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c937db6f9a
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8cb1deaea7 |
110
index.php
110
index.php
@ -690,7 +690,7 @@
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var party_skill_attention_score = Math.round(party_skill_attention * 6.666666666666666666);
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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();
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var party_skill_strategies = $("input[name='party_strategies']:checked").val();
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var party_skill_strategies_score = Math.round(party_skill_attention * 6.666666666666666666);
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var party_skill_strategies_score = Math.round(party_skill_strategies * 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;
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var party_final_score = party_skill_strategies_score + party_skill_attention_score + party_skill_knowledge_score + party_health_score;
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@ -700,16 +700,17 @@
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var encounter_amount = $("input[name='mob_ammount']:checked").val();
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var encounter_amount = $("input[name='mob_ammount']:checked").val();
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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;
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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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if (encounter_hp_type == 1) {
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//reset scores
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//reset scores
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encounter_hp_type_rolls_added_score = 0
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var encounter_hp_type_rolls_added_score = 0;
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encounter_hp_type_averages_score = 0
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var encounter_hp_type_averages_score = 0;
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encounter_hp_type_max_score = 0
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var encounter_hp_type_max_score = 0;
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if (encounter_hp_type == 1) {
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//IF Using Health Rolls
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//IF Using Health Rolls
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@ -719,30 +720,22 @@
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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 = encounter_hp_type_rolls_amount + encounter_hp_type_rolls_dice;
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var encounter_hp_type_rolls_added_score = 20/(encounter_hp_type_rolls_added / party_amount);
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encounter_hp_type_rolls_added_score = 20 / (encounter_hp_type_rolls_added / party_amount);
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} else if (encounter_hp_type == 2) {
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} else if (encounter_hp_type == 2) {
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//reset scores
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encounter_hp_type_rolls_added_score = 0
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encounter_hp_type_averages_score = 0
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encounter_hp_type_max_score = 0
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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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var encounter_hp_type_averages_score = 20/(encounter_hp_type_averages / party_amount);
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encounter_hp_type_averages_score = 20 / (encounter_hp_type_averages / party_amount);
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} else if (encounter_hp_type == 3) {
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} else if (encounter_hp_type == 3) {
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//reset scores
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encounter_hp_type_rolls_added_score = 0
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encounter_hp_type_averages_score = 0
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encounter_hp_type_max_score = 0
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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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var encounter_hp_type_max_score = 20/(encounter_hp_type_max / party_amount);
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encounter_hp_type_max_score = 20 / (encounter_hp_type_max / party_amount);
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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 = encounter_hp_type_rolls_added_score + encounter_hp_type_averages_score + 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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@ -756,11 +749,11 @@
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// What Damage Type is used? 1=average 2=rolled 3=max
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// What Damage Type is used? 1=average 2=rolled 3=max
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var encounter_dmg_type = $("input[name='mob_dmg_type']:checked").val();
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var encounter_dmg_type = $("input[name='mob_dmg_type']:checked").val();
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if (encounter_dmg_type == 1) {
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//reset scores
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//reset scores
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encounter_dmg_type_rolls_added_score = 0
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var encounter_dmg_type_rolls_added_score = 0;
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encounter_dmg_type_averages_score = 0
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var encounter_dmg_type_averages_score = 0;
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encounter_dmg_type_max_score = 0
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var encounter_dmg_type_max_score = 0;
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if (encounter_dmg_type == 1) {
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//IF Using Health Rolls
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//IF Using Health Rolls
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var encounter_dmg_type_rolls_amount = $("#mob_dmg_dice_ammount").val();
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var encounter_dmg_type_rolls_amount = $("#mob_dmg_dice_ammount").val();
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@ -769,35 +762,27 @@
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//I Debated multiplying the points but that would just be the max dmg value.
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//I Debated multiplying the points but that would just be the max dmg 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_dmg_type_rolls_added = encounter_dmg_type_rolls_amount + encounter_dmg_type_rolls_dice;
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var encounter_dmg_type_rolls_added = encounter_dmg_type_rolls_amount + encounter_dmg_type_rolls_dice;
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var encounter_dmg_type_rolls_added_score = 20/(encounter_dmg_type_rolls_added / party_amount);
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encounter_dmg_type_rolls_added_score = 20 / (encounter_dmg_type_rolls_added / party_amount);
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} else if (encounter_dmg_type == 2) {
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} else if (encounter_dmg_type == 2) {
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//reset scores
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encounter_dmg_type_rolls_added_score = 0
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encounter_dmg_type_averages_score = 0
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encounter_dmg_type_max_score = 0
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//IF Using Averages
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//IF Using Averages
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var encounter_dmg_type_averages = $("#mob_dmg_avg").val();
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var encounter_dmg_type_averages = $("#mob_dmg_avg").val();
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var encounter_dmg_type_averages_score = 20/(encounter_dmg_type_averages / party_amount);
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encounter_dmg_type_averages_score = 20 / (encounter_dmg_type_averages / party_amount);
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} else if (encounter_dmg_type == 3) {
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} else if (encounter_dmg_type == 3) {
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//reset scores
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encounter_dmg_type_rolls_added_score = 0
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encounter_dmg_type_averages_score = 0
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encounter_dmg_type_max_score = 0
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//IF Using Averages
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//IF Using Averages
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var encounter_dmg_type_max = $("#mob_dmg_max").val();
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var encounter_dmg_type_max = $("#mob_dmg_max").val();
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var encounter_dmg_type_max_score = 20/(encounter_dmg_type_max / party_amount);
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encounter_dmg_type_max_score = 20 / (encounter_dmg_type_max / party_amount);
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}
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}
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var encounter_dmg_score = encounter_dmg_type_rolls_added_score + encounter_dmg_type_averages_score + encounter_dmg_type_max_score
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var encounter_dmg_score = encounter_dmg_type_rolls_added_score + encounter_dmg_type_averages_score + encounter_dmg_type_max_score;
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var encounter_dmgtype_possibilities = 0
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var encounter_dmgtype_possibilities = 0;
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var encounter_dmgtype_points = 0;
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var encounter_dmgtype_points = 0;
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$.each($("input[name='dmgtype']:checked"), function(){
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$.each($("input[name='dmgtype']:checked"), function() {
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encounter_dmgtype_points++;
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encounter_dmgtype_points++;
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//selected_dmgtypes.push($(this).val());
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//selected_dmgtypes.push($(this).val());
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});
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});
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$.each($("input[name='dmgtype']"), function(){
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$.each($("input[name='dmgtype']"), function() {
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encounter_dmgtype_possibilities++;
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encounter_dmgtype_possibilities++;
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});
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});
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@ -820,69 +805,72 @@
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var encounter_resistances = 0;
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var encounter_resistances = 0;
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var encounter_vounerabilities = 0;
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var encounter_vounerabilities = 0;
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$.each($("input[name='mob_immunities']:checked"), function(){
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$.each($("input[name='mob_immunities']:checked"), function() {
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encounter_resistances++;
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encounter_resistances++;
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//selected_dmgtypes.push($(this).val());
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//selected_dmgtypes.push($(this).val());
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});
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});
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$.each($("input[name='mob_resitances']:checked"), function(){
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$.each($("input[name='mob_resitances']:checked"), function() {
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encounter_immunities++;
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encounter_immunities++;
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//selected_dmgtypes.push($(this).val());
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//selected_dmgtypes.push($(this).val());
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});
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});
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$.each($("input[name='mob_vounerabilities']:checked"), function(){
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$.each($("input[name='mob_vounerabilities']:checked"), function() {
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encounter_vounerabilities++
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encounter_vounerabilities++;
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//selected_dmgtypes.push($(this).val());
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//selected_dmgtypes.push($(this).val());
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});
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});
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var encounter_status_score = global_amount_modifier*(encounter_resistances + (encounter_immunities*2)) - encounter_vounerabilities;
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var encounter_status_score = global_amount_modifier * (encounter_resistances + (encounter_immunities * 2)) - encounter_vounerabilities;
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var encounter_healing_score = 0;
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var encounter_healing_score = 0;
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$.each($("input[name='mob_healing']:checked"), function(){
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$.each($("input[name='mob_healing']:checked"), function() {
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encounter_healing_score = encounter_healing_score + $(this).val();
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encounter_healing_score = encounter_healing_score + $(this).val();
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});
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});
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var encounter_stunning_score = $("input[name='mob_stun']:checked").val();
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var encounter_stunning_score = $("input[name='mob_stun']:checked").val();
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var encounter_conditions = 0;
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var encounter_conditions = 0;
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var encounter_apply_conditions = 0;
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var encounter_apply_conditions = 0;
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$.each($("input[name='mob_resitances']:checked"), function(){
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$.each($("input[name='mob_resitances']:checked"), function() {
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encounter_conditions++;
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encounter_conditions++;
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//selected_dmgtypes.push($(this).val());
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//selected_dmgtypes.push($(this).val());
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});
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});
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$.each($("input[name='applying_conditions']:checked"), function(){
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$.each($("input[name='applying_conditions']:checked"), function() {
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encounter_apply_conditions++;
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encounter_apply_conditions++;
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//selected_dmgtypes.push($(this).val());
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//selected_dmgtypes.push($(this).val());
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});
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});
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encounter_condition_score = applying_conditions*5-encounter_conditions*3
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encounter_condition_score = applying_conditions * 5 - encounter_conditions * 3;
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//Clamp the score
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//Clamp the score
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if (encounter_condition_score > 20) {
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if (encounter_condition_score > 20) {
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encounter_condition_score = 20
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encounter_condition_score = 20;
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} else if (encounter_condition_score < -20) {
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} else if (encounter_condition_score < -20) {
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encounter_condition_score = -20
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encounter_condition_score = -20;
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}
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}
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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
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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;
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//FINAL CALCULATION
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//FINAL CALCULATION
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//Party Points:
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//Party Points:
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var final_score = (encounter_final_score * modifier_encounter) - (party_final_score * modifier_party)
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var final_score = (encounter_final_score * modifier_encounter) - (party_final_score * modifier_party);
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var party_variables = [party_skill_strategies_score, party_skill_attention_score, party_skill_knowledge_score, party_health_score];
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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];
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$.each(party_variables, function() {
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console.log("<tr>" + variablesName($(this)) + "</tr>" + "<tr>" + $(this).val() + "</tr>");
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});
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$.each(encounter_variables, function() {
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console.log("<tr>" + variablesName($(this)) + "</tr>" + "<tr>" + $(this).val() + "</tr>");
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});
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var party_variables = [party_skill_strategies_score, party_skill_attention_score, party_skill_knowledge_score, party_health_score]
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var encounter_variables = [encounter_hp_score, encounter_cr_score, encounter_ac_score, encounter_dmg_score, encounter_dmgtype_score, encounter_onehit_score, encounter_multiattack_score, encounter_strategy_score, encounter_lair_action_score, encounter_legendairy_action_score, encounter_status_score, encounter_healing_score, encounter_stunning_score, encounter_condition_score]
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//Fill the tables
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//Fill the tables
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$("#totalscard").html(
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console.log(
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"<table><thead><tr><th>Variable</th><th>Pts</th></tr></thead><tbody>"+
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"<table><thead><tr><th>Variable</th><th>Pts</th></tr></thead><tbody>"+"</tbody></table>"
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$.each(party_variables, function(){
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"<tr>"+variablesName($(this))+"</tr>"
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"<tr>"+$(this).val()+"</tr>"
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})
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);
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);
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}
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}
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