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script.js
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script.js
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/**
* Created by joshwolfman on 5/6/19.
*/
function main(){
setInterval(update,100);
}
function update(){
var PL=parseFloat(document.getElementById("PL").value);
var number=parseFloat(document.getElementById("size").value);
var CR=[0,0];
/*
NPC's Challenge Rank: NPC's Power Level
Challenge Rank 1: Party's PL -4 or lower
Challenge Rank 2: Party's PL -2 or -3
Challenge Rank 3: Party's PL -1
Challenge Rank 4: Party's PL
Challenge Rank 5-6: Party's PL + 1
Challenge Rank 7-9: Party's PL + 2
Challenge Rank 10-13: Party's PL + 3
Challenge Rank 14-19: Party's PL + 4
Challenge Rank 20+: Party's PL + 5
*/
if(document.getElementsByClassName("NPC").length>0) {
for (var c=0;c<document.getElementsByClassName("NPC").length;c++) {
var NPC=document.getElementsByClassName("NPC")[c];
var ePL = parseFloat(NPC.childNodes[3].value);
if(NPC.childNodes[7].checked){//check rapid-fire
ePL+=2;
}
if(NPC.childNodes[8].value==2){//check ally
CR[0]*=-1;
CR[1]*=-1;
}else if(NPC.childNodes[8].value==1){//check neutral
CR[0]*=2;
CR[1]*=2;
}
for(var i=0;i<NPC.childNodes[5].value;i++) {
if (ePL == PL - 4) {
CR[0] += 1;
CR[1] += 1;
} else if (ePL <= PL - 2) {
CR[0] += 2;
CR[1] += 2;
} else if (ePL == PL - 1) {
CR[0] += 3;
CR[1] += 3;
} else if (ePL == PL) {
CR[0] += 4;
CR[1] += 4;
} else if (ePL == PL + 1) {
CR[0] += 5;
CR[1] += 6;
} else if (ePL == PL + 2) {
CR[0] += 7;
CR[1] += 9;
} else if (ePL == PL + 3) {
CR[0] += 10;
CR[1] += 13;
} else if (ePL == PL + 4) {
CR[0] += 14;
CR[1] += 19;
} else{
CR[0] += Math.ceil(3.85056*Math.E**(.319568*(ePL-PL)));
CR[1] += Math.ceil(4.24811*Math.E**(.373671*(ePL-PL)));
}
}
if(NPC.childNodes[8].value==2){//check ally
CR[0]*=-1;
CR[1]*=-1;
}else if(NPC.childNodes[8].value==1){//check neutral
CR[0]/=2;
CR[1]/=2;
}
}
}
/*
Party PL-8= 16 minions for 1 challenge rank
Party PL-7= 12 minions for 1 challenge rank
Party PL-6= 8 minions for 1 challenge rank
Party PL-5= 6 minions for 1 challenge Rank
Party PL-4= 4 minions for 1 challenge rank
Party PL-3= 3 minions for 1 challenge rank
Party PL-2= 2 minions for 1 challenge rank
Party PL-1 to Party PL= 1 minion for 1 challenge rank
*/
if(document.getElementsByClassName("minion").length) {
for (var c=0;c<document.getElementsByClassName("minion").length;c++) {
var minion=document.getElementsByClassName("minion")[c];
var ePL = parseFloat(minion.childNodes[3].value);
var num=parseFloat(minion.childNodes[5].value)*(parseFloat(minion.childNodes[7].value)+1);
if(minion.childNodes[8].value==2){//check ally
CR[0]*=-1;
CR[1]*=-1;
}else if(minion.childNodes[8].value==1){//check neutral
CR[0]*=2;
CR[1]*=2;
}
if(ePL<=PL-8){
CR[0]+=num/16;
CR[1]+=num/16;
}else if(ePL<=PL-7){
CR[0]+=num/12;
CR[1]+=num/12;
}else if(ePL<=PL-6){
CR[0]+=num/8;
CR[1]+=num/8;
}else if(ePL<=PL-5){
CR[0]+=num/6;
CR[1]+=num/6;
}else if(ePL<=PL-4){
CR[0]+=num/4;
CR[1]+=num/4;
}else if(ePL<=PL-3){
CR[0]+=num/3;
CR[1]+=num/3;
}else if(ePL<=PL-2){
CR[0]+=num/2;
CR[1]+=num/2;
}else if(ePL<=PL){
CR[0]+=num;
CR[1]+=num;
}else{
CR[0]+=Math.ceil(num/(1.03683*Math.E**(-.344073*(ePL-PL))));
CR[1]+=Math.ceil(num/(1.03683*Math.E**(-.344073*(ePL-PL))));
}
if(minion.childNodes[8].value==2){//check ally
CR[0]*=-1;
CR[1]*=-1;
}else if(minion.childNodes[8].value==1){//check neutral
CR[0]/=2;
CR[1]/=2;
}
}
}
if(document.getElementsByClassName("force").length) {
for (var c=0;c<document.getElementsByClassName("force").length;c++) {
var force=document.getElementsByClassName("force")[c];
var qPL=parseInt(force.childNodes[2].value)+3;
var size=parseInt(force.childNodes[4].value);
var ePL=qPL+size-1;
var num=parseInt(force.childNodes[6].value);
if(force.childNodes[7].value==2){//check ally
CR[0]*=-1;
CR[1]*=-1;
}else if(force.childNodes[7].value==1){//check neutral
CR[0]*=2;
CR[1]*=2;
}
for(var i=0;i<num;i++) {
if (ePL == PL - 4) {
CR[0] += 1;
CR[1] += 1;
} else if (ePL <= PL - 2) {
CR[0] += 2;
CR[1] += 2;
} else if (ePL == PL - 1) {
CR[0] += 3;
CR[1] += 3;
} else if (ePL == PL) {
CR[0] += 4;
CR[1] += 4;
} else if (ePL == PL + 1) {
CR[0] += 5;
CR[1] += 6;
} else if (ePL == PL + 2) {
CR[0] += 7;
CR[1] += 9;
} else if (ePL == PL + 3) {
CR[0] += 10;
CR[1] += 13;
} else if (ePL == PL + 4) {
CR[0] += 14;
CR[1] += 19;
} else{
CR[0] += Math.ceil(3.85056*Math.E**(.319568*(ePL-PL)));
CR[1] += Math.ceil(4.24811*Math.E**(.373671*(ePL-PL)));
}
}
if(force.childNodes[7].value==2){//check ally
CR[0]*=-1;
CR[1]*=-1;
}else if(force.childNodes[7].value==1){//check neutral
CR[0]/=2;
CR[1]/=2;
}
}
}
CR[0]=Math.ceil(CR[0]);
CR[1]=Math.ceil(CR[1]);
var p= document.createElement("P");
var diff=document.createElement("P");
if(CR[0]==CR[1]){
p.innerHTML=CR[0];
diff.innerHTML=calc(CR[0],number);
}else{
p.innerHTML=CR[0]+"-"+CR[1];
diff.innerHTML=calc(CR[0],number)+"-"+calc(CR[1],number);
}
while(document.getElementById("CR").childElementCount>1) {
document.getElementById("CR").removeChild(document.getElementById("CR").childNodes[2]);
}
document.getElementById("CR").appendChild(p);
while(document.getElementById("diff").childElementCount>1){
document.getElementById("diff").removeChild(document.getElementById("diff").childNodes[2]);
}
document.getElementById("diff").appendChild(diff);
}
function add(type){
var NPC=document.createElement("DIV");
NPC.className=type;
var name=document.createElement("P");
name.innerHTML="Name:";
NPC.appendChild(name);
var nameBox=document.createElement("INPUT");
nameBox.type="text";
NPC.appendChild(nameBox);
if(type!="force") {
var PL=document.createElement("P");
PL.innerHTML=" PL:";
NPC.appendChild(PL);
var PLBox=document.createElement("INPUT");
PLBox.type="number";
PLBox.className="PL";
PLBox.min=1;
PLBox.value=1;
PLBox.onchange=update();
NPC.appendChild(PLBox);
var number=document.createElement("P");
number.innerHTML=" Number:";
NPC.appendChild(number);
var numberBox=document.createElement("INPUT");
numberBox.type="number";
numberBox.className="number";
numberBox.min=1;
numberBox.value=1;
numberBox.onchange=update();
NPC.appendChild(numberBox);
if (type == "NPC") {
var rapid=document.createElement("P");
rapid.innerHTML=" Rapid-Fire:";
NPC.appendChild(rapid);
var rapidBox=document.createElement("INPUT");
rapidBox.type="checkbox";
rapidBox.className="rapid";
rapidBox.onchange=update();
NPC.appendChild(rapidBox);
} else {
var tier=document.createElement("P");
tier.innerHTML="Tier:";
NPC.appendChild(tier);
var tierBox=document.createElement("SELECT");
tierBox.onchange=update();
var tierBruise=document.createElement("OPTION");
tierBruise.value=0;
tierBruise.innerHTML="Bruise";
tierBox.appendChild(tierBruise);
var tierDaze=document.createElement("OPTION");
tierDaze.value=1;
tierDaze.innerHTML="Daze";
tierBox.appendChild(tierDaze);
var tierStag=document.createElement("OPTION");
tierStag.value=2;
tierStag.innerHTML="Stagger";
tierBox.appendChild(tierStag);
NPC.appendChild(tierBox);
}
}else{
/*var quality=document.createElement("P");
quality.innerHTML="Quality:";
NPC.appendChild(quality);*/
var qBox=document.createElement("SELECT");
qBox.onchange=update();
var green=document.createElement("OPTION");
green.value=0;
green.innerHTML="Green";
qBox.appendChild(green);
var trained=document.createElement("OPTION");
trained.value=1;
trained.innerHTML="Trained";
qBox.appendChild(trained);
var veteran=document.createElement("OPTION");
veteran.value=2;
veteran.innerHTML="Veteran";
qBox.appendChild(veteran);
NPC.appendChild(qBox);
var size=document.createElement("P");
size.innerHTML="Size:";
NPC.appendChild(size);
var sizeBox=document.createElement("INPUT");
sizeBox.type="number";
sizeBox.className="number";
sizeBox.min=1;
sizeBox.value=1;
sizeBox.onchange=update();
NPC.appendChild(sizeBox);
var number=document.createElement("P");
number.innerHTML=" Number:";
NPC.appendChild(number);
var numberBox=document.createElement("INPUT");
numberBox.type="number";
numberBox.className="number";
numberBox.min=1;
numberBox.value=1;
numberBox.onchange=update();
NPC.appendChild(numberBox);
}
var alignment=document.createElement("SELECT");
alignment.onchange=update();
var enemy=document.createElement("OPTION");
enemy.value=0;
enemy.innerHTML="Enemy";
alignment.appendChild(enemy);
var neutral=document.createElement("OPTION");
neutral.value=1;
neutral.innerHTML="Neutral";
alignment.appendChild(neutral);
var ally=document.createElement("OPTION");
ally.value=2;
ally.innerHTML="Ally";
alignment.appendChild(ally);
NPC.appendChild(alignment)
var remove=document.createElement("BUTTON");
remove.innerHTML="Remove";
NPC.appendChild(remove);
document.getElementById(type).appendChild(NPC);
remove.setAttribute("onclick","this.parentElement.parentElement.removeChild(this.parentElement)");
}
function toggleTutorial(target){
if(target.childElementCount>0){
target.removeChild(target.childNodes[1]);
target.text="How to use this calculator";
}else{
var p=document.createElement("P");
p.id="popup";
p.innerHTML="First set the PL of the party and the number of players then use the buttons to add or remove" +
" NPCs and minions and set their numbers and PLs. The calculator will calculate the CR and show the" +
" danger ranking of the encounter, the danger ranking being more important to play than the challenge" +
" ranking.<br><br>"+
"This calculator deviates from the danger ranking scale set out in the original formula. We have found" +
" that it doesn't actually hold up well to play with characters who have defenses and offenses at cap" +
" for PL, and that it is very common for new players and GMs to make the mistake of not capping those on" +
" PCs. We can only assume that the ranking system was made for such groups. That being said, we do" +
" include the original scale in brackets following the numerical danger ranking. Furthermore, we have" +
" explanations based on how we've found the rankings to translate in play, as well as extending the" +
" formula in both directions for NPCs and minions.<br><br>"+
"No Danger: There is no possible way that the PCs could be seriously threatened.<br>"+
"Minimal Danger: The PCs have almost no chance of being defeated.<br>"+
"Modest Danger: The PCs stand to suffer some injuries if they're not careful.<br>"+
"Significant Danger: The PCs are likely to win the fight, but it will require smart play to come out on" +
" top.<br>"+
"Serious Danger: The PCs are going up against a real threat and could just as easily win as they could" +
" lose, and will need to play smart to win.<br>"
"Severe Danger: The PCs are going to be outmatched, and without very clever gameplay and teamwork," +
" they're more likely than not going to lose.<br>"
"Overwhelming Danger: The PCs are very likely to lose the encounter, and only tremendous luck or playing" +
" at the top of their game can see them through.";
target.appendChild(p);
}
}
function calc(CR,num){
var DR=Math.floor(CR/num);
switch(DR){
case 0:
case 1:
case 2:
return " No Danger ("+DR+")";
case 3:
return " Minimal Danger ("+DR+")";
case 4:
return " Modest Danger ("+DR+")";
case 5:
return " Significant Danger ("+DR+")";
case 6:
return " Serious Danger ("+DR+")";
case 7:
return " Severe Danger ("+DR+")";
case 8:
return " Overwhelming Danger ("+DR+")";
default:
return " Exceeds danger ranks ("+DR+")";
}
}