mw:Hausregeln/Mechreichweitenrechner
< mw:Hausregeln
Version vom 5. Juni 2022, 10:02 Uhr von Schevv (Diskussion | Beiträge) (Die Seite wurde neu angelegt: „<div class="replaceme"><nowiki> <script type="text/javascript"> function calculateMechRanges() { const hexMin = parseInt($("#minRange").val()); const hexShort = parseInt($("#shortRange").val()); const hexMedium = parseInt($("#mediumRange").val()); const hexLong = parseInt($("#longRange").val()); const damage = parseInt($("#weaponDamage").val()); const weaponType = parseInt($("#weaponType").val()); if (isNaN(hexMin) || isNaN(hexShort) || isN…“)
<script type="text/javascript">
function calculateMechRanges() {
const hexMin = parseInt($("#minRange").val());
const hexShort = parseInt($("#shortRange").val());
const hexMedium = parseInt($("#mediumRange").val());
const hexLong = parseInt($("#longRange").val());
const damage = parseInt($("#weaponDamage").val());
const weaponType = parseInt($("#weaponType").val());
if (isNaN(hexMin) || isNaN(hexShort) || isNaN(hexMedium) || isNaN(hexLong) || isNaN(damage)) { return; }
const hexExtreme = hexMedium * 2;
let dmgExtreme = damage;
switch (weaponType) {
case 1:
case 3:
dmgExtreme = Math.max(0, damage - 1);
break;
case 2:
dmgExtreme = Math.max(0, damage >> 1);
break;
case 4:
dmgExtreme = Math.max(0, damage * 3 >> 2);
break;
}
const mMin = hexMin * 30;
const mShort = hexShort * 30;
const mMedium = hexMedium * 30;
const mLong = hexLong * 30;
const mExtreme = hexExtreme * 30;
let metersSrt = i => hexShort * 10 * (i + 1);
let metersMed = i => mShort + (hexMedium - hexShort) * 10 * (i + 1);
let metersLng = i => mMedium + (hexLong - hexMedium) * 10 * (i + 1);
let metersExt = i => mLong + (hexExtreme - hexLong) * 10 * (i + 1);
const mLosSteps = metersLng(1) - metersLng(0);
function metersAll(i) {
if (i < 0) {
return 0;
}
if (i < 3) {
return metersSrt(i);
}
if (i < 6) {
return metersMed(i - 3);
}
if (i < 9) {
return metersLng(i - 6);
}
if (i < 12) {
return metersExt(i - 9);
}
return mExtreme + (i - 11) * mLosSteps;
}
function damageAll(i) {
if (i <= mLong) { return weaponType == 5 ? 0 : damage; }
switch (weaponType) {
case 1:
case 3:
return i <= mExtreme ? damage - 1 : Math.max(0, damage - 1 - Math.floor((i - mExtreme) / mLosSteps));
case 2:
return Math.ceil(Math.max(0, damage - damage * (i - mLong) / (mExtreme - mLong) / 2.0));
case 4:
return Math.floor(Math.max(0, damage - damage * (i - mLong) / (mExtreme - mLong) / 4.0));
case 5:
return -Math.ceil((i - mLong) / mLosSteps);
}
}
$("#weaponRangesHex30 > td").slice(1, 2).text(hexMin == 0 ? "" : hexMin);
$("#weaponRangesHex15 > td").slice(1, 2).text(hexMin == 0 ? "" : hexMin * 2);
$("#weaponRangesM > td").slice(1, 2).text(mMin == 0 ? "" : mMin);
let prev = 0;
function range(i, size) {
const meters = metersAll(i);
let value = Math.floor(meters / size);
const _prev = prev;
prev = value;
if (weaponType != 5 && damageAll(meters) == 0) { value = ""; }
else if (value == _prev) { value = "" }
else if (value != _prev + 1) { value = (_prev + 1) + "-" + value; }
return value;
}
$("#weaponRangesHex30 > td").slice( 2 ).text(i => range(i, 30));
prev = 0;
$("#weaponRangesHex15 > td").slice( 2 ).text(i => range(i, 15));
$("#weaponRangesM > td").slice( 2 ).text(i => weaponType != 5 && damageAll(metersAll(i)) == 0 ? "" : (metersAll(i) + "m"));
$("#weaponRangesDmg > td").slice( 2 ).text(i => damageAll(metersAll(i)) == 0 ? "" : damageAll(metersAll(i)));
if (weaponType != 5)
{
}
}
</script>
<style>
#weaponRanges {
text-align: center;
}
#weaponRanges tr td {
padding: 0.2em 0.1em;
}
</style>
<form action="#">
<table>
<tr>
<td>Waffenname</td>
<td>Schaden</td>
<td>Min</td>
<td>Kurz</td>
<td>Mittel</td>
<td>Lang</td>
<td>Type</td>
</tr>
<tr>
<td><input type="text" id="weaponName" onchange="calculateMechRanges()"/></td>
<td><input type="number" size="3" min="0" value="5" id="weaponDamage" onchange="calculateMechRanges()"/></td>
<td><input type="number" size="3" min="0" value="0" id="minRange" onchange="calculateMechRanges()"/></td>
<td><input type="number" size="3" min="0" value="3" id="shortRange" onchange="calculateMechRanges()"/></td>
<td><input type="number" size="3" min="0" value="6" id="mediumRange" onchange="calculateMechRanges()"/></td>
<td><input type="number" size="3" min="0" value="9" id="longRange" onchange="calculateMechRanges()"/></td>
<td><select id="weaponType" onchange="calculateMechRanges()">
<option value="1">Energiewaffe</option>
<option value="2">Impulslaser</option>
<option value="3">Gauss</option>
<option value="4">Ballistisch</option>
<option value="5">Cluster</option>
</select></td>
</tr>
</table>
</form>
Min | Nah | Mittel | Weit | Extrem | Sichtlinie | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-1 | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +13 | +13 | +13 | +13 | +13 | +13 | +13 | +13 | +13 | +13 | ||
30m Hexfelder | ||||||||||||||||||||||||||
15m Hexfelder | ||||||||||||||||||||||||||
Meter | ||||||||||||||||||||||||||
Schaden |
Benutzung
Einfach oben den Namen der Waffe, den Schaden der Waffe und die Standard-BattleTech-Reichweiten eingeben. Zusätzlich noch auswählen um welche Art von Waffe es sich handelt.