Hello, I'm new to both programming and adobe, I've been working on a fillable form using pro dc and right now what I'm trying to do is create a button that will generate a random result from a list and then show the result. Here is the bit of code that I have and this code works in VSC.
const critB = ["Crunch: Target is sickened 3.", "Where Am I?: Normal damage. Target is stunned 2", "Surprise Opening: Until end of turn you gain an additional action to use as an attack against the target.",
"Cracked Rib: Target is fatigued.", "Feeble Parry: Target drops one weapon.", "Cracked Knee: Until healed the target is clumsy 2 and takes a -5-foot status penalty to land Speed.",
"Bell Ringer: Target is sickened 2 and is stupefied 2 until no longer sickened.", "Split Open: Target takes 1d6 persistent bleed damage.", "Momentum: Gain a +2 circumstance bonus to all attack rolls until next turn.",
"I See Stars: Normal damage. Target is dazzled until healed.", "Broken Nose: Target takes 1d4 persistent bleed damage.", "Crushed Toe: Normal damage. Until healed target is clumsy 2 and takes a -10-foot status penalty to land Speed.",
"Numbing Blow: Normal damage. Target is clumsy 1 for 1 minute and must succeed a Reflex save or drop 1 item it holds at random.", "Crumpling Blow: Target is knocked prone", "Shattered Hand: Normal Damage. Until healed, target is clumsy 2 and enfeebled 2, and can't use one of its hands.",
"Two For One: Deal normal damage to one target adjacent to the original target.", "And Stay Down!: Normal damage. Target is knocked prone and stunned 2.", "Rattled: Normal damage. Target is confused for 1 round.",
"Nighty Night: Normal damage. Target falls unconscious and can't wake up until the end of its next turn.", "Brained: Target is stunned 1.", "Collapsed Lung: Normal damage. Until healed, target is enfeebled 2 and fatigued.",
"Bone Masher: Normal damage. Either target is clumsy 2 and takes a -10-foot status penalty to land Speed OR is clumsy 2 and can't use one of its arms (your choice). Either effect lasts until healed.", "Overwhelming Smash: Triple damage.", "Ruptured Spleen: Normal damage. Target takes 1 persistent bleed damage that can't be removed until the target has been subject to magical healing.",
"Off Balance: Normal damage. The target triggers reactions as if it just used a move action. It is also flat-footed until the end of its next turn.", "Crushed Intestines: Normal damage. Target is wounded 2 and enfeebled 2 until it is no longer wounded.", "Crushed Trachea: Target is suffocating until subject to magical healing. It can't speak while suffocating.",
"Skull Crush: Target is stupefied 3 until healed.", "Caved Skull: Triple damage. Target must succeed at a Fortitude save or die.", "To Your Thinky Bits: Target is stupefied 2 until healed.",
"Dazing Thud: Target is stunned 1.", "Clocked!: Triple damage. Target is knocked prone.", "Broken Ribs: Normal damage. Target is slowed 1 until healed.",
"Staggering Blow: Target is stunned 2.", "Thunder Strike: Target is deafened until healed.", "Box The Ears: Target is deafened until healed.",
"Concussion: Normal damage. Target is confused for 1 minute and stupefied 2 until healed.", "Armor Dent: Normal damage. Deal the same amount of damage to the target's armor, ignoring that armor's hardness.", "Soul-Crushing Blow: Target is doomed 1 and is stupefied 1 as long as it is doomed.",
"Breathless: Target is fatigued.", "Broken Leg: Target takes a -15-foot penalty to its land Speed until healed.", "Shield Smack: Target must succeed at a Reflex save or drop a shield it's holding.",
"My Teef!: Target must succeed at a DC 5 flat check to cast spells with the verbal component until healed.", "Knockback: Target is pushed 1d4x5 feet away.", "Low Blow: Target is sickened 2 and slowed 1 as long as it remains sickened.",
"Busted Shin: Until healed, target is clumsy 1 and takes a -10-foot status penalty to its land Speed.", "Back Breaker: Until healed, the target is clumsy 2 and enfeebled 2.", "Busted Shin: Until healed, the target is clumsy 1 and takes a -10-foot status penalty to its land Speed.",
"Solid Blow: Triple damage.", "Tiring Blow: Target is fatigued.", "Foot Smash: Target is flat-footed util the end of its next turn.",
"Lights Out: Target is blinded until the end of its next turn.", "Roundhouse: Make one additional attack against a foe adjacent to the original target, using the same attack modifier as the original attack."];
const randomCrit = critB[Math.floor(Math.random() * critB.length)];
console.log("random crit =>", randomCrit);
But I'm having issues thinking about how to move this to adobe and have it still fuction as above.