This commit is contained in:
Gonçalo Correia 2026-04-11 20:27:46 +01:00
parent 39b273ad1c
commit e17370a89f
4 changed files with 23 additions and 10 deletions

View file

@ -12,12 +12,12 @@ AltSystem.Data.SkillLevels = {
["Master"] = 4, ["Master"] = 4,
} }
-- The "Unskilled" entry is always the first (default) skill -- The "Inept" entry is always the first (default) skill
local UNSKILLED_ENTRY = { name = "Unskilled", level = "Unskilled", modifier = -4 } local UNSKILLED_ENTRY = { name = "Inept", level = "Inept", modifier = -4 }
-- Default/fallback skill list used when no TRP3 profile skills are found -- Default/fallback skill list used when no TRP3 profile skills are found
local DEFAULT_SKILLS = { local DEFAULT_SKILLS = {
{ name = "Unskilled", level = "Unskilled", modifier = -4 }, { name = "Inept", level = "Inept", modifier = -4 },
{ name = "Novice Skill", level = "Novice", modifier = -2 }, { name = "Novice Skill", level = "Novice", modifier = -2 },
{ name = "Adept Skill", level = "Adept", modifier = 0 }, { name = "Adept Skill", level = "Adept", modifier = 0 },
{ name = "Expert Skill", level = "Expert", modifier = 2 }, { name = "Expert Skill", level = "Expert", modifier = 2 },
@ -56,12 +56,12 @@ local function ParseSkillLevel(numericValue)
end end
-- Fetch skills from the current TRP3 profile's personality traits. -- Fetch skills from the current TRP3 profile's personality traits.
-- Returns an array of skill entries, always starting with "Unskilled". -- Returns an array of skill entries, always starting with "Inept".
-- Falls back to the default list if no profile or no valid skills are found. -- Falls back to the default list if no profile or no valid skills are found.
function AltSystem.Data:RefreshSkills() function AltSystem.Data:RefreshSkills()
local skills = {} local skills = {}
-- Always add Unskilled as the first entry -- Always add Inept as the first entry
table.insert(skills, { name = UNSKILLED_ENTRY.name, level = UNSKILLED_ENTRY.level, modifier = UNSKILLED_ENTRY.modifier }) table.insert(skills, { name = UNSKILLED_ENTRY.name, level = UNSKILLED_ENTRY.level, modifier = UNSKILLED_ENTRY.modifier })
local foundAny = false local foundAny = false
@ -89,7 +89,7 @@ function AltSystem.Data:RefreshSkills()
end end
end end
-- If no valid skills were found, use the default fallback list (skip first "Unskilled" since we already added it) -- If no valid skills were found, use the default fallback list (skip first "Inept" since we already added it)
if not foundAny then if not foundAny then
skills = {} skills = {}
for _, skill in ipairs(DEFAULT_SKILLS) do for _, skill in ipairs(DEFAULT_SKILLS) do

View file

@ -31,6 +31,19 @@ end)
-- Calculate the final result based on the roll type and selected modifiers -- Calculate the final result based on the roll type and selected modifiers
function AltSystem:CalculateAndDisplayResult(rollType, rollValue) function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
-- Critical rolls bypass normal calculation
if rollValue == 1 then
if AltSystem.ResultText then
AltSystem.ResultText:SetText("|cffff0000Critical Failure|r")
end
return
elseif rollValue == 20 then
if AltSystem.ResultText then
AltSystem.ResultText:SetText("|cff00ff00Critical Success|r")
end
return
end
local state = AltSystem.State local state = AltSystem.State
local skill = AltSystem.Data.Skills[state.selectedSkillIndex] local skill = AltSystem.Data.Skills[state.selectedSkillIndex]
local item = AltSystem.Data.Items[state.selectedItemIndex] local item = AltSystem.Data.Items[state.selectedItemIndex]

4
UI.lua
View file

@ -16,7 +16,7 @@ local function BuildSkillOptions()
for _, skill in ipairs(AltSystem.Data.Skills) do for _, skill in ipairs(AltSystem.Data.Skills) do
local sign = skill.modifier >= 0 and "+" or "" local sign = skill.modifier >= 0 and "+" or ""
local text local text
if skill.level == "Unskilled" then if skill.level == "Inept" then
text = skill.name .. " (" .. sign .. skill.modifier .. ")" text = skill.name .. " (" .. sign .. skill.modifier .. ")"
else else
text = skill.name .. " (" .. skill.level .. " " .. sign .. skill.modifier .. ")" text = skill.name .. " (" .. skill.level .. " " .. sign .. skill.modifier .. ")"
@ -210,7 +210,7 @@ end
function AltSystem:RefreshSkillDropdown() function AltSystem:RefreshSkillDropdown()
AltSystem.Data:RefreshSkills() AltSystem.Data:RefreshSkills()
-- Reset selection to 1 (Unskilled) since the skill list may have changed -- Reset selection to 1 (Inept) since the skill list may have changed
AltSystem.State.selectedSkillIndex = 1 AltSystem.State.selectedSkillIndex = 1
if AltSystem.SetSkillIndex then if AltSystem.SetSkillIndex then
AltSystem.SetSkillIndex(1) AltSystem.SetSkillIndex(1)

View file

@ -10,6 +10,6 @@
- Expert: 11-19 - Expert: 11-19
- Master: 20 - Master: 20
- should a skill have a value of 0 or no value, it should be omitted from the list - should a skill have a value of 0 or no value, it should be omitted from the list
- The list should have a default selected value of "Unskilled" which corresponds to a -4 modifier - The list should have a default selected value of "Inept" which corresponds to a -4 modifier
- In case no skills are found in the profile, or no profile is selected, a default list should be displayed - In case no skills are found in the profile, or no profile is selected, a default list should be displayed
- Unskilled, Novice Skill, Adept Skill, Expert Skill, Master Skill - Inept, Novice Skill, Adept Skill, Expert Skill, Master Skill