Update index.php
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index.php
17
index.php
@ -711,7 +711,7 @@
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var party_skill_rules_score = Math.round(party_skill_rules * 6.666666666666666666);
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var party_skill_rules_score = Math.round(party_skill_rules * 6.666666666666666666);
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var party_final_score = party_skill_strategies_score + party_skill_rules_score + party_skill_attention_score + party_skill_knowledge_score + party_health_score;
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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
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//Monster Setup
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//Monster amount
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//Monster amount
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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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// A modifier, that applies the ratio of Enemies to players
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var global_amount_modifier = encounter_amount / party_amount * 100;
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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
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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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var encounter_hp_type = $("input[name='mob_hp_type']:checked").val();
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@ -738,23 +738,26 @@
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//Evaluate by adding the two scores.
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//Evaluate by adding the two scores.
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//I Debated multiplying the points but that would just be the max HP value.
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//I Debated multiplying the points but that would just be the max HP value.
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//In the end, it's always hard to give a fair result.
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//In the end, it's always hard to give a fair result.
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var encounter_hp_type_rolls_added = encounter_hp_type_rolls_amount + encounter_hp_type_rolls_dice;
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var encounter_hp_type_rolls_added = parseInt(encounter_hp_type_rolls_amount) + parseInt(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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var encounter_hp_by_party = encounter_hp_type_rolls_added / party_amount
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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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} else if (encounter_hp_type == 1) {
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//IF Using Averages
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//IF Using Averages
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var encounter_hp_type_averages = $("#mob_hp_avg").val();
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var encounter_hp_type_averages = $("#mob_hp_avg").val();
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encounter_hp_type_averages_score = 20 / (encounter_hp_type_averages / party_amount);
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var encounter_hp_by_party = encounter_hp_type_averages / party_amount
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encounter_hp_type_averages_score = 20 / encounter_hp_by_party;
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} else if (encounter_hp_type == 3) {
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} else if (encounter_hp_type == 3) {
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//IF Using Averages
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//IF Using Averages
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var encounter_hp_type_max = $("#mob_hp_max").val();
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var encounter_hp_type_max = $("#mob_hp_max").val();
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encounter_hp_type_max_score = 20 / (encounter_hp_type_max / party_amount);
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var encounter_hp_by_party = encounter_hp_type_max / party_amount
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encounter_hp_type_max_score = 20 / encounter_hp_by_party;
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}
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}
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var encounter_hp_score = encounter_hp_type_rolls_added_score + encounter_hp_type_averages_score + encounter_hp_type_max_score;
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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
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// CR Calculation
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var encounter_cr = $("#mob_CR").val();
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var encounter_cr = $("#mob_CR").val();
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