fixed errors

This commit is contained in:
James 2022-09-29 14:21:09 +02:00
parent 8cb1deaea7
commit c937db6f9a

108
index.php
View File

@ -690,7 +690,7 @@
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_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;
@ -700,16 +700,17 @@
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;
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) {
//reset scores
encounter_hp_type_rolls_added_score = 0
encounter_hp_type_averages_score = 0
encounter_hp_type_max_score = 0
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
@ -719,30 +720,22 @@
//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);
encounter_hp_type_rolls_added_score = 20 / (encounter_hp_type_rolls_added / party_amount);
} else if (encounter_hp_type == 2) {
//reset scores
encounter_hp_type_rolls_added_score = 0
encounter_hp_type_averages_score = 0
encounter_hp_type_max_score = 0
//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);
encounter_hp_type_averages_score = 20 / (encounter_hp_type_averages / party_amount);
} else if (encounter_hp_type == 3) {
//reset scores
encounter_hp_type_rolls_added_score = 0
encounter_hp_type_averages_score = 0
encounter_hp_type_max_score = 0
//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);
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
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();
@ -756,11 +749,11 @@
// What Damage Type is used? 1=average 2=rolled 3=max
var encounter_dmg_type = $("input[name='mob_dmg_type']:checked").val();
if (encounter_dmg_type == 1) {
//reset scores
encounter_dmg_type_rolls_added_score = 0
encounter_dmg_type_averages_score = 0
encounter_dmg_type_max_score = 0
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();
@ -769,35 +762,27 @@
//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;
var encounter_dmg_type_rolls_added_score = 20/(encounter_dmg_type_rolls_added / party_amount);
encounter_dmg_type_rolls_added_score = 20 / (encounter_dmg_type_rolls_added / party_amount);
} else if (encounter_dmg_type == 2) {
//reset scores
encounter_dmg_type_rolls_added_score = 0
encounter_dmg_type_averages_score = 0
encounter_dmg_type_max_score = 0
//IF Using Averages
var encounter_dmg_type_averages = $("#mob_dmg_avg").val();
var encounter_dmg_type_averages_score = 20/(encounter_dmg_type_averages / party_amount);
encounter_dmg_type_averages_score = 20 / (encounter_dmg_type_averages / party_amount);
} else if (encounter_dmg_type == 3) {
//reset scores
encounter_dmg_type_rolls_added_score = 0
encounter_dmg_type_averages_score = 0
encounter_dmg_type_max_score = 0
//IF Using Averages
var encounter_dmg_type_max = $("#mob_dmg_max").val();
var encounter_dmg_type_max_score = 20/(encounter_dmg_type_max / party_amount);
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_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_possibilities = 0;
var encounter_dmgtype_points = 0;
$.each($("input[name='dmgtype']:checked"), function(){
$.each($("input[name='dmgtype']:checked"), function() {
encounter_dmgtype_points++;
//selected_dmgtypes.push($(this).val());
});
$.each($("input[name='dmgtype']"), function(){
$.each($("input[name='dmgtype']"), function() {
encounter_dmgtype_possibilities++;
});
@ -820,69 +805,72 @@
var encounter_resistances = 0;
var encounter_vounerabilities = 0;
$.each($("input[name='mob_immunities']:checked"), function(){
$.each($("input[name='mob_immunities']:checked"), function() {
encounter_resistances++;
//selected_dmgtypes.push($(this).val());
});
$.each($("input[name='mob_resitances']:checked"), function(){
$.each($("input[name='mob_resitances']:checked"), function() {
encounter_immunities++;
//selected_dmgtypes.push($(this).val());
});
$.each($("input[name='mob_vounerabilities']:checked"), function(){
encounter_vounerabilities++
$.each($("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_status_score = global_amount_modifier * (encounter_resistances + (encounter_immunities * 2)) - encounter_vounerabilities;
var encounter_healing_score = 0;
$.each($("input[name='mob_healing']:checked"), function(){
$.each($("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(){
$.each($("input[name='mob_resitances']:checked"), function() {
encounter_conditions++;
//selected_dmgtypes.push($(this).val());
});
$.each($("input[name='applying_conditions']:checked"), function(){
$.each($("input[name='applying_conditions']:checked"), function() {
encounter_apply_conditions++;
//selected_dmgtypes.push($(this).val());
});
encounter_condition_score = applying_conditions*5-encounter_conditions*3
encounter_condition_score = applying_conditions * 5 - encounter_conditions * 3;
//Clamp the score
if (encounter_condition_score > 20) {
encounter_condition_score = 20
encounter_condition_score = 20;
} else if (encounter_condition_score < -20) {
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
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 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 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];
$.each(party_variables, function() {
console.log("<tr>" + variablesName($(this)) + "</tr>" + "<tr>" + $(this).val() + "</tr>");
});
$.each(encounter_variables, function() {
console.log("<tr>" + variablesName($(this)) + "</tr>" + "<tr>" + $(this).val() + "</tr>");
});
var party_variables = [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]
//Fill the tables
console.log(
"<table><thead><tr><th>Variable</th><th>Pts</th></tr></thead><tbody>"+
$.each(party_variables, function(){
"<tr>"+variablesName($(this))+"</tr>"
"<tr>"+$(this).val()+"</tr>"
})
"<table><thead><tr><th>Variable</th><th>Pts</th></tr></thead><tbody>"+"</tbody></table>"
);
}