this mob one-hit someone? (Above double max HP or any spell like "Power Word: KILL")</span><br>
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<label> <input value="0" name="mob_onehits" type="radio" checked /> <span>Nope</span> </label><br />
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<label> <input value="20" name="mob_onehits" type="radio" /> <span>Yes :)</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"> Multiattack </span> <span>Do your mobs have multiattack?</span><br> <label> <input name="mob_multiattack" onchange="setMobMultiattack('hidden')" type="radio" checked /> <span>Nope</span> </label><br /> <label> <input name="mob_multiattack" onchange="setMobMultiattack('some')" type="radio" /> <span>Some</span> </label><br /> <label> <input name="mob_multiattack" onchange="setMobMultiattack('all')" type="radio" /> <span>Yes, all of them</span> </label> </div>
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</div>
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<div id="mob_multiattack_card" class="card black">
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<div class="card-content white-text"> <span class="card-title">Multiattack </span> <span>How many mobs have multiattack?</span><br> <input placeholder="1 / 1" id="mob_multiattack_ammount" min="1" max="1" type="number" class="white-text validate" /> </div>
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<div class="card-content white-text">
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<span class="card-title"> Multiattack </span>
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<span>Do your mobs have multiattack?</span><br>
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<label> <input value="0" name="mob_multiattack" onchange="setMobMultiattack('hidden')" type="radio" checked /> <span>Nope</span> </label><br />
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<label> <input value="10" name="mob_multiattack" onchange="setMobMultiattack('some')" type="radio" /> <span>Some</span> </label><br />
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<label> <input value="20" name="mob_multiattack" onchange="setMobMultiattack('all')" type="radio" /> <span>Yes, all of them</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">Strategy</span> <span>How many braincells do your enemies have?</span><br> <label> <input name="mob_strategy" type="radio" checked /> <span>My mobs are dumb as bread</span> </label> <label> <input name="mob_strategy" type="radio" /> <span>My mobs are slightly clever and attack the biggest threat</span> </label><br /> <label> <input name="mob_strategy" type="radio" /> <span>My mobs are clever, they use custom rules like flanking</span> </label> <br /> <label> <input name="mob_strategy" type="radio" /> <span>My mobs are working in a pack!</span> </label> <br /> </div>
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<div class="card-content white-text"> <span class="card-title">Strategy</span>
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<span>How many braincells do your enemies have?</span><br>
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<label> <input value="1" name="mob_strategy" type="radio" checked /> <span>My mobs are dumb as bread</span> </label> <br />
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<label> <input value="2" name="mob_strategy" type="radio" /> <span>My mobs are slightly clever and attack the biggest threat</span> </label><br />
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<label> <input value="3" name="mob_strategy" type="radio" /> <span>My mobs are clever, they use custom rules like flanking</span> </label> <br />
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<label> <input value="4" name="mob_strategy" type="radio" /> <span>My mobs are working in a pack!</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"> Lair actions </span> <span>Can this mob use Lair Actions?</span><br> <label> <input name="mob_lair_action" type="radio" checked /> <span>Nein</span> </label><br /> <label> <input name="mob_lair_action" type="radio" /> <span>Yes</span> </label> </div>
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<div class="card-content white-text"> <span class="card-title"> Lair actions </span>
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<span>Can this mob use Lair Actions?</span><br>
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<label> <input value="0" name="mob_lair_action" type="radio" checked /> <span>Nein</span> </label><br />
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<label> <input value="10" name="mob_lair_action" type="radio" /> <span>Yes</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">Legendary Actions</span> <span>Can this mob use Legendary Actions?</span><br> <label> <input name="mob_legendary_action" type="radio" checked /> <span>Nah dude</span> </label><br /> <label> <input name="mob_legendary_action" type="radio" /> <span>Hell yeah!</span> </label> </div>
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<div class="card-content white-text"> <span class="card-title">Legendary Actions</span>
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<span>Can this mob use Legendary Actions?</span><br>
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<label> <input value="0" name="mob_legendary_action" type="radio" checked /> <span>Nah dude</span> </label><br />
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<label> <input value="10" name="mob_legendary_action" type="radio" /> <span>Hell yeah!</span> </label>
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</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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<div class="col s12 l6">
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<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-content white-text">
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<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 dudes have?</span>
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<div class="card-content white-text">
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<span class="card-title"> Immunities </span>
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<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 id="immunity_acid" type="checkbox" /> <span>Acid</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_bludgeoning" type="checkbox" /> <span>Bludgeoning</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_cold" type="checkbox" /> <span>Cold</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_fire" type="checkbox" /> <span>Fire</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_force" type="checkbox" /> <span>Force</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_lightning" type="checkbox" /> <span>Lightning</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_necrotic" type="checkbox" /> <span>Necrotic</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_piercing" type="checkbox" /> <span>Piercing</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_poison" type="checkbox" /> <span>Poison</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_psychic" type="checkbox" /> <span>Psychic</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_radiant" type="checkbox" /> <span>Radiant</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_slashing" type="checkbox" /> <span>Slashing</span> </label> </div>
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<div class="col s6"> <label> <input id="immunity_thunder" type="checkbox" /> <span>Thunder</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_acid" type="checkbox" /> <span>Acid</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_bludgeoning" type="checkbox" /> <span>Bludgeoning</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_cold" type="checkbox" /> <span>Cold</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_fire" type="checkbox" /> <span>Fire</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_force" type="checkbox" /> <span>Force</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_lightning" type="checkbox" /> <span>Lightning</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_necrotic" type="checkbox" /> <span>Necrotic</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_piercing" type="checkbox" /> <span>Piercing</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_poison" type="checkbox" /> <span>Poison</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_psychic" type="checkbox" /> <span>Psychic</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_radiant" type="checkbox" /> <span>Radiant</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_immunities" id="immunity_slashing" type="checkbox" /> <span>Slashing</span> </label> </div>
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<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="card-content white-text">
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<span class="card-title">Resistance</span>
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<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 id="resistance_acid" type="checkbox" /> <span>Acid</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_bludgeoning" type="checkbox" /> <span>Bludgeoning</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_cold" type="checkbox" /> <span>Cold</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_fire" type="checkbox" /> <span>Fire</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_force" type="checkbox" /> <span>Force</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_lightning" type="checkbox" /> <span>Lightning</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_necrotic" type="checkbox" /> <span>Necrotic</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_piercing" type="checkbox" /> <span>Piercing</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_poison" type="checkbox" /> <span>Poison</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_psychic" type="checkbox" /> <span>Psychic</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_radiant" type="checkbox" /> <span>Radiant</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_slashing" type="checkbox" /> <span>Slashing</span> </label> </div>
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<div class="col s6"> <label> <input id="resistance_thunder" type="checkbox" /> <span>Thunder</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_acid" type="checkbox" /> <span>Acid</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_bludgeoning" type="checkbox" /> <span>Bludgeoning</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_cold" type="checkbox" /> <span>Cold</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_fire" type="checkbox" /> <span>Fire</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_force" type="checkbox" /> <span>Force</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_lightning" type="checkbox" /> <span>Lightning</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_necrotic" type="checkbox" /> <span>Necrotic</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_piercing" type="checkbox" /> <span>Piercing</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_poison" type="checkbox" /> <span>Poison</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_psychic" type="checkbox" /> <span>Psychic</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_radiant" type="checkbox" /> <span>Radiant</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_resitances" id="resistance_slashing" type="checkbox" /> <span>Slashing</span> </label> </div>
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<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">
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<div class="card-content white-text"> <span class="card-title"> Vounerabilities </span> <span>What vounerabilities does your dudes have?</span>
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<div class="row">
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<div class="col s6"> <label> <input id="vounerability_acid" type="checkbox" /> <span>Acid</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_bludgeoning" type="checkbox" /> <span>Bludgeoning</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_cold" type="checkbox" /> <span>Cold</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_fire" type="checkbox" /> <span>Fire</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_force" type="checkbox" /> <span>Force</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_lightning" type="checkbox" /> <span>Lightning</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_necrotic" type="checkbox" /> <span>Necrotic</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_piercing" type="checkbox" /> <span>Piercing</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_poison" type="checkbox" /> <span>Poison</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_psychic" type="checkbox" /> <span>Psychic</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_radiant" type="checkbox" /> <span>Radiant</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_slashing" type="checkbox" /> <span>Slashing</span> </label> </div>
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<div class="col s6"> <label> <input id="vounerability_thunder" type="checkbox" /> <span>Thunder</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_vounerabilities" id="vounerability_acid" type="checkbox" /> <span>Acid</span> </label> </div>
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<div class="col s6"> <label> <input name="mob_vounerabilities" id="vounerability_bludgeoning" type="checkbox" /> <span>Bludgeoning</span> </label> </div>
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<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>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@ -342,13 +373,27 @@
|
||||
<div class="card indigo darken-4">
|
||||
<div class="card-content white-text"> <span class="card-title">Powers</span>
|
||||
<div class="card black">
|
||||
<div class="card-content white-text"> <span class="card-title">Healing</span> <span>Can your encounter heal?</span><br> <label> <input name="mob_healing" onchange="healingMode(false)" id="mob_healing_noheal" type="checkbox" /> <span>No, my guys cannot heal</span> </label><br /> <label> <input name="mob_healing" 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" 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" 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>
|
||||
<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>
|
||||
</div>
|
||||
<div class="card black">
|
||||
<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" type="radio" checked /> <span>No, they can't and never will</span> </label><br /> <label> <input name="mob_summon" type="radio" /> <span>I am evil. (yes)</span> </label> </div>
|
||||
<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>
|
||||
</div>
|
||||
<div class="card black">
|
||||
<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" type="radio" checked /> <span>No they can't</span> </label><br /> <label> <input name="mob_stun" type="radio" /> <span>My players should suffer >:) </span> </label> </div>
|
||||
<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>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@ -357,44 +402,46 @@
|
||||
<div class="card indigo darken-4">
|
||||
<div class="card-content white-text"> <span class="card-title">Conditions</span>
|
||||
<div class="card black">
|
||||
<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>
|
||||
<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>
|
||||
<div class="row">
|
||||
<div class="col s6"> <label> <input id="contype_Blinded" type="checkbox" /> <span> Blinded </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Charmed" type="checkbox" /> <span> Charmed </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Deafened" type="checkbox" /> <span> Deafened </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Exhaustion" type="checkbox" /> <span> Exhaustion </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Frightened" type="checkbox" /> <span> Frightened </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Grappled" type="checkbox" /> <span> Grappled </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Incapacitated" type="checkbox" /> <span> Incapacitated </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Invisible" type="checkbox" /> <span> Invisible </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Paralyzed" type="checkbox" /> <span> Paralyzed </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Petrified" type="checkbox" /> <span> Petrified </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Poisoned" type="checkbox" /> <span> Poisoned </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Prone" type="checkbox" /> <span> Prone </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Restrained" type="checkbox" /> <span> Restrained </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Stunned" type="checkbox" /> <span> Stunned </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_Unconscious" type="checkbox" /> <span> Unconscious </label> </div>
|
||||
<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>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="card black">
|
||||
<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>
|
||||
<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>
|
||||
<div class="row">
|
||||
<div class="col s6"> <label> <input id="contype_apply_Blinded" type="checkbox" /> <span> Blinded </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Charmed" type="checkbox" /> <span> Charmed </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Deafened" type="checkbox" /> <span> Deafened </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Exhaustion" type="checkbox" /> <span> Exhaustion </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Frightened" type="checkbox" /> <span> Frightened </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Grappled" type="checkbox" /> <span> Grappled </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Incapacitated" type="checkbox" /> <span> Incapacitated </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Invisible" type="checkbox" /> <span> Invisible </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Paralyzed" type="checkbox" /> <span> Paralyzed </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Petrified" type="checkbox" /> <span> Petrified </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Poisoned" type="checkbox" /> <span> Poisoned </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Prone" type="checkbox" /> <span> Prone </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Restrained" type="checkbox" /> <span> Restrained </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Stunned" type="checkbox" /> <span> Stunned </label> </div>
|
||||
<div class="col s6"> <label> <input id="contype_apply_Unconscious" type="checkbox" /> <span> Unconscious </label> </div>
|
||||
<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>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@ -410,6 +457,8 @@
|
||||
<div class="col s12">
|
||||
<div class="card black">
|
||||
<div class="card-content white-text"> <span class="card-title">Results</span>
|
||||
<div class="row">
|
||||
</div>
|
||||
<div class="row">
|
||||
<div class="col s12">
|
||||
<div class="card horizontal grey darken-4">
|
||||
@ -461,95 +510,15 @@
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div> <!-- START COLLECTION! -->
|
||||
<div class="col s12 l2">
|
||||
<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 class="card-content white-text">
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Pts</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Meelee Fighters</td>
|
||||
<td>3</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<!-- 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">
|
||||
<p> :D </p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@ -560,6 +529,7 @@
|
||||
<script type="text/javascript" src="js/materialize.min.js"></script>
|
||||
<script type="text/javascript">
|
||||
$(document).ready(function () {
|
||||
$('.fixed-action-btn').floatingActionButton();
|
||||
$(".tabs").tabs();
|
||||
$(".collapsible").collapsible();
|
||||
$("#HP_max_card").hide();
|
||||
@ -567,7 +537,6 @@
|
||||
$("#DMG_max_card").hide();
|
||||
$("#DMG_average_card").hide();
|
||||
$("#dmg_hitdice").hide();
|
||||
$("#mob_multiattack_card").hide("fast");
|
||||
});
|
||||
</script>
|
||||
<script type="text/javascript">
|
||||
@ -583,12 +552,12 @@
|
||||
$("#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("average");
|
||||
@ -603,17 +572,6 @@
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function setMobMultiattack(p) {
|
||||
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) {
|
||||
switch (e) {
|
||||
case "dice":
|
||||
@ -651,7 +609,7 @@
|
||||
break;
|
||||
|
||||
}
|
||||
calcDiff();
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -692,107 +650,239 @@
|
||||
break;
|
||||
|
||||
}
|
||||
calcDiff();
|
||||
|
||||
}
|
||||
|
||||
|
||||
function calcDiff() {
|
||||
$("#diff_image").attr("src", "img/notfound.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.");
|
||||
$("#diff_summary").html("#err_notfound");
|
||||
$("#diff_image").attr("src", "img/notfound.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.");
|
||||
$("#diff_summary").html("#err_notfound");
|
||||
|
||||
//MODIFIERS
|
||||
//These are to influence how STRONK the weighting of the different
|
||||
// thins are.... yes that helps...
|
||||
//MODIFIERS
|
||||
//These are to influence how STRONK the weighting of the different
|
||||
// thins are.... yes that helps...
|
||||
|
||||
//Set the Mob Modifier
|
||||
modifier_encounter = 1
|
||||
modifier_player = 1
|
||||
//Set the Mob Modifier
|
||||
modifier_encounter = 1;
|
||||
modifier_party = 1;
|
||||
|
||||
|
||||
|
||||
//All Player Stats
|
||||
//All Player Stats
|
||||
|
||||
//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();
|
||||
//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();
|
||||
|
||||
//This counts the amount of Party Members for convenience
|
||||
var party_amount = party_meelee_fighters + party_range_fighters + party_magic_fighters + party_support_fighters;
|
||||
//This counts the amount of Party Members for convenience
|
||||
var party_amount = party_meelee_fighters + party_range_fighters + party_magic_fighters + party_support_fighters;
|
||||
|
||||
//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.
|
||||
//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.
|
||||
|
||||
//Party Levels (1-20)
|
||||
var party_level = $("#party_level").val();
|
||||
//Party Levels (1-20)
|
||||
var party_level = $("#party_level").val();
|
||||
|
||||
//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
|
||||
//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;
|
||||
|
||||
//Party Skill
|
||||
var party_skill_knowledge = $("input[name='party_dndknowledge']:checked").val();
|
||||
var party_skill_knowledge_score = Math.round(party_skill_knowledge * 6.666666666666666666);
|
||||
//Party Skill
|
||||
var party_skill_knowledge = $("input[name='party_dndknowledge']:checked").val();
|
||||
var party_skill_knowledge_score = Math.round(party_skill_knowledge * 6.666666666666666666);
|
||||
|
||||
var party_skill_attention = $("input[name='party_attention']:checked").val();
|
||||
var party_skill_attention_score = Math.round(party_skill_attention * 6.666666666666666666);
|
||||
var party_skill_attention = $("input[name='party_attention']:checked").val();
|
||||
var party_skill_attention_score = Math.round(party_skill_attention * 6.666666666666666666);
|
||||
|
||||
var party_skill_strategies = $("input[name='party_strategies']:checked").val();
|
||||
var party_skill_strategies_score = Math.round(party_skill_attention * 6.666666666666666666);
|
||||
var party_skill_strategies = $("input[name='party_strategies']:checked").val();
|
||||
var party_skill_strategies_score = Math.round(party_skill_strategies * 6.666666666666666666);
|
||||
|
||||
|
||||
var party_final_score = party_skill_strategies_score + party_skill_attention_score + party_skill_knowledge_score + party_health_score
|
||||
var party_final_score = party_skill_strategies_score + party_skill_attention_score + party_skill_knowledge_score + party_health_score;
|
||||
|
||||
//Monster Setup
|
||||
//Monster amount
|
||||
var encounter_amount = $("input[name='mob_ammount']:checked").val();
|
||||
//Monster Setup
|
||||
//Monster amount
|
||||
var encounter_amount = $("input[name='mob_ammount']:checked").val();
|
||||
|
||||
// A modifier, that applies the ratio of Enemies to players
|
||||
var global_amount_modifier = encounter_amount/party_amount
|
||||
// A modifier, that applies the ratio of Enemies to players
|
||||
var global_amount_modifier = encounter_amount / party_amount;
|
||||
|
||||
// What HP Type is used? 1=average 2=rolled 3=max
|
||||
var encounter_hp_type = $("input[name='mob_hp_type']:checked").val();
|
||||
|
||||
if (encounter_hp_type == 1) {
|
||||
//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.
|
||||
var encounter_hp_type_rolls_added = encounter_hp_type_rolls_amount + encounter_hp_type_rolls_dice
|
||||
var encounter_hp_type_rolls_added_score = 20/(encounter_hp_type_rolls_added / party_amount)
|
||||
} else if (encounter_hp_type == 2) {
|
||||
//IF Using Averages
|
||||
var encounter_hp_type_averages = $("#mob_hp_avg").val();
|
||||
var encounter_hp_type_averages_score = 20/(encounter_hp_type_averages / party_amount)
|
||||
} else if (encounter_hp_type == 3) {
|
||||
//IF Using Averages
|
||||
var encounter_hp_type_max = $("#mob_hp_max").val();
|
||||
var encounter_hp_type_max_score = 20/(encounter_hp_type_max / party_amount)
|
||||
|
||||
}
|
||||
|
||||
// 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
|
||||
|
||||
//This sets the AC Score of the encounter. The AC Percentage defines the "Fair" Ammount of AC per Mob
|
||||
var encounter_ac = $("#mob_ac").val();
|
||||
var encounter_ac_score = (encounter_ac - 2) * global_amount_modifier;
|
||||
// What HP Type is used? 1=average 2=rolled 3=max
|
||||
var encounter_hp_type = $("input[name='mob_hp_type']:checked").val();
|
||||
|
||||
|
||||
//reset scores
|
||||
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 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.
|
||||
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) {
|
||||
|
||||
//IF Using Averages
|
||||
var encounter_hp_type_averages = $("#mob_hp_avg").val();
|
||||
encounter_hp_type_averages_score = 20 / (encounter_hp_type_averages / party_amount);
|
||||
|
||||
} else if (encounter_hp_type == 3) {
|
||||
|
||||
//IF Using Averages
|
||||
var encounter_hp_type_max = $("#mob_hp_max").val();
|
||||
encounter_hp_type_max_score = 20 / (encounter_hp_type_max / party_amount);
|
||||
|
||||
}
|
||||
var encounter_hp_score = encounter_hp_type_rolls_added_score + encounter_hp_type_averages_score + encounter_hp_type_max_score;
|
||||
|
||||
// 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;
|
||||
|
||||
//This sets the AC Score of the encounter.
|
||||
var encounter_ac = $("#mob_ac").val();
|
||||
var encounter_ac_score = (encounter_ac - 2) * global_amount_modifier;
|
||||
|
||||
// What Damage Type is used? 1=average 2=rolled 3=max
|
||||
var encounter_dmg_type = $("input[name='mob_dmg_type']:checked").val();
|
||||
|
||||
//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) {
|
||||
|
||||
//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) {
|
||||
|
||||
//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) {
|
||||
|
||||
//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;
|
||||
|
||||
var encounter_dmgtype_possibilities = 0;
|
||||
var encounter_dmgtype_points = 0;
|
||||
$.each($("input[name='dmgtype']:checked"), function() {
|
||||
encounter_dmgtype_points++;
|
||||
//selected_dmgtypes.push($(this).val());
|
||||
});
|
||||
$.each($("input[name='dmgtype']"), function() {
|
||||
encounter_dmgtype_possibilities++;
|
||||
});
|
||||
|
||||
var encounter_dmgtype_score = (20 - encounter_dmgtype_possibilities) + encounter_dmgtype_points * global_amount_modifier;
|
||||
|
||||
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());
|
||||
});
|
||||
|
||||
encounter_condition_score = encounter_apply_conditions * 5 - encounter_conditions * 3;
|
||||
|
||||
//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;
|
||||
|
||||
//FINAL CALCULATION
|
||||
//Party Points:
|
||||
var final_score = (encounter_final_score * modifier_encounter) - (party_final_score * modifier_party);
|
||||
|
||||
var party_variables = [party_skill_strategies_score,party_skill_attention_score,party_skill_knowledge_score,party_health_score];
|
||||
var party_variables_name = ["party_skill_strategies_score","party_skill_attention_score","party_skill_knowledge_score","party_health_score"];
|
||||
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"];
|
||||
|
||||
|
||||
//Fill the tables
|
||||
$("#totalscard").wrapInner('<table><thead><tr><th>Variable</th><th>Pts</th></tr></thead><tbody id="totalsdata"></tbody></table>');
|
||||
|
||||
party_variables.forEach((element, i) => filltable(party_variables_name, element, i));
|
||||
encounter_variables.forEach((element, i) => filltable(encounter_variables_name, element, i));
|
||||
//encounter_variables.forEach((element, i) => document.getElementById("totalscard").innerHTML += "<tr>" + encounter_variables_name[i] + "</tr>" + "<tr>" + element + "</tr>");
|
||||
|
||||
}
|
||||
|
||||
function filltable(namespace, element, i) {
|
||||
$("#totalsdata").append("<tr><td>" + namespace[i] + "</td><td>" + element + "</td></tr>");
|
||||
}
|
||||
|
||||
function setDiff(difficulty) {
|
||||
$("#diff_image").attr("src", "img/diff_" + difficulty.substring(3, 0) + ".jpg");
|
||||
@ -817,7 +907,7 @@
|
||||
$("#diff_summary").html("");
|
||||
}
|
||||
};
|
||||
console.log("Done!");
|
||||
</script>
|
||||
</body>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
Loading…
Reference in New Issue
Block a user