From a68efed023381b84d681076072527be4e19a346f Mon Sep 17 00:00:00 2001 From: James <9213561+Gensokian@users.noreply.github.com> Date: Thu, 29 Sep 2022 08:22:37 +0200 Subject: [PATCH] started with calculation and added CR --- index.php | 146 ++++++++++++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 137 insertions(+), 9 deletions(-) diff --git a/index.php b/index.php index 1dd635d..0a23200 100644 --- a/index.php +++ b/index.php @@ -72,7 +72,13 @@
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Resources How healthy are your players?



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Resources + How healthy are your players?
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Skill calculator
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Knowledge Have your players played DND before?


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Knowledge + Have your players played DND before?
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Awareness Do your players use the enviroment for attacks?


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Awareness + Do your players use the enviroment for attacks?
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Strategies Do 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 rules Do you use rules, which assist in adding damage/advantage? (Flanking, Limb rule , Lingering Injuries, Massive Damage, yadayada)




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Health kind Are 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 kind Are we using Max, Average or rolled HP?
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Health Rolls How many Dice are used for the calculation? @@ -138,8 +171,10 @@
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Health Averages What'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 Class What's the average Armorclass? -
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Armor Class + What's the average Armorclass? +
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@@ -663,6 +701,96 @@ $("#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 + + + + //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); + + 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_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(); + + // 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; + + + + + }