Resources
+ How healthy are your players?
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Skill calculator
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KnowledgeHave your players played DND before?
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Knowledge
+ Have your players played DND before?
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AwarenessDo your players use the enviroment for attacks?
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Awareness
+ Do your players use the enviroment for attacks?
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StrategiesDo your players play any strategy games? (Chess counts)
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Strategies
+ Do your players play any strategy games? (Chess counts)
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Special rulesDo you use rules, which assist in adding damage/advantage? (Flanking, Limb rule , Lingering Injuries, Massive Damage, yadayada)
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Health kindAre we using Max, Average or rolled HP?
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Total CR
+ Whats the TOTAL CR Of all the mobs?
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Health kindAre we using Max, Average or rolled HP?
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Health RollsHow many Dice are used for the calculation?
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Health AveragesWhat's the average HP of the Enemy?
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Health Averages
+ What's the average HP of the Enemy?
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Armor ClassWhat's the average Armorclass?
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Armor Class
+ What's the average Armorclass?
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$("#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...
+
+ //Set the Mob Modifier
+ modifier_encounter = 1
+ modifier_player = 1
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+
+ //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();
+
+ //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 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 Skill
+ var party_skill_knowledge = $("input[name='party_dndknowledge']:checked").val();
+ var party_skill_knowledge_score = Math.round(party_skill_knowledge * 6.666666666666666666);
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+ var party_skill_attention = $("input[name='party_attention']:checked").val();
+ var party_skill_attention_score = Math.round(party_skill_attention * 6.666666666666666666);
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+ var party_skill_strategies = $("input[name='party_strategies']:checked").val();
+ var party_skill_strategies_score = Math.round(party_skill_attention * 6.666666666666666666);
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+
+ 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();
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+ // A modifier, that applies the ratio of Enemies to players
+ var global_amount_modifier = encounter_amount/party_amount
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+ // What HP Type is used? 1=average 2=rolled 3=max
+ var encounter_hp_type = $("input[name='mob_hp_type']:checked").val();
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+ 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;
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}