Fixes
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parent
39b273ad1c
commit
e17370a89f
4 changed files with 23 additions and 10 deletions
12
Data.lua
12
Data.lua
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@ -12,12 +12,12 @@ AltSystem.Data.SkillLevels = {
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["Master"] = 4,
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}
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-- The "Unskilled" entry is always the first (default) skill
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local UNSKILLED_ENTRY = { name = "Unskilled", level = "Unskilled", modifier = -4 }
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-- The "Inept" entry is always the first (default) 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 = "Unskilled", level = "Unskilled", modifier = -4 },
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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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{ name = "Expert Skill", level = "Expert", modifier = 2 },
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@ -56,12 +56,12 @@ 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 "Unskilled".
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-- Returns an array of skill entries, always starting with "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 Unskilled as the first entry
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-- Always add Inept as the first entry
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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 +89,7 @@ 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 "Unskilled" since we already added it)
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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 not foundAny then
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skills = {}
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for _, skill in ipairs(DEFAULT_SKILLS) do
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13
Roll.lua
13
Roll.lua
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@ -31,6 +31,19 @@ end)
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-- Calculate the final result based on the roll type and selected modifiers
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function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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-- Critical rolls bypass normal calculation
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if rollValue == 1 then
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if AltSystem.ResultText then
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AltSystem.ResultText:SetText("|cffff0000Critical Failure|r")
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end
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return
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elseif rollValue == 20 then
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if AltSystem.ResultText then
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AltSystem.ResultText:SetText("|cff00ff00Critical Success|r")
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end
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return
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end
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local state = AltSystem.State
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local skill = AltSystem.Data.Skills[state.selectedSkillIndex]
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local item = AltSystem.Data.Items[state.selectedItemIndex]
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4
UI.lua
4
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 == "Unskilled" then
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if 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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@ -210,7 +210,7 @@ end
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function AltSystem:RefreshSkillDropdown()
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AltSystem.Data:RefreshSkills()
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-- Reset selection to 1 (Unskilled) since the skill list may have changed
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-- Reset selection to 1 (Inept) since the skill list may have changed
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AltSystem.State.selectedSkillIndex = 1
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if AltSystem.SetSkillIndex then
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AltSystem.SetSkillIndex(1)
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@ -10,6 +10,6 @@
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- Expert: 11-19
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- Master: 20
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- should a skill have a value of 0 or no value, it should be omitted from the list
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- The list should have a default selected value of "Unskilled" which corresponds to a -4 modifier
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- The list should have a default selected value of "Inept" which corresponds to a -4 modifier
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- In case no skills are found in the profile, or no profile is selected, a default list should be displayed
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- Unskilled, Novice Skill, Adept Skill, Expert Skill, Master Skill
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- Inept, Novice Skill, Adept Skill, Expert Skill, Master Skill
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