MediaWiki:Gadget-NWOBuilder.js: Difference between revisions

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   'use strict';
   'use strict';


  // Only run on the page that contains the mount (fast bail on others)
   function shouldRun($root) {
   function shouldRun($root) {
     if ($root && $root.length) return true;
     if ($root && $root.length) return true;
    // Optional page-name guard (rename to your page title with underscores):
    // return mw.config.get('wgPageName') === 'NWO_Character_Builder';
     return false;
     return false;
   }
   }
Line 18: Line 15:
     $root.addClass('nwo-builder').data('mounted', true);
     $root.addClass('nwo-builder').data('mounted', true);


    // --- Minimal HTML skeleton (no <head>/<body> needed) ---
     $root.html(
     $root.html(
       '<div class="wrap">' +
       '<div class="wrap">' +
Line 32: Line 28:
         '</div>' +
         '</div>' +
         '<p class="kudos">Rules referenced from the NWO <em>Dice Guide</em>. ' +
         '<p class="kudos">Rules referenced from the NWO <em>Dice Guide</em>. ' +
         '<a href="/wiki/Dice_Guide" style="color:var(--accent)">See the Dice Guide</a> for background traits, vanilla trait effects, and skill trait tiers.</p>' +
         '<a href="/wiki/Dice_Guide" style="color:var(--accent)">See the Dice Guide</a>.</p>' +
       '</div>'
       '</div>'
     );
     );


     // ====== Data ======
     /* =========================
      DATA (from your spec)
      ========================= */
 
     var BACKGROUNDS = {
     var BACKGROUNDS = {
       Scavenger: { traitPoints: 8, base: { STR: 8, FIT: 8 }, freeTraits: [
       Scavenger: {
        { name: 'Outdoorsman', effects: {} }, { name: 'Keen Hearing', effects: { Perception: 2 } }
        traitPoints: 8, base: { STR: 8, FIT: 8 },
       ]},
        freeTraits: [
       Thinker: { traitPoints: 10, base: { STR: 8, FIT: 8 }, freeTraits: [
          { name: 'Outdoorsman', effects: {} },
        { name: 'Dextrous', effects: {} }, { name: 'Fast Learner', effects: {} }
          { name: 'Keen Hearing', effects: { Perception: 2 } }
       ]},
        ]
       Stalwart: { traitPoints: 8, base: { STR: 10, FIT: 10 }, freeTraits: [
       },
        { name: 'Fast Coagulation', effects: {} }, { name: 'Thick Skinned', effects: { Robustness: 2 } }
       Thinker: {
       ]},
        traitPoints: 10, base: { STR: 8, FIT: 8 },
       Labourer: { traitPoints: 8, base: { STR: 8, FIT: 8 }, freeTraits: [
        freeTraits: [
        { name: 'Heavy Lifter', effects: { Robustness: 1 } }, { name: 'Organized', effects: {} }
          { name: 'Dextrous', effects: {} },
       ]}
          { name: 'Fast Learner', effects: {} }
        ]
       },
       Stalwart: {
        traitPoints: 8, base: { STR: 10, FIT: 10 },
        freeTraits: [
          { name: 'Fast Coagulation', effects: {} },
          { name: 'Thick Skinned', effects: { Robustness: 2 } }
        ]
       },
       Labourer: {
        traitPoints: 8, base: { STR: 8, FIT: 8 },
        freeTraits: [
          { name: 'Heavy Lifter', effects: { Robustness: 1 } },
          { name: 'Organized', effects: {} }
        ]
       }
     };
     };


     var POSITIVE_TRAITS = [
     var POSITIVE_TRAITS = [
       { name: 'Speed Demon', cost: 1, effects: {} },
       { name: 'Speed Demon',       cost: 1, effects: {} },
       { name: 'Low Thirst', cost: 1, effects: {} },
       { name: 'Low Thirst',         cost: 1, effects: {} },
       { name: 'Herbalist', cost: 1, effects: {} },
       { name: 'Herbalist',         cost: 1, effects: {} },
       { name: 'Iron Gut', cost: 1, effects: { Robustness: 1 } },
       { name: 'Iron Gut',           cost: 1, effects: { Robustness: 1 } },
       { name: 'Cats Eyes', cost: 2, effects: { Perception: 2 } },
       { name: 'Cats Eyes',         cost: 2, effects: { Perception: 2 } },
       { name: 'Adrenaline Junkie', cost: 2, effects: { Initiative: 2 } },
       { name: 'Adrenaline Junkie', cost: 2, effects: { Initiative: 2 } },
       { name: 'Graceful', cost: 2, effects: { Hiding: 2 } },
       { name: 'Graceful',           cost: 2, effects: { Hiding: 2 } },
       { name: 'Brave', cost: 2, effects: { Resolve: 2 } },
       { name: 'Brave',             cost: 2, effects: { Resolve: 2 } },
       { name: 'Inconspicuous', cost: 2, effects: { Hiding: 2 } },
       { name: 'Inconspicuous',     cost: 2, effects: { Hiding: 2 } },
       { name: 'Fast Healer', cost: 2, effects: { Robustness: 1 } },
       { name: 'Fast Healer',       cost: 2, effects: { Robustness: 1 } },
       { name: 'Eagle Eyed', cost: 3, effects: { 'Ranged Attack': 1, Perception: 2 } },
       { name: 'Resilient',         cost: 2, effects: {} },
       { name: 'Desensitized', cost: 4, effects: { Resolve: 4 } },
       { name: 'Fit',               cost: 3, effects: {} },
       { name: 'Resilient', cost: 2, effects: { Robustness: 1 } },
       { name: 'Strong',             cost: 3, effects: {} },
       { name: 'Fit', cost: 3, effects: { Fitness: 2 } },
       { name: 'Eagle Eyed',         cost: 3, effects: { 'Ranged Attack': 1, Perception: 2 } },
       { name: 'Strong', cost: 3, effects: { Strength: 2 } }
       { name: 'Desensitized',       cost: 4, effects: { Resolve: 4 } }
     ];
     ];


     var NEGATIVE_TRAITS = [
     var NEGATIVE_TRAITS = [
       { name: 'Prone to Illness', cost: 1, effects: { Robustness: -1 } },
       { name: 'Prone to Illness',   cost: 1, effects: { Robustness: -1 } },
       { name: 'Smoker', cost: 1, effects: { Robustness: -1 } },
       { name: 'Smoker',             cost: 1, effects: { Robustness: -1 } },
       { name: 'Slow Driver', cost: 1, effects: {} },
       { name: 'Slow Driver',       cost: 1, effects: {} },
       { name: 'Slow Learner', cost: 1, effects: {} },
       { name: 'Slow Learner',       cost: 1, effects: {} },
       { name: 'Weak Stomach', cost: 1, effects: { Robustness: -1 } },
       { name: 'Weak Stomach',       cost: 1, effects: { Robustness: -1 } },
       { name: 'Fear of Blood', cost: 2, effects: { Resolve: -2 } },
       { name: 'Fear of Blood',     cost: 2, effects: { Resolve: -2 } },
       { name: 'Agoraphobic', cost: 2, effects: { Resolve: -2 } },
       { name: 'Agoraphobic',       cost: 2, effects: { Resolve: -2 } },
       { name: 'Claustrophobic', cost: 2, effects: { Resolve: -2 } },
      { name: 'All Thumbs',        cost: 2, effects: {} },
       { name: 'Cowardly', cost: 2, effects: { Resolve: -2 } },
       { name: 'Claustrophobic',     cost: 2, effects: { Resolve: -2 } },
       { name: 'Pacifist', cost: 2, effects: { Initiative: -2 } },
       { name: 'Cowardly',           cost: 2, effects: { Resolve: -2 } },
       { name: 'Short Sighted', cost: 2, effects: { 'Ranged Attack': -1, Perception: -1 } },
       { name: 'Pacifist',           cost: 2, effects: { Initiative: -2 } },
       { name: 'Thin Skinned', cost: 2, effects: { Robustness: -2 } },
       { name: 'Short Sighted',     cost: 2, effects: { 'Ranged Attack': -1, Perception: -1 } },
       { name: 'Conspicuous', cost: 2, effects: { Hiding: -2 } },
       { name: 'Thin Skinned',       cost: 2, effects: { Robustness: -2 } },
       { name: 'Clumsy', cost: 2, effects: { Hiding: -2 } },
       { name: 'Conspicuous',       cost: 2, effects: { Hiding: -2 } },
       { name: 'Hard of Hearing', cost: 2, effects: { Perception: -2 } },
       { name: 'Clumsy',             cost: 2, effects: { Hiding: -2 } },
       { name: 'Deaf', cost: 4, effects: { Perception: -4 } },
       { name: 'Hard of Hearing',   cost: 2, effects: { Perception: -2 } },
       { name: 'All Thumbs', cost: 2, effects: {} },
       { name: 'Disorganized',       cost: 3, effects: {} },
       { name: 'Disorganized', cost: 3, effects: {} },
       { name: 'Weak',               cost: 3, effects: {} },
       { name: 'Weak', cost: 3, effects: {} },
       { name: 'Unfit',             cost: 3, effects: {} },
       { name: 'Unfit', cost: 3, effects: {} },
       { name: 'Illiterate',         cost: 4, effects: {} },
       { name: 'Illiterate', cost: 4, effects: {} },
       { name: 'Deaf',               cost: 4, effects: { Perception: -4 } },
       { name: 'Slow Healer', cost: 1, effects: { Robustness: -1 } }
       { name: 'Very Weak',         cost: 5, effects: {} },
       { name: 'Very Unfit',         cost: 5, effects: {} }
     ];
     ];


     var SKILL_TIERS = {
     var SKILL_TIERS = {
       Amateur: { cost: 1, start: 6, cap: 6, limitPerChar: Infinity },
       Amateur:     { cost: 1, start: 6, cap: 6, limitPerChar: Infinity },
       Experienced: { cost: 2, start: 8, cap: 8, limitPerChar: 2 },
       Experienced: { cost: 2, start: 8, cap: 8, limitPerChar: 2 },
       Expert: { cost: 3, start: 10, cap: 10, limitPerChar: 1 }
       Expert:     { cost: 3, start: 10, cap: 10, limitPerChar: 1 }
     };
     };


     var SKILL_GROUPS = [
     var SKILL_GROUPS = [
       { key: 'First Aid', label: 'First Aid', list: ['First Aid'] },
       { key: 'Carpenter',    label: 'Carpenter',    list: ['Carpentry'] },
       { key: 'Aiming', label: 'Aiming', list: ['Aiming'] },
      { key: 'Farmer',      label: 'Farmer',      list: ['Farming'] },
       { key: 'Reloading', label: 'Reloading', list: ['Reloading'] },
      { key: 'Doctor',      label: 'Doctor',      list: ['First Aid'] },
       { key: 'Nimble', label: 'Nimble', list: ['Nimble'] },
      { key: 'Engineer',    label: 'Engineer',    list: ['Mechanics', 'Electronics'] },
       { key: 'Sneaking', label: 'Sneaking', list: ['Sneaking'] }
      { key: 'Metalworker',  label: 'Metalworker',  list: ['Metalworking'] },
      { key: 'Housekeeper', label: 'Housekeeper', list: ['Cooking', 'Tailoring'] },
       { key: 'Shooter',     label: 'Shooter',     list: ['Aiming', 'Reloading'] },
       { key: 'OutdoorsmanS', label: 'Outdoorsman', list: ['Fishing', 'Foraging', 'Trapping'] },
       { key: 'Athlete',     label: 'Athlete',     list: ['Nimble', 'Sprinting'] },
       { key: 'Rogue',        label: 'Rogue',        list: ['Sneaking', 'Lightfooted'] },
      { key: 'FighterSurv',  label: 'Fighter (Survival)', list: ['Axe', 'Spear', 'Maintenance'] },
      { key: 'FighterBlunt', label: 'Fighter (Blunt)',    list: ['Long Blunt', 'Short Blunt', 'Maintenance'] },
      { key: 'FighterBlade', label: 'Fighter (Blade)',   list: ['Long Blade', 'Short Blade', 'Maintenance'] }
     ];
     ];


     var SKILL_TO_CHECK = {
     /* =========================
      Aiming: 'Ranged Attack',
      Engine / Calculations
      Reloading: 'Reloading',
      ========================= */
      Sneaking: 'Hiding',
      Nimble: 'Initiative',
      FirstAid: 'First Aid'
    };


     var CHECKS = [
     var CHECKS = [
       'Melee Attack','Melee Defence','Ranged Attack','Reloading',
      'Strength','Fitness','Perception','Resolve','Initiative','Robustness',
       'Perception','Resolve','Initiative','Robustness','First Aid',
       'Melee Attack','Melee Defence','Ranged Attack',
       'Nimble','Hiding','Strength','Fitness'
      'Carpentry','Farming','First Aid','Mechanics','Electronics','Metalworking',
       'Cooking','Tailoring','Aiming','Reloading','Fishing','Foraging','Trapping',
       'Nimble','Sprinting','Sneaking','Lightfooted','Hiding','Axe','Spear',
      'Maintenance','Long Blunt','Short Blunt','Long Blade','Short Blade'
     ];
     ];


    // ====== State ======
     var state = { background: 'Scavenger', pos: new Set(), neg: new Set(), skills: {} };
     var state = { background: 'Scavenger', pos: new Set(), neg: new Set(), skills: {} };


    // ====== Helpers ======
     function ensureMetric(breakdown, key) {
     function ensureMetric(breakdown, key) {
       if (!breakdown[key]) breakdown[key] = { base: 0, traits: 0, skills: 0, derived: 0, total: 0 };
       if (!breakdown[key]) breakdown[key] = { base: 0, traits: 0, skills: 0, derived: 0, total: 0 };
     }
     }


     function getSkillMod(groupKey) {
     function getSkillModByLevel(level) {
       var tier = state.skills[groupKey];
      return Math.floor((level || 0) / 2);
       return tier ? Math.floor(SKILL_TIERS[tier].start / 2) : 0;
    }
 
    function getTierStart(tierName) {
       var def = SKILL_TIERS[tierName];
       return def ? (def.start || 0) : 0;
     }
     }


     function calcMaxHP(fit) {
     function calcMaxHP(fit) {
       if (fit >= 10) return 6;
       if (fit >= 10) return 6;
       if (fit >= 8) return 5;
       if (fit >= 8) return 5;
       if (fit >= 6) return 4;
       if (fit >= 6) return 4;
       if (fit >= 4) return 3;
       if (fit >= 4) return 3;
       return 2;
       return 2;
    }
    function currentSkillLevels() {
      var out = Object.create(null);
      var i, group, tier, lv, s, name;
      for (i = 0; i < SKILL_GROUPS.length; i++) {
        group = SKILL_GROUPS[i];
        tier  = state.skills[group.key];
        if (!tier) continue;
        lv = getTierStart(tier);
        for (s = 0; s < group.list.length; s++) {
          name = group.list[s];
          if (!out[name]) out[name] = 0;
          out[name] += lv; // ADD levels if multiple groups touch same skill
        }
      }
      return out;
     }
     }


Line 153: Line 198:


       var bg = BACKGROUNDS[state.background];
       var bg = BACKGROUNDS[state.background];
       breakdown.Strength.base = bg.base.STR;
       breakdown.Strength.base   = bg.base.STR;
       breakdown.Fitness.base = bg.base.FIT;
       breakdown.Fitness.base   = bg.base.FIT;
       breakdown.Perception.base = 2;
       breakdown.Perception.base = 0;
       breakdown.Resolve.base = 3;
       breakdown.Resolve.base   = 0;


       // Positive traits
       // Positive traits
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         var pt = POSITIVE_TRAITS[i];
         var pt = POSITIVE_TRAITS[i];
         if (state.pos.has(pt.name)) {
         if (state.pos.has(pt.name)) {
           for (var k1 in pt.effects) {
           for (var k1 in pt.effects) if (pt.effects.hasOwnProperty(k1)) {
            if (pt.effects.hasOwnProperty(k1)) {
            ensureMetric(breakdown, k1);
              ensureMetric(breakdown, k1);
            breakdown[k1].traits += pt.effects[k1];
              breakdown[k1].traits += pt.effects[k1];
            }
           }
           }
         }
         }
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         var nt = NEGATIVE_TRAITS[i];
         var nt = NEGATIVE_TRAITS[i];
         if (state.neg.has(nt.name)) {
         if (state.neg.has(nt.name)) {
           for (var k2 in nt.effects) {
           for (var k2 in nt.effects) if (nt.effects.hasOwnProperty(k2)) {
            if (nt.effects.hasOwnProperty(k2)) {
            ensureMetric(breakdown, k2);
              ensureMetric(breakdown, k2);
            breakdown[k2].traits += nt.effects[k2];
              breakdown[k2].traits += nt.effects[k2];
            }
           }
           }
         }
         }
Line 185: Line 226:
       for (i = 0; i < bg.freeTraits.length; i++) {
       for (i = 0; i < bg.freeTraits.length; i++) {
         var ft = bg.freeTraits[i];
         var ft = bg.freeTraits[i];
         for (var k3 in ft.effects) {
         for (var k3 in ft.effects) if (ft.effects.hasOwnProperty(k3)) {
          if (ft.effects.hasOwnProperty(k3)) {
          ensureMetric(breakdown, k3);
            ensureMetric(breakdown, k3);
          breakdown[k3].traits += ft.effects[k3];
            breakdown[k3].traits += ft.effects[k3];
          }
         }
         }
       }
       }


      // Skills
// Skill levels → roll mods
      for (i = 0; i < SKILL_GROUPS.length; i++) {
var lvMap = currentSkillLevels();
        var group = SKILL_GROUPS[i];
Object.keys(lvMap).forEach(function (skillName) {
        var mod = getSkillMod(group.key);
  var level = lvMap[skillName];
        var j;
  var mod   = getSkillModByLevel(level);
        for (j = 0; j < group.list.length; j++) {
 
          var skill = group.list[j];
  // Aiming → Ranged Attack
          var check = SKILL_TO_CHECK[skill] || skill;
  if (skillName === 'Aiming') {
          if (group.key === 'Nimble') {
    ensureMetric(breakdown, 'Ranged Attack'); breakdown['Ranged Attack'].skills += mod;
            breakdown.Initiative.skills += mod;
  }
            breakdown.Nimble.skills += mod;
  // Nimble → Initiative (and show Nimble too)
          } else if (group.key === 'Sneaking') {
  else if (skillName === 'Nimble') {
            breakdown.Hiding.skills += mod;
    ensureMetric(breakdown, 'Initiative'); breakdown.Initiative.skills += mod;
          } else if (typeof breakdown[check] !== 'undefined') {
    ensureMetric(breakdown, 'Nimble');    breakdown.Nimble.skills     += mod;
            breakdown[check].skills += mod;
  }
          }
  // Sneaking → Hiding
        }
  else if (skillName === 'Sneaking') {
      }
    ensureMetric(breakdown, 'Hiding'); breakdown.Hiding.skills += mod;
  }
  // Reloading / First Aid map 1:1
  else if (skillName === 'Reloading' || skillName === 'First Aid') {
    ensureMetric(breakdown, skillName); breakdown[skillName].skills += mod;
  }
  // Other skills (Carpentry, etc.) don’t affect a roll directly
  else {
    ensureMetric(breakdown, skillName);
  }
});
 
 


      // Derived from Strength
       breakdown.Strength.total = breakdown.Strength.base + breakdown.Strength.traits;
       breakdown.Strength.total = breakdown.Strength.base + breakdown.Strength.traits;
       var str = breakdown.Strength.total;
       var str = breakdown.Strength.total;
       if (str <= 4) { breakdown['Melee Attack'].derived += -1; breakdown['Melee Defence'].derived += -1; }
       if (str <= 4)       { breakdown['Melee Attack'].derived += -1; breakdown['Melee Defence'].derived += -1; }
       else if (str <= 6) { /* no mod */ }
       else if (str <= 6) { /* no mod */ }
       else if (str <= 8) { breakdown['Melee Attack'].derived += 1; breakdown['Melee Defence'].derived += 1; }
       else if (str <= 8) { breakdown['Melee Attack'].derived += 1; breakdown['Melee Defence'].derived += 1; }
       else if (str >= 10) { breakdown['Melee Attack'].derived += 2; breakdown['Melee Defence'].derived += 2; }
       else if (str >= 10) { breakdown['Melee Attack'].derived += 2; breakdown['Melee Defence'].derived += 2; }
 


      // Robustness from Fitness
       breakdown.Fitness.total = breakdown.Fitness.base + breakdown.Fitness.traits;
       breakdown.Fitness.total = breakdown.Fitness.base + breakdown.Fitness.traits;
       var fitMod = Math.max(Math.floor((breakdown.Fitness.total - 6) / 2), 0);
       var fitMod = Math.max(Math.floor((breakdown.Fitness.total - 6) / 2), 0);
       breakdown.Robustness.derived += fitMod;
       breakdown.Robustness.derived += fitMod;


      // Totals
 
       for (i = 0; i < CHECKS.length; i++) {
       for (i = 0; i < CHECKS.length; i++) {
         var key = CHECKS[i];
         var key = CHECKS[i];
Line 237: Line 287:


     function spend() {
     function spend() {
       var pts = BACKGROUNDS[state.background].traitPoints;
       var pts = BACKGROUNDS[state.background].traitPoints, i, tier;
      var i;
       for (i = 0; i < POSITIVE_TRAITS.length; i++) if (state.pos.has(POSITIVE_TRAITS[i].name)) pts -= POSITIVE_TRAITS[i].cost;
       for (i = 0; i < POSITIVE_TRAITS.length; i++) {
       for (i = 0; i < NEGATIVE_TRAITS.length; i++) if (state.neg.has(NEGATIVE_TRAITS[i].name)) pts += NEGATIVE_TRAITS[i].cost;
        if (state.pos.has(POSITIVE_TRAITS[i].name)) pts -= POSITIVE_TRAITS[i].cost;
       for (var key in state.skills) if (state.skills.hasOwnProperty(key)) {
      }
        tier = state.skills[key];
       for (i = 0; i < NEGATIVE_TRAITS.length; i++) {
        pts -= SKILL_TIERS[tier].cost;
        if (state.neg.has(NEGATIVE_TRAITS[i].name)) pts += NEGATIVE_TRAITS[i].cost;
      }
       for (var key in state.skills) {
        if (state.skills.hasOwnProperty(key)) {
          var tier = state.skills[key];
          pts -= SKILL_TIERS[tier].cost;
        }
       }
       }
       return pts;
       return pts;
Line 255: Line 298:


     function skillTierCounts() {
     function skillTierCounts() {
       var exp = 0, ex = 0;
       var exp = 0, ex = 0, tier, key;
       for (var key in state.skills) {
       for (key in state.skills) if (state.skills.hasOwnProperty(key)) {
        if (state.skills.hasOwnProperty(key)) {
        tier = state.skills[key];
          var tier = state.skills[key];
        if (tier === 'Experienced') exp++;
          if (tier === 'Experienced') exp++;
        if (tier === 'Expert')     ex++;
          if (tier === 'Expert') ex++;
        }
       }
       }
       return { exp: exp, ex: ex };
       return { exp: exp, ex: ex };
     }
     }


     // ====== Renderers ======
     /* =========================
      Rendering
      ========================= */
 
     function renderBackground() {
     function renderBackground() {
       var bg = BACKGROUNDS[state.background];
       var bg = BACKGROUNDS[state.background], i;
       var opts = '';
 
      var keys = Object.keys(BACKGROUNDS);
       var opts = '', keys = Object.keys(BACKGROUNDS);
       for (var i = 0; i < keys.length; i++) {
       for (i = 0; i < keys.length; i++) {
         var k = keys[i];
         var k = keys[i];
         opts += '<option value="' + k + '"' + (state.background === k ? ' selected' : '') + '>' + k + '</option>';
         opts += '<option value="' + k + '"' + (state.background === k ? ' selected' : '') + '>' + k + '</option>';
Line 281: Line 325:
       }
       }


      var used = (bg.traitPoints - spend());
       var html =
       var html =
         '<label>Background</label>' +
         '<label>Background</label>' +
Line 290: Line 335:
           freebies +
           freebies +
         '</div>' +
         '</div>' +
         '<div class="muted section">Background grants trait points, base STR/FIT, and unique thematic traits (applied automatically where relevant).</div>' +
         '<div class="muted section">Background gives Trait Points, base STR/FIT, and two thematic traits.</div>' +
         '<div class="totals section">' +
         '<div class="totals section">' +
           '<span class="pill">Trait Points Used: <b>' + (bg.traitPoints - spend()) + '</b></span>' +
           '<span class="pill">Trait Points Used: <b>' + used + '</b></span>' +
           '<span class="pill ' + (spend() < 0 ? 'warning' : 'success') + '">Remaining: <b>' + spend() + '</b></span>' +
           '<span class="pill ' + (spend() < 0 ? 'warning' : 'success') + '">Remaining: <b>' + spend() + '</b></span>' +
         '</div>';
         '</div>';


       $('#bg-area').html(html);
       $('#bg-area').html(html);
       $('#backgroundSel').on('change', function (e) {
       $('#backgroundSel').off('change input').on('change input', function (e) {
         state.background = e.target.value;
         state.background = e.target.value;
         renderAll();
         renderAll();
Line 304: Line 349:


     function renderTraitsAndSkills() {
     function renderTraitsAndSkills() {
      var prevPosOpen = $('#posDetails').prop('open');
      var prevNegOpen = $('#negDetails').prop('open');
      if (typeof prevPosOpen === 'undefined') prevPosOpen = true;
      if (typeof prevNegOpen === 'undefined') prevNegOpen = true;
       var counts = skillTierCounts();
       var counts = skillTierCounts();


       var html =
       var html =
         '<details open>' +
         '<details id="posDetails">' +
           '<summary><strong>Positive Traits</strong> <span class="small">(costs subtract from your points)</span></summary>' +
           '<summary><strong>Positive Traits</strong> <span class="small">(costs subtract from your points)</span></summary>' +
           '<div class="list" id="positives"></div>' +
           '<div class="list" id="positives"></div>' +
         '</details>' +
         '</details>' +
         '<details open style="margin-top:12px">' +
         '<details id="negDetails" style="margin-top:12px">' +
           '<summary><strong>Negative Traits</strong> <span class="small">(refund points)</span></summary>' +
           '<summary><strong>Negative Traits</strong> <span class="small">(refund points)</span></summary>' +
           '<div class="list" id="negatives"></div>' +
           '<div class="list" id="negatives"></div>' +
Line 317: Line 367:
         '<div class="section" style="margin-top:12px">' +
         '<div class="section" style="margin-top:12px">' +
           '<strong>Skill Traits</strong>' +
           '<strong>Skill Traits</strong>' +
           '<div class="small">Amateur (1 pt, L6 cap), Experienced (2 pts, L8 cap, max 2), Expert (3 pts, L10 cap, max 1). Skill modifier = ⌊level ÷ 2⌋.</div>' +
           '<div class="small">Amateur (1 pt, L6 cap), Experienced (2 pts, L8 cap, <b>max 2</b>), Expert (3 pts, L10 cap, <b>max 1</b>). One tier per skill group.</div>' +
           '<div id="skills"></div>' +
           '<div id="skills"></div>' +
           '<div class="totals section">' +
           '<div class="totals section">' +
Line 326: Line 376:


       $('#traits-area').html(html);
       $('#traits-area').html(html);
      $('#posDetails').prop('open', !!prevPosOpen);
      $('#negDetails').prop('open', !!prevNegOpen);


       // Positives
       // Positives
       var posHtml = '';
       var posHtml = '', i, k, v;
       for (var i = 0; i < POSITIVE_TRAITS.length; i++) {
       for (i = 0; i < POSITIVE_TRAITS.length; i++) {
         var t = POSITIVE_TRAITS[i];
         var t = POSITIVE_TRAITS[i];
         var id = 'pos_' + t.name.replace(/\s+/g, '_');
         var id = 'pos_' + t.name.replace(/\s+/g, '_');
         var checked = state.pos.has(t.name) ? 'checked' : '';
         var checked = state.pos.has(t.name) ? 'checked' : '';
         var mods = '';
         var mods = '';
         for (var k in t.effects) {
         for (k in t.effects) if (t.effects.hasOwnProperty(k)) {
          if (t.effects.hasOwnProperty(k)) {
          v = t.effects[k];
            var v = t.effects[k];
          mods += '<span class="tag">' + k + ': ' + (v > 0 ? '+' : '') + v + '</span>';
            mods += '<span class="tag">' + k + ': ' + (v > 0 ? '+' : '') + v + '</span>';
          }
         }
         }
         posHtml += '<label class="checkbox"><input type="checkbox" id="' + id + '" ' + checked + '/> ' +
         posHtml += '<label class="checkbox"><input type="checkbox" id="' + id + '" ' + checked + '/> ' +
                   '<div><b>' + t.name + '</b> <span class="muted">(cost ' + t.cost + ')</span><div class="flex">' + mods + '</div></div></label>';
                   '<div><b>' + t.name + '</b> <span class="muted">(cost ' + t.cost + ')</span>' +
                  '<div class="flex">' + mods + '</div></div></label>';
       }
       }
       $('#positives').html(posHtml);
       $('#positives').html(posHtml);
       for (i = 0; i < POSITIVE_TRAITS.length; i++) {
       for (i = 0; i < POSITIVE_TRAITS.length; i++) (function (t) {
        (function (t) {
        $('#pos_' + t.name.replace(/\s+/g, '_')).off('change').on('change', function (e) {
          var id = '#pos_' + t.name.replace(/\s+/g, '_');
          if (e.target.checked) state.pos.add(t.name); else state.pos.delete(t.name);
          $(id).on('change', function (e) {
          renderAll();
            if (e.target.checked) state.pos.add(t.name); else state.pos.delete(t.name);
        });
            renderAll();
      })(POSITIVE_TRAITS[i]);
          });
        })(POSITIVE_TRAITS[i]);
      }


       // Negatives
       // Negatives
Line 361: Line 409:
         var nchecked = state.neg.has(nt.name) ? 'checked' : '';
         var nchecked = state.neg.has(nt.name) ? 'checked' : '';
         var nmods = '';
         var nmods = '';
         for (var nk in nt.effects) {
         for (k in nt.effects) if (nt.effects.hasOwnProperty(k)) {
          if (nt.effects.hasOwnProperty(nk)) {
          v = nt.effects[k];
            var nv = nt.effects[nk];
          nmods += '<span class="tag">' + k + ': ' + (v > 0 ? '+' : '') + v + '</span>';
            nmods += '<span class="tag">' + nk + ': ' + (nv > 0 ? '+' : '') + nv + '</span>';
          }
         }
         }
         negHtml += '<label class="checkbox"><input type="checkbox" id="' + nid + '" ' + nchecked + '/> ' +
         negHtml += '<label class="checkbox"><input type="checkbox" id="' + nid + '" ' + nchecked + '/> ' +
                   '<div><b>' + nt.name + '</b> <span class="muted">(refund ' + nt.cost + ')</span><div class="flex">' + nmods + '</div></div></label>';
                   '<div><b>' + nt.name + '</b> <span class="muted">(refund ' + nt.cost + ')</span>' +
                  '<div class="flex">' + nmods + '</div></div></label>';
       }
       }
       $('#negatives').html(negHtml);
       $('#negatives').html(negHtml);
       for (i = 0; i < NEGATIVE_TRAITS.length; i++) {
       for (i = 0; i < NEGATIVE_TRAITS.length; i++) (function (t) {
        (function (t) {
        $('#neg_' + t.name.replace(/\s+/g, '_')).off('change').on('change', function (e) {
          var id2 = '#neg_' + t.name.replace(/\s+/g, '_');
          if (e.target.checked) state.neg.add(t.name); else state.neg.delete(t.name);
          $(id2).on('change', function (e) {
          renderAll();
            if (e.target.checked) state.neg.add(t.name); else state.neg.delete(t.name);
        });
            renderAll();
      })(NEGATIVE_TRAITS[i]);
          });
        })(NEGATIVE_TRAITS[i]);
      }


       // Skills
       // Skills
Line 393: Line 437:
           if (tier === '') {
           if (tier === '') {
             opts += '<option value=""' + (val === '' ? ' selected' : '') + '>None</option>';
             opts += '<option value=""' + (val === '' ? ' selected' : '') + '>None</option>';
          } else if (tier === 'Experienced' && scounts.exp >= 2 && val !== tier) {
            opts += '<option disabled>Experienced (max 2)</option>';
          } else if (tier === 'Expert' && scounts.ex >= 1 && val !== tier) {
            opts += '<option disabled>Expert (max 1)</option>';
           } else {
           } else {
             if (tier === 'Experienced' && scounts.exp >= 2 && val !== tier) {
             var tdata = SKILL_TIERS[tier];
              opts += '<option disabled>Experienced (max 2)</option>';
            var lab = tier + ' — cost ' + tdata.cost + ', start L' + tdata.start + ', cap ' + tdata.cap;
            } else if (tier === 'Expert' && scounts.ex >= 1 && val !== tier) {
            opts += '<option ' + (val === tier ? 'selected' : '') + ' value="' + tier + '">' + lab + '</option>';
              opts += '<option disabled>Expert (max 1)</option>';
            } else {
              var tdata = SKILL_TIERS[tier];
              var lab = tier + ' — cost ' + tdata.cost + ', start L' + tdata.start + ', cap ' + tdata.cap;
              opts += '<option ' + (val === tier ? 'selected' : '') + ' value="' + tier + '">' + lab + '</option>';
            }
           }
           }
         }
         }


         skillsHtml += '<div class="row" style="align-items:center;margin:6px 0">' +
        var shownStart = val ? getTierStart(val) : 0;
          '<div><b>' + s.label + '</b></div>' +
        var shownMod  = val ? getSkillModByLevel(shownStart) : 0;
          '<div><select id="skill_' + s.key + '">' + opts + '</select></div>' +
 
          '<div class="small" style="grid-column:1 / -1; color:var(--muted)">' +
         skillsHtml +=
          'Level: <b>' + (val ? SKILL_TIERS[val].start : 0) + '</b> • Modifier: <b>' + (val ? Math.floor(SKILL_TIERS[val].start / 2) : 0) + '</b>' +
          '<div class="row" style="align-items:center;margin:6px 0">' +
          '</div>' +
            '<div><b>' + s.label + '</b> <span class="small muted">(' + s.list.join(', ') + ')</span></div>' +
        '</div>';
            '<div><select id="skill_' + s.key + '">' + opts + '</select></div>' +
            '<div class="small" style="grid-column:1 / -1; color:var(--muted)">' +
              'Level: <b>' + shownStart + '</b> • Modifier: <b>' + shownMod + '</b>' +
            '</div>' +
          '</div>';
       }
       }
       $('#skills').html(skillsHtml);
       $('#skills').html(skillsHtml);
       for (i = 0; i < SKILL_GROUPS.length; i++) {
       for (i = 0; i < SKILL_GROUPS.length; i++) (function (key) {
        (function (s) {
        $('#skill_' + key).off('change').on('change', function (e) {
          $('#skill_' + s.key).on('change', function (e) {
          var v = e.target.value || null;
            var v = e.target.value || null;
          if (v) state.skills[key] = v; else delete state.skills[key];
            if (v) { state.skills[s.key] = v; } else { delete state.skills[s.key]; }
          renderAll();
            renderAll();
        });
          });
      })(SKILL_GROUPS[i].key);
        })(SKILL_GROUPS[i]);
      }
     }
     }
    /* ---------- Summary & Roller ---------- */
    var ROLL_CHECKS = [
      'Melee Attack','Melee Defence','Ranged Attack','Reloading',
      'Perception','Resolve','Initiative','Robustness',
      'First Aid','Nimble','Hiding'
    ];


     function renderSummary() {
     function renderSummary() {
       var b = sumEffects();
       var b = sumEffects();
      var html = '' +
        '<div class="note">Breakdown: Base + Traits + Skills + Derived (if any) = Total. ' +
        'Skill modifiers are computed as <b>(Skill Level ÷ 2)</b>. <br>' +
        '<b>Fitness</b> increases Max HP. <b>Strength</b> modifies Melee Attack & Defence per Dice Guide.<br>' +
        'Background freebies and vanilla traits also add flat bonuses as listed.</div>' +
        '<table class="stat-table breakdown-table"><thead>' +
          '<tr>' +
            '<th>Stat/Check</th><th>Base</th><th>Traits</th><th>Skills</th><th>Derived</th><th>Total</th>' +
          '</tr>' +
        '</thead><tbody>';


       html += '<tr><td>Strength</td><td>' + (b.Strength.base || 0) + '</td><td>' + (b.Strength.traits || 0) + '</td><td>' + (b.Strength.skills || 0) + '</td><td>' + (b.Strength.derived || 0) + '</td><td>' + (b.Strength.total || 0) + '</td></tr>';
       var str  = (b.Strength && b.Strength.total) || 0;
       html += '<tr><td>Fitness</td><td>' + (b.Fitness.base || 0) + '</td><td>' + (b.Fitness.traits || 0) + '</td><td>' + (b.Fitness.skills || 0) + '</td><td>' + (b.Fitness.derived || 0) + '</td><td>' + (b.Fitness.total || 0) + ' (Max HP: ' + b.MaxHP.value + ')</td></tr>';
       var fit  = (b.Fitness && b.Fitness.total)  || 0;
       html += '<tr><td>Melee Attack</td><td>' + (b['Melee Attack'].base || 0) + '</td><td>' + (b['Melee Attack'].traits || 0) + '</td><td>' + (b['Melee Attack'].skills || 0) + '</td><td>' + (b['Melee Attack'].derived || 0) + '</td><td>' + (b['Melee Attack'].total || 0) + '</td></tr>';
      var maxHP = (b.MaxHP    && b.MaxHP.value)   || 0;
       html += '<tr><td>Melee Defence</td><td>' + (b['Melee Defence'].base || 0) + '</td><td>' + (b['Melee Defence'].traits || 0) + '</td><td>' + (b['Melee Defence'].skills || 0) + '</td><td>' + (b['Melee Defence'].derived || 0) + '</td><td>' + (b['Melee Defence'].total || 0) + '</td></tr>';
      var levels = currentSkillLevels();
      html += '<tr><td>Perception</td><td>' + (b.Perception.base || 0) + '</td><td>' + (b.Perception.traits || 0) + '</td><td>' + (b.Perception.skills || 0) + '</td><td>' + (b.Perception.derived || 0) + '</td><td>' + (b.Perception.total || 0) + '</td></tr>';
       var names  = Object.keys(levels).sort();
       html += '<tr><td>Resolve</td><td>' + (b.Resolve.base || 0) + '</td><td>' + (b.Resolve.traits || 0) + '</td><td>' + (b.Resolve.skills || 0) + '</td><td>' + (b.Resolve.derived || 0) + '</td><td>' + (b.Resolve.total || 0) + '</td></tr>';
 
 
       var skillRows = '';
      for (var i = 0; i < names.length; i++) {
        var nm = names[i], lv = levels[nm];
        if (lv > 0) skillRows += '<tr><td>' + nm + '</td><td><b>' + lv + '</b></td></tr>';
       }
      if (!skillRows) skillRows = '<tr><td colspan="2" class="muted">No skills selected yet.</td></tr>';


       var rest = ['Ranged Attack','Reloading','Initiative','Robustness','First Aid','Nimble','Hiding'];
       var rollRows = '';
       for (var i = 0; i < rest.length; i++) {
       for (i = 0; i < ROLL_CHECKS.length; i++) {
         var ck = rest[i];
         var chk = ROLL_CHECKS[i];
         html += '<tr><td>' + ck + '</td><td>' + (b[ck].base || 0) + '</td><td>' + (b[ck].traits || 0) + '</td><td>' + (b[ck].skills || 0) + '</td><td>' + (b[ck].derived || 0) + '</td><td>' + (b[ck].total || 0) + '</td></tr>';
         var tot = (b[chk] && (b[chk].total || 0)) || 0;
        if (tot !== 0) rollRows += '<tr><td>' + chk + '</td><td><b>' + (tot > 0 ? '+' : '') + tot + '</b></td></tr>';
       }
       }
      if (!rollRows) rollRows = '<tr><td colspan="2" class="muted">No roll modifiers.</td></tr>';
      var html =
        '<div class="totals" style="margin-bottom:8px">' +
          '<span class="pill">Strength: <b>' + str + '</b></span>' +
          '<span class="pill">Fitness: <b>' + fit + '</b></span>' +
          '<span class="pill">Max HP: <b>' + maxHP + '</b></span>' +
        '</div>' +
        '<table class="stat-table"><thead><tr><th>Skills with Levels</th><th>Level</th></tr></thead><tbody>' +
          skillRows +
        '</tbody></table>' +
        '<table class="stat-table" style="margin-top:12px"><thead><tr><th>Roll Modifiers</th><th>Mod</th></tr></thead><tbody>' +
          rollRows +
        '</tbody></table>';


      html += '</tbody></table>';
       $('#summary-area').html(html);
       $('#summary-area').html(html);
     }
     }


     function renderRoller() {
     function renderRoller() {
       var options = '';
       var preferred = ['Melee Attack','Melee Defence','Ranged Attack','Perception','Resolve','Initiative','Robustness'];
      var rollList = ['Melee Attack','Melee Defence','Ranged Attack','Reloading','Perception','Resolve','Initiative','Robustness','First Aid','Nimble','Hiding'];
      var inPref = {};
       for (var i = 0; i < rollList.length; i++) options += '<option>' + rollList[i] + '</option>';
      var i, optHtml = '';
      for (i = 0; i < preferred.length; i++) inPref[preferred[i]] = true;
 
      for (i = 0; i < preferred.length; i++) optHtml += '<option>' + preferred[i] + '</option>';
       for (i = 0; i < CHECKS.length; i++) if (!inPref[CHECKS[i]]) optHtml += '<option>' + CHECKS[i] + '</option>';


       var html =
       var html =
         '<label>Roll Test Type</label>' +
         '<label>Roll Test Type</label>' +
         '<select id="rollType">' + options + '</select>' +
         '<select id="rollType">' + optHtml + '</select>' +
         '<div class="rollbox">' +
         '<div class="rollbox">' +
           '<button id="rollBtn">Roll 2d6</button>' +
           '<button id="rollBtn">Roll 2d6</button>' +
Line 474: Line 541:


       $('#roller-area').html(html);
       $('#roller-area').html(html);
       $('#rollBtn').on('click', function () {
       $('#rollBtn').off('click').on('click', function () {
         var name = $('#rollType').val();
         var name = $('#rollType').val();
         var a = 1 + Math.floor(Math.random() * 6);
         var a = 1 + Math.floor(Math.random() * 6);
         var b = 1 + Math.floor(Math.random() * 6);
         var b2 = 1 + Math.floor(Math.random() * 6);
         var bd = sumEffects();
         var bd = sumEffects();
         var mod = (bd[name] && typeof bd[name].total !== 'undefined') ? bd[name].total : 0;
         var row = bd[name] || { base:0, traits:0, skills:0, derived:0, total:0 };
         $('#d1').text(a); $('#d2').text(b);
        var mod = row.total || 0;
         $('#total').text('Total ' + (a + b + mod) + '  (2d6=' + (a + b) + ' ' + (mod >= 0 ? '+' : '') + mod + ')');
         $('#d1').text(a); $('#d2').text(b2);
         $('#breakdown').html('Base: ' + (bd[name].base || 0) + ' + Traits: ' + (bd[name].traits || 0) + ' + Skills: ' + (bd[name].skills || 0) + ' + Derived: ' + (bd[name].derived || 0) + ' = <b>' + mod + '</b>');
         $('#total').text('Total ' + (a + b2 + mod) + '  (2d6=' + (a + b2) + ' ' + (mod >= 0 ? '+' : '') + mod + ')');
         $('#breakdown').html('Base: ' + (row.base||0) + ' + Traits: ' + (row.traits||0) + ' + Skills: ' + (row.skills||0) + ' + Derived: ' + (row.derived||0) + ' = <b>' + mod + '</b>');
       });
       });
     }
     }
Line 496: Line 564:
   }
   }


  // Run on load and when content is re-rendered (VE/Ajax)
   $(mount);
   $(mount);
   mw.hook('wikipage.content').add(function () { mount(); });
   mw.hook('wikipage.content').add(function () { mount(); });


})(mediaWiki, jQuery);
})(mediaWiki, jQuery);

Latest revision as of 18:17, 26 September 2025

// NWO Character Builder gadget – mounts into <div id="nwo-builder">
(function (mw, $) {
  'use strict';

  function shouldRun($root) {
    if ($root && $root.length) return true;
    return false;
  }

  function mount() {
    var $root = $('#nwo-builder').first();
    if (!$root.length || $root.data('mounted')) return;
    if (!shouldRun($root)) return;

    $root.addClass('nwo-builder').data('mounted', true);

    $root.html(
      '<div class="wrap">' +
        '<h1>NWO Character Builder (2d6)</h1>' +
        '<p class="muted">Pick a Background, add Traits & Skill Traits, then test 2d6 rolls with the live modifier. Built for the No Way Out dice rules.</p>' +
        '<div class="grid">' +
          '<div class="card"><div class="hd">1) Background, Trait Points & Selections</div><div class="bd" id="bg-area"></div></div>' +
          '<div class="card"><div class="hd">2) 2d6 Test Roller</div><div class="bd" id="roller-area"></div></div>' +
        '</div>' +
        '<div class="grid" style="margin-top:12px">' +
          '<div class="card"><div class="hd">3) Traits & Skills</div><div class="bd" id="traits-area"></div></div>' +
          '<div class="card"><div class="hd">4) Build Summary & Modifiers</div><div class="bd" id="summary-area"></div></div>' +
        '</div>' +
        '<p class="kudos">Rules referenced from the NWO <em>Dice Guide</em>. ' +
        '<a href="/wiki/Dice_Guide" style="color:var(--accent)">See the Dice Guide</a>.</p>' +
      '</div>'
    );

    /* =========================
       DATA (from your spec)
       ========================= */

    var BACKGROUNDS = {
      Scavenger: {
        traitPoints: 8, base: { STR: 8, FIT: 8 },
        freeTraits: [
          { name: 'Outdoorsman', effects: {} },
          { name: 'Keen Hearing', effects: { Perception: 2 } }
        ]
      },
      Thinker: {
        traitPoints: 10, base: { STR: 8, FIT: 8 },
        freeTraits: [
          { name: 'Dextrous', effects: {} },
          { name: 'Fast Learner', effects: {} }
        ]
      },
      Stalwart: {
        traitPoints: 8, base: { STR: 10, FIT: 10 },
        freeTraits: [
          { name: 'Fast Coagulation', effects: {} },
          { name: 'Thick Skinned', effects: { Robustness: 2 } }
        ]
      },
      Labourer: {
        traitPoints: 8, base: { STR: 8, FIT: 8 },
        freeTraits: [
          { name: 'Heavy Lifter', effects: { Robustness: 1 } },
          { name: 'Organized', effects: {} }
        ]
      }
    };


    var POSITIVE_TRAITS = [
      { name: 'Speed Demon',        cost: 1, effects: {} },
      { name: 'Low Thirst',         cost: 1, effects: {} },
      { name: 'Herbalist',          cost: 1, effects: {} },
      { name: 'Iron Gut',           cost: 1, effects: { Robustness: 1 } },
      { name: 'Cats Eyes',          cost: 2, effects: { Perception: 2 } },
      { name: 'Adrenaline Junkie',  cost: 2, effects: { Initiative: 2 } },
      { name: 'Graceful',           cost: 2, effects: { Hiding: 2 } },
      { name: 'Brave',              cost: 2, effects: { Resolve: 2 } },
      { name: 'Inconspicuous',      cost: 2, effects: { Hiding: 2 } },
      { name: 'Fast Healer',        cost: 2, effects: { Robustness: 1 } },
      { name: 'Resilient',          cost: 2, effects: {} },
      { name: 'Fit',                cost: 3, effects: {} },
      { name: 'Strong',             cost: 3, effects: {} },
      { name: 'Eagle Eyed',         cost: 3, effects: { 'Ranged Attack': 1, Perception: 2 } },
      { name: 'Desensitized',       cost: 4, effects: { Resolve: 4 } }
    ];

    var NEGATIVE_TRAITS = [
      { name: 'Prone to Illness',   cost: 1, effects: { Robustness: -1 } },
      { name: 'Smoker',             cost: 1, effects: { Robustness: -1 } },
      { name: 'Slow Driver',        cost: 1, effects: {} },
      { name: 'Slow Learner',       cost: 1, effects: {} },
      { name: 'Weak Stomach',       cost: 1, effects: { Robustness: -1 } },
      { name: 'Fear of Blood',      cost: 2, effects: { Resolve: -2 } },
      { name: 'Agoraphobic',        cost: 2, effects: { Resolve: -2 } },
      { name: 'All Thumbs',         cost: 2, effects: {} },
      { name: 'Claustrophobic',     cost: 2, effects: { Resolve: -2 } },
      { name: 'Cowardly',           cost: 2, effects: { Resolve: -2 } },
      { name: 'Pacifist',           cost: 2, effects: { Initiative: -2 } },
      { name: 'Short Sighted',      cost: 2, effects: { 'Ranged Attack': -1, Perception: -1 } },
      { name: 'Thin Skinned',       cost: 2, effects: { Robustness: -2 } },
      { name: 'Conspicuous',        cost: 2, effects: { Hiding: -2 } },
      { name: 'Clumsy',             cost: 2, effects: { Hiding: -2 } },
      { name: 'Hard of Hearing',    cost: 2, effects: { Perception: -2 } },
      { name: 'Disorganized',       cost: 3, effects: {} },
      { name: 'Weak',               cost: 3, effects: {} },
      { name: 'Unfit',              cost: 3, effects: {} },
      { name: 'Illiterate',         cost: 4, effects: {} },
      { name: 'Deaf',               cost: 4, effects: { Perception: -4 } },
      { name: 'Very Weak',          cost: 5, effects: {} },
      { name: 'Very Unfit',         cost: 5, effects: {} }
    ];

    var SKILL_TIERS = {
      Amateur:     { cost: 1, start: 6,  cap: 6,  limitPerChar: Infinity },
      Experienced: { cost: 2, start: 8,  cap: 8,  limitPerChar: 2 },
      Expert:      { cost: 3, start: 10, cap: 10, limitPerChar: 1 }
    };


    var SKILL_GROUPS = [
      { key: 'Carpenter',    label: 'Carpenter',    list: ['Carpentry'] },
      { key: 'Farmer',       label: 'Farmer',       list: ['Farming'] },
      { key: 'Doctor',       label: 'Doctor',       list: ['First Aid'] },
      { key: 'Engineer',     label: 'Engineer',     list: ['Mechanics', 'Electronics'] },
      { key: 'Metalworker',  label: 'Metalworker',  list: ['Metalworking'] },
      { key: 'Housekeeper',  label: 'Housekeeper',  list: ['Cooking', 'Tailoring'] },
      { key: 'Shooter',      label: 'Shooter',      list: ['Aiming', 'Reloading'] },
      { key: 'OutdoorsmanS', label: 'Outdoorsman',  list: ['Fishing', 'Foraging', 'Trapping'] },
      { key: 'Athlete',      label: 'Athlete',      list: ['Nimble', 'Sprinting'] },
      { key: 'Rogue',        label: 'Rogue',        list: ['Sneaking', 'Lightfooted'] },
      { key: 'FighterSurv',  label: 'Fighter (Survival)', list: ['Axe', 'Spear', 'Maintenance'] },
      { key: 'FighterBlunt', label: 'Fighter (Blunt)',    list: ['Long Blunt', 'Short Blunt', 'Maintenance'] },
      { key: 'FighterBlade', label: 'Fighter (Blade)',    list: ['Long Blade', 'Short Blade', 'Maintenance'] }
    ];

    /* =========================
       Engine / Calculations
       ========================= */

    var CHECKS = [
      'Strength','Fitness','Perception','Resolve','Initiative','Robustness',
      'Melee Attack','Melee Defence','Ranged Attack',
      'Carpentry','Farming','First Aid','Mechanics','Electronics','Metalworking',
      'Cooking','Tailoring','Aiming','Reloading','Fishing','Foraging','Trapping',
      'Nimble','Sprinting','Sneaking','Lightfooted','Hiding','Axe','Spear',
      'Maintenance','Long Blunt','Short Blunt','Long Blade','Short Blade'
    ];

    var state = { background: 'Scavenger', pos: new Set(), neg: new Set(), skills: {} };

    function ensureMetric(breakdown, key) {
      if (!breakdown[key]) breakdown[key] = { base: 0, traits: 0, skills: 0, derived: 0, total: 0 };
    }

    function getSkillModByLevel(level) {
      return Math.floor((level || 0) / 2);
    }

    function getTierStart(tierName) {
      var def = SKILL_TIERS[tierName];
      return def ? (def.start || 0) : 0;
    }

    function calcMaxHP(fit) {
      if (fit >= 10) return 6;
      if (fit >= 8)  return 5;
      if (fit >= 6)  return 4;
      if (fit >= 4)  return 3;
      return 2;
    }


    function currentSkillLevels() {
      var out = Object.create(null);
      var i, group, tier, lv, s, name;
      for (i = 0; i < SKILL_GROUPS.length; i++) {
        group = SKILL_GROUPS[i];
        tier  = state.skills[group.key];
        if (!tier) continue;
        lv = getTierStart(tier);
        for (s = 0; s < group.list.length; s++) {
          name = group.list[s];
          if (!out[name]) out[name] = 0;
          out[name] += lv; // ADD levels if multiple groups touch same skill
        }
      }
      return out;
    }

    function sumEffects() {
      var breakdown = {};
      var i;

      for (i = 0; i < CHECKS.length; i++) {
        breakdown[CHECKS[i]] = { base: 0, traits: 0, skills: 0, derived: 0, total: 0 };
      }

      var bg = BACKGROUNDS[state.background];
      breakdown.Strength.base   = bg.base.STR;
      breakdown.Fitness.base    = bg.base.FIT;
      breakdown.Perception.base = 0;
      breakdown.Resolve.base    = 0;

      // Positive traits
      for (i = 0; i < POSITIVE_TRAITS.length; i++) {
        var pt = POSITIVE_TRAITS[i];
        if (state.pos.has(pt.name)) {
          for (var k1 in pt.effects) if (pt.effects.hasOwnProperty(k1)) {
            ensureMetric(breakdown, k1);
            breakdown[k1].traits += pt.effects[k1];
          }
        }
      }
      // Negative traits
      for (i = 0; i < NEGATIVE_TRAITS.length; i++) {
        var nt = NEGATIVE_TRAITS[i];
        if (state.neg.has(nt.name)) {
          for (var k2 in nt.effects) if (nt.effects.hasOwnProperty(k2)) {
            ensureMetric(breakdown, k2);
            breakdown[k2].traits += nt.effects[k2];
          }
        }
      }
      // Background freebies
      for (i = 0; i < bg.freeTraits.length; i++) {
        var ft = bg.freeTraits[i];
        for (var k3 in ft.effects) if (ft.effects.hasOwnProperty(k3)) {
          ensureMetric(breakdown, k3);
          breakdown[k3].traits += ft.effects[k3];
        }
      }

// Skill levels → roll mods
var lvMap = currentSkillLevels();
Object.keys(lvMap).forEach(function (skillName) {
  var level = lvMap[skillName];
  var mod   = getSkillModByLevel(level);

  // Aiming → Ranged Attack
  if (skillName === 'Aiming') {
    ensureMetric(breakdown, 'Ranged Attack'); breakdown['Ranged Attack'].skills += mod;
  }
  // Nimble → Initiative (and show Nimble too)
  else if (skillName === 'Nimble') {
    ensureMetric(breakdown, 'Initiative'); breakdown.Initiative.skills += mod;
    ensureMetric(breakdown, 'Nimble');     breakdown.Nimble.skills     += mod;
  }
  // Sneaking → Hiding
  else if (skillName === 'Sneaking') {
    ensureMetric(breakdown, 'Hiding'); breakdown.Hiding.skills += mod;
  }
  // Reloading / First Aid map 1:1
  else if (skillName === 'Reloading' || skillName === 'First Aid') {
    ensureMetric(breakdown, skillName); breakdown[skillName].skills += mod;
  }
  // Other skills (Carpentry, etc.) don’t affect a roll directly
  else {
    ensureMetric(breakdown, skillName);
  }
});



      breakdown.Strength.total = breakdown.Strength.base + breakdown.Strength.traits;
      var str = breakdown.Strength.total;
      if (str <= 4)       { breakdown['Melee Attack'].derived += -1; breakdown['Melee Defence'].derived += -1; }
      else if (str <= 6)  { /* no mod */ }
      else if (str <= 8)  { breakdown['Melee Attack'].derived += 1;  breakdown['Melee Defence'].derived += 1; }
      else if (str >= 10) { breakdown['Melee Attack'].derived += 2;  breakdown['Melee Defence'].derived += 2; }


      breakdown.Fitness.total = breakdown.Fitness.base + breakdown.Fitness.traits;
      var fitMod = Math.max(Math.floor((breakdown.Fitness.total - 6) / 2), 0);
      breakdown.Robustness.derived += fitMod;


      for (i = 0; i < CHECKS.length; i++) {
        var key = CHECKS[i];
        var m = breakdown[key];
        m.total = (m.base || 0) + (m.traits || 0) + (m.skills || 0) + (m.derived || 0);
      }

      breakdown.MaxHP = { value: calcMaxHP(breakdown.Fitness.total) };
      return breakdown;
    }

    function spend() {
      var pts = BACKGROUNDS[state.background].traitPoints, i, tier;
      for (i = 0; i < POSITIVE_TRAITS.length; i++) if (state.pos.has(POSITIVE_TRAITS[i].name)) pts -= POSITIVE_TRAITS[i].cost;
      for (i = 0; i < NEGATIVE_TRAITS.length; i++) if (state.neg.has(NEGATIVE_TRAITS[i].name)) pts += NEGATIVE_TRAITS[i].cost;
      for (var key in state.skills) if (state.skills.hasOwnProperty(key)) {
        tier = state.skills[key];
        pts -= SKILL_TIERS[tier].cost;
      }
      return pts;
    }

    function skillTierCounts() {
      var exp = 0, ex = 0, tier, key;
      for (key in state.skills) if (state.skills.hasOwnProperty(key)) {
        tier = state.skills[key];
        if (tier === 'Experienced') exp++;
        if (tier === 'Expert')      ex++;
      }
      return { exp: exp, ex: ex };
    }

    /* =========================
       Rendering
       ========================= */

    function renderBackground() {
      var bg = BACKGROUNDS[state.background], i;

      var opts = '', keys = Object.keys(BACKGROUNDS);
      for (i = 0; i < keys.length; i++) {
        var k = keys[i];
        opts += '<option value="' + k + '"' + (state.background === k ? ' selected' : '') + '>' + k + '</option>';
      }

      var freebies = '';
      for (i = 0; i < bg.freeTraits.length; i++) {
        freebies += '<span class="pill">' + bg.freeTraits[i].name + '</span>';
      }

      var used = (bg.traitPoints - spend());
      var html =
        '<label>Background</label>' +
        '<select id="backgroundSel">' + opts + '</select>' +
        '<div class="totals section">' +
          '<span class="pill">Trait Points: <b>' + bg.traitPoints + '</b></span>' +
          '<span class="pill">Base STR: <b>' + bg.base.STR + '</b></span>' +
          '<span class="pill">Base FIT: <b>' + bg.base.FIT + '</b></span>' +
          freebies +
        '</div>' +
        '<div class="muted section">Background gives Trait Points, base STR/FIT, and two thematic traits.</div>' +
        '<div class="totals section">' +
          '<span class="pill">Trait Points Used: <b>' + used + '</b></span>' +
          '<span class="pill ' + (spend() < 0 ? 'warning' : 'success') + '">Remaining: <b>' + spend() + '</b></span>' +
        '</div>';

      $('#bg-area').html(html);
      $('#backgroundSel').off('change input').on('change input', function (e) {
        state.background = e.target.value;
        renderAll();
      });
    }

    function renderTraitsAndSkills() {
      var prevPosOpen = $('#posDetails').prop('open');
      var prevNegOpen = $('#negDetails').prop('open');
      if (typeof prevPosOpen === 'undefined') prevPosOpen = true;
      if (typeof prevNegOpen === 'undefined') prevNegOpen = true;

      var counts = skillTierCounts();

      var html =
        '<details id="posDetails">' +
          '<summary><strong>Positive Traits</strong> <span class="small">(costs subtract from your points)</span></summary>' +
          '<div class="list" id="positives"></div>' +
        '</details>' +
        '<details id="negDetails" style="margin-top:12px">' +
          '<summary><strong>Negative Traits</strong> <span class="small">(refund points)</span></summary>' +
          '<div class="list" id="negatives"></div>' +
        '</details>' +
        '<div class="section" style="margin-top:12px">' +
          '<strong>Skill Traits</strong>' +
          '<div class="small">Amateur (1 pt, L6 cap), Experienced (2 pts, L8 cap, <b>max 2</b>), Expert (3 pts, L10 cap, <b>max 1</b>). One tier per skill group.</div>' +
          '<div id="skills"></div>' +
          '<div class="totals section">' +
            '<span class="pill">Experienced: <b>' + counts.exp + '/2</b></span>' +
            '<span class="pill">Expert: <b>' + counts.ex + '/1</b></span>' +
          '</div>' +
        '</div>';

      $('#traits-area').html(html);
      $('#posDetails').prop('open', !!prevPosOpen);
      $('#negDetails').prop('open', !!prevNegOpen);

      // Positives
      var posHtml = '', i, k, v;
      for (i = 0; i < POSITIVE_TRAITS.length; i++) {
        var t = POSITIVE_TRAITS[i];
        var id = 'pos_' + t.name.replace(/\s+/g, '_');
        var checked = state.pos.has(t.name) ? 'checked' : '';
        var mods = '';
        for (k in t.effects) if (t.effects.hasOwnProperty(k)) {
          v = t.effects[k];
          mods += '<span class="tag">' + k + ': ' + (v > 0 ? '+' : '') + v + '</span>';
        }
        posHtml += '<label class="checkbox"><input type="checkbox" id="' + id + '" ' + checked + '/> ' +
                   '<div><b>' + t.name + '</b> <span class="muted">(cost ' + t.cost + ')</span>' +
                   '<div class="flex">' + mods + '</div></div></label>';
      }
      $('#positives').html(posHtml);
      for (i = 0; i < POSITIVE_TRAITS.length; i++) (function (t) {
        $('#pos_' + t.name.replace(/\s+/g, '_')).off('change').on('change', function (e) {
          if (e.target.checked) state.pos.add(t.name); else state.pos.delete(t.name);
          renderAll();
        });
      })(POSITIVE_TRAITS[i]);

      // Negatives
      var negHtml = '';
      for (i = 0; i < NEGATIVE_TRAITS.length; i++) {
        var nt = NEGATIVE_TRAITS[i];
        var nid = 'neg_' + nt.name.replace(/\s+/g, '_');
        var nchecked = state.neg.has(nt.name) ? 'checked' : '';
        var nmods = '';
        for (k in nt.effects) if (nt.effects.hasOwnProperty(k)) {
          v = nt.effects[k];
          nmods += '<span class="tag">' + k + ': ' + (v > 0 ? '+' : '') + v + '</span>';
        }
        negHtml += '<label class="checkbox"><input type="checkbox" id="' + nid + '" ' + nchecked + '/> ' +
                   '<div><b>' + nt.name + '</b> <span class="muted">(refund ' + nt.cost + ')</span>' +
                   '<div class="flex">' + nmods + '</div></div></label>';
      }
      $('#negatives').html(negHtml);
      for (i = 0; i < NEGATIVE_TRAITS.length; i++) (function (t) {
        $('#neg_' + t.name.replace(/\s+/g, '_')).off('change').on('change', function (e) {
          if (e.target.checked) state.neg.add(t.name); else state.neg.delete(t.name);
          renderAll();
        });
      })(NEGATIVE_TRAITS[i]);

      // Skills
      var skillsHtml = '';
      for (i = 0; i < SKILL_GROUPS.length; i++) {
        var s = SKILL_GROUPS[i];
        var val = state.skills[s.key] || '';
        var scounts = skillTierCounts();
        var opts = '';
        var tiers = ['', 'Amateur', 'Experienced', 'Expert'];
        for (var ti = 0; ti < tiers.length; ti++) {
          var tier = tiers[ti];
          if (tier === '') {
            opts += '<option value=""' + (val === '' ? ' selected' : '') + '>None</option>';
          } else if (tier === 'Experienced' && scounts.exp >= 2 && val !== tier) {
            opts += '<option disabled>Experienced (max 2)</option>';
          } else if (tier === 'Expert' && scounts.ex >= 1 && val !== tier) {
            opts += '<option disabled>Expert (max 1)</option>';
          } else {
            var tdata = SKILL_TIERS[tier];
            var lab = tier + ' — cost ' + tdata.cost + ', start L' + tdata.start + ', cap ' + tdata.cap;
            opts += '<option ' + (val === tier ? 'selected' : '') + ' value="' + tier + '">' + lab + '</option>';
          }
        }

        var shownStart = val ? getTierStart(val) : 0;
        var shownMod   = val ? getSkillModByLevel(shownStart) : 0;

        skillsHtml +=
          '<div class="row" style="align-items:center;margin:6px 0">' +
            '<div><b>' + s.label + '</b> <span class="small muted">(' + s.list.join(', ') + ')</span></div>' +
            '<div><select id="skill_' + s.key + '">' + opts + '</select></div>' +
            '<div class="small" style="grid-column:1 / -1; color:var(--muted)">' +
              'Level: <b>' + shownStart + '</b> • Modifier: <b>' + shownMod + '</b>' +
            '</div>' +
          '</div>';
      }
      $('#skills').html(skillsHtml);
      for (i = 0; i < SKILL_GROUPS.length; i++) (function (key) {
        $('#skill_' + key).off('change').on('change', function (e) {
          var v = e.target.value || null;
          if (v) state.skills[key] = v; else delete state.skills[key];
          renderAll();
        });
      })(SKILL_GROUPS[i].key);
    }

    /* ---------- Summary & Roller ---------- */

    var ROLL_CHECKS = [
      'Melee Attack','Melee Defence','Ranged Attack','Reloading',
      'Perception','Resolve','Initiative','Robustness',
      'First Aid','Nimble','Hiding'
    ];

    function renderSummary() {
      var b = sumEffects();

      var str   = (b.Strength && b.Strength.total) || 0;
      var fit   = (b.Fitness  && b.Fitness.total)  || 0;
      var maxHP = (b.MaxHP    && b.MaxHP.value)    || 0;
      var levels = currentSkillLevels();
      var names  = Object.keys(levels).sort();


      var skillRows = '';
      for (var i = 0; i < names.length; i++) {
        var nm = names[i], lv = levels[nm];
        if (lv > 0) skillRows += '<tr><td>' + nm + '</td><td><b>' + lv + '</b></td></tr>';
      }
      if (!skillRows) skillRows = '<tr><td colspan="2" class="muted">No skills selected yet.</td></tr>';

      var rollRows = '';
      for (i = 0; i < ROLL_CHECKS.length; i++) {
        var chk = ROLL_CHECKS[i];
        var tot = (b[chk] && (b[chk].total || 0)) || 0;
        if (tot !== 0) rollRows += '<tr><td>' + chk + '</td><td><b>' + (tot > 0 ? '+' : '') + tot + '</b></td></tr>';
      }
      if (!rollRows) rollRows = '<tr><td colspan="2" class="muted">No roll modifiers.</td></tr>';

      var html =
        '<div class="totals" style="margin-bottom:8px">' +
          '<span class="pill">Strength: <b>' + str + '</b></span>' +
          '<span class="pill">Fitness: <b>' + fit + '</b></span>' +
          '<span class="pill">Max HP: <b>' + maxHP + '</b></span>' +
        '</div>' +
        '<table class="stat-table"><thead><tr><th>Skills with Levels</th><th>Level</th></tr></thead><tbody>' +
          skillRows +
        '</tbody></table>' +
        '<table class="stat-table" style="margin-top:12px"><thead><tr><th>Roll Modifiers</th><th>Mod</th></tr></thead><tbody>' +
          rollRows +
        '</tbody></table>';

      $('#summary-area').html(html);
    }

    function renderRoller() {
      var preferred = ['Melee Attack','Melee Defence','Ranged Attack','Perception','Resolve','Initiative','Robustness'];
      var inPref = {};
      var i, optHtml = '';
      for (i = 0; i < preferred.length; i++) inPref[preferred[i]] = true;

      for (i = 0; i < preferred.length; i++) optHtml += '<option>' + preferred[i] + '</option>';
      for (i = 0; i < CHECKS.length; i++) if (!inPref[CHECKS[i]]) optHtml += '<option>' + CHECKS[i] + '</option>';

      var html =
        '<label>Roll Test Type</label>' +
        '<select id="rollType">' + optHtml + '</select>' +
        '<div class="rollbox">' +
          '<button id="rollBtn">Roll 2d6</button>' +
          '<div class="dice"><div class="die" id="d1">–</div><div class="die" id="d2">–</div></div>' +
          '<div>' +
            '<div class="total" id="total">Total —</div>' +
            '<div class="small" id="breakdown">Modifier breakdown will appear here.</div>' +
          '</div>' +
        '</div>';

      $('#roller-area').html(html);
      $('#rollBtn').off('click').on('click', function () {
        var name = $('#rollType').val();
        var a = 1 + Math.floor(Math.random() * 6);
        var b2 = 1 + Math.floor(Math.random() * 6);
        var bd = sumEffects();
        var row = bd[name] || { base:0, traits:0, skills:0, derived:0, total:0 };
        var mod = row.total || 0;
        $('#d1').text(a); $('#d2').text(b2);
        $('#total').text('Total ' + (a + b2 + mod) + '  (2d6=' + (a + b2) + ' ' + (mod >= 0 ? '+' : '') + mod + ')');
        $('#breakdown').html('Base: ' + (row.base||0) + ' + Traits: ' + (row.traits||0) + ' + Skills: ' + (row.skills||0) + ' + Derived: ' + (row.derived||0) + ' = <b>' + mod + '</b>');
      });
    }

    function renderAll() {
      renderBackground();
      renderTraitsAndSkills();
      renderSummary();
      renderRoller();
    }

    renderAll();
  }

  $(mount);
  mw.hook('wikipage.content').add(function () { mount(); });

})(mediaWiki, jQuery);