MediaWiki:Gadget-NWOBuilder.js
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// NWO Character Builder gadget – mounts into <div id="nwo-builder">
(function (mw, $) {
'use strict';
function shouldRun($root) {
if ($root && $root.length) return true;
// Optional page-name guard:
// return mw.config.get('wgPageName') === 'NWO_Character_Builder';
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
========================= */
// Backgrounds with Base STR/FIT and thematic traits (mechanical effects included where present)
var BACKGROUNDS = {
Scavenger: {
traitPoints: 8, base: { STR: 8, FIT: 8 },
freeTraits: [
{ name: 'Outdoorsman', effects: {} }, // Unaffected by weather (no dice mod)
{ name: 'Keen Hearing', effects: { Perception: 2 } } // +2 Perception rolls
]
},
Thinker: {
traitPoints: 10, base: { STR: 8, FIT: 8 },
freeTraits: [
{ name: 'Dextrous', effects: {} }, // faster transfer (no dice mod)
{ name: 'Fast Learner', effects: {} } // 125% XP (no dice mod)
]
},
Stalwart: {
traitPoints: 8, base: { STR: 10, FIT: 10 },
freeTraits: [
{ name: 'Fast Coagulation', effects: {} }, // (no dice mod)
{ name: 'Thick Skinned', effects: { Robustness: 2 } } // +2 Robustness rolls
]
},
Labourer: {
traitPoints: 8, base: { STR: 8, FIT: 8 },
freeTraits: [
{ name: 'Heavy Lifter', effects: { Robustness: 1 } }, // +1 Robustness rolls
{ name: 'Organized', effects: {} } // (no dice mod)
]
}
};
// Positive & Negative trait lists with mechanical effects from your table
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: { Stealth: 2 } },
{ name: 'Brave', cost: 2, effects: { Resolve: 2 } },
{ name: 'Inconspicuous', cost: 2, effects: { Stealth: 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: { Stealth: -2 } },
{ name: 'Clumsy', cost: 2, effects: { Stealth: -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 } },
// The spec lists these with "+4 Resolve" despite being negatives; implemented as written:
{ name: 'Very Weak', cost: 5, effects: {} },
{ name: 'Very Unfit', cost: 5, effects: {} }
];
// Skill tiers (costs/starts/caps/limits) from your table
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 }
};
// Skill Trait groups (one selection per group; applies the tier’s modifier to each listed skill)
// Names chosen to match your list; the `list` are the checks that will receive the mod.
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
========================= */
// All checks the UI/roller can address (base stats, combat, senses, + full skill list)
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','Stealth','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 getSkillMod(groupKey) {
var tier = state.skills[groupKey];
return tier ? Math.floor(SKILL_TIERS[tier].start / 2) : 0; // L6→+3, L8→+4, L10→+5
}
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 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; // default base; your previous tool used Perception base 2—spec doesn’t, so 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 traits (apply the tier modifier to each skill in that group’s list)
for (i = 0; i < SKILL_GROUPS.length; i++) {
var group = SKILL_GROUPS[i];
var mod = getSkillMod(group.key);
if (!mod) continue;
for (var j = 0; j < group.list.length; j++) {
var skill = group.list[j];
ensureMetric(breakdown, skill);
breakdown[skill].skills += mod;
}
}
// Strength → derived Melee Attack/Defence (unchanged logic)
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; }
// Fitness → Robustness
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;
// Totals
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() {
// 1) Remember current open/closed state before we replace the DOM
var prevPosOpen = $('#posDetails').prop('open');
var prevNegOpen = $('#negDetails').prop('open');
if (typeof prevPosOpen === 'undefined') prevPosOpen = true; // default first render = open
if (typeof prevNegOpen === 'undefined') prevNegOpen = true;
// counts for the caps blurb
var counts = skillTierCounts();
// 2) Build the shell WITHOUT hard-coding "open" so we can restore it explicitly
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);
// 3) Restore the prior open/closed state
$('#posDetails').prop('open', !!prevPosOpen);
$('#negDetails').prop('open', !!prevNegOpen);
// 4) (Re)populate 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, '_')).on('change', function (e) {
if (e.target.checked) state.pos.add(t.name); else state.pos.delete(t.name);
renderAll();
});
})(POSITIVE_TRAITS[i]);
// 5) (Re)populate 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, '_')).on('change', function (e) {
if (e.target.checked) state.neg.add(t.name); else state.neg.delete(t.name);
renderAll();
});
})(NEGATIVE_TRAITS[i]);
// 6) Skills UI
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>';
}
}
// current shown values
function tierStartHalf(tn){ return SKILL_TIERS[tn] ? SKILL_TIERS[tn].start / 2 : 0; }
var shownStart = val ? SKILL_TIERS[val].start : 0;
var shownMod = val ? Math.floor(tierStartHalf(val)) : 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 helpers (adds levels across groups) ---------- */
// Which checks we show as “roll modifiers”
var ROLL_CHECKS = [
'Melee Attack','Melee Defence','Ranged Attack','Reloading',
'Perception','Resolve','Initiative','Robustness',
'First Aid','Nimble','Hiding'
];
// Build { SkillName: TotalLevel } by SUMMING contributions from all selected groups
function currentSkillLevels() {
var out = Object.create(null), i, group, tier, def, lv, s, name;
for (i = 0; i < SKILL_GROUPS.length; i++) {
group = SKILL_GROUPS[i];
tier = state.skills[group.key];
if (!tier) continue;
def = SKILL_TIERS[tier];
if (!def) continue;
lv = def.start || 0; // e.g. Amateur→6, Experienced→8, Expert→10
for (s = 0; s < group.list.length; s++) {
name = group.list[s];
if (!out[name]) out[name] = 0;
out[name] += lv; // <-- ADD levels from overlapping groups
}
}
return out;
}
// Only show skills that have a level and roll modifiers that are non-zero
function renderSummary() {
var b = sumEffects();
// Quick stats
var str = (b.Strength && b.Strength.total) || 0;
var fit = (b.Fitness && b.Fitness.total) || 0;
var maxHP = (b.MaxHP && b.MaxHP.value) || 0;
// Skills with levels (summed)
var levels = currentSkillLevels();
var names = [];
for (var k in levels) if (levels.hasOwnProperty(k)) names.push(k);
names.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>';
}
// Non-zero roll modifiers
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);
}}})
