Add a 'base roll' skill
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3 changed files with 20 additions and 9 deletions
13
Data.lua
13
Data.lua
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@ -12,11 +12,15 @@ AltSystem.Data.SkillLevels = {
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["Master"] = 4,
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}
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-- The "Inept" entry is always the first (default) skill
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-- The "Base roll" entry is always the first (default) skill
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local BASE_ROLL_ENTRY = { name = "Base roll", level = "Base", modifier = 0 }
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-- The "Inept" entry is always the second skill
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local UNSKILLED_ENTRY = { name = "Inept", level = "Inept", modifier = -4 }
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-- Default/fallback skill list used when no TRP3 profile skills are found
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local DEFAULT_SKILLS = {
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{ name = "Base roll", level = "Base", modifier = 0 },
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{ name = "Inept", level = "Inept", modifier = -4 },
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{ name = "Novice Skill", level = "Novice", modifier = -2 },
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{ name = "Adept Skill", level = "Adept", modifier = 0 },
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@ -56,12 +60,13 @@ local function ParseSkillLevel(numericValue)
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end
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-- Fetch skills from the current TRP3 profile's personality traits.
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-- Returns an array of skill entries, always starting with "Inept".
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-- Returns an array of skill entries, always starting with "Base roll" and "Inept".
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-- Falls back to the default list if no profile or no valid skills are found.
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function AltSystem.Data:RefreshSkills()
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local skills = {}
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-- Always add Inept as the first entry
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-- Always add Base roll as the first entry, then Inept
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table.insert(skills, { name = BASE_ROLL_ENTRY.name, level = BASE_ROLL_ENTRY.level, modifier = BASE_ROLL_ENTRY.modifier })
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table.insert(skills, { name = UNSKILLED_ENTRY.name, level = UNSKILLED_ENTRY.level, modifier = UNSKILLED_ENTRY.modifier })
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local foundAny = false
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@ -89,7 +94,7 @@ function AltSystem.Data:RefreshSkills()
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end
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end
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-- If no valid skills were found, use the default fallback list (skip first "Inept" since we already added it)
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-- If no valid skills were found, use the default fallback list
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if not foundAny then
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skills = {}
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for _, skill in ipairs(DEFAULT_SKILLS) do
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14
Roll.lua
14
Roll.lua
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@ -123,12 +123,16 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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local modifiers = {}
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local isBaseRoll = skill and skill.name == "Base roll"
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if rollType == "attack" then
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-- Attack Roll = roll + skill modifier + item modifier
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total = rollValue + skillMod + itemMod
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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if not isBaseRoll then
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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end
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if itemMod ~= 0 then
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breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod)
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table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
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@ -143,8 +147,10 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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total = rollValue + skillMod + itemMod + defenseMod + shieldMod
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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if not isBaseRoll then
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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end
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if itemMod ~= 0 then
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breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod)
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table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
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2
UI.lua
2
UI.lua
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@ -16,7 +16,7 @@ local function BuildSkillOptions()
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for _, skill in ipairs(AltSystem.Data.Skills) do
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local sign = skill.modifier >= 0 and "+" or ""
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local text
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if skill.level == "Inept" then
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if skill.level == "Base" or skill.level == "Inept" then
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text = skill.name .. " (" .. sign .. skill.modifier .. ")"
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else
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text = skill.name .. " (" .. skill.level .. " " .. sign .. skill.modifier .. ")"
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