Compare commits

..

3 commits

3 changed files with 39 additions and 16 deletions

View file

@ -12,11 +12,15 @@ AltSystem.Data.SkillLevels = {
["Master"] = 4,
}
-- The "Inept" entry is always the first (default) skill
-- The "Base roll" entry is always the first (default) skill
local BASE_ROLL_ENTRY = { name = "Base roll", level = "Base", modifier = 0 }
-- The "Inept" entry is always the second skill
local UNSKILLED_ENTRY = { name = "Inept", level = "Inept", modifier = -4 }
-- Default/fallback skill list used when no TRP3 profile skills are found
local DEFAULT_SKILLS = {
{ name = "Base roll", level = "Base", modifier = 0 },
{ name = "Inept", level = "Inept", modifier = -4 },
{ name = "Novice Skill", level = "Novice", modifier = -2 },
{ name = "Adept Skill", level = "Adept", modifier = 0 },
@ -56,12 +60,13 @@ local function ParseSkillLevel(numericValue)
end
-- Fetch skills from the current TRP3 profile's personality traits.
-- Returns an array of skill entries, always starting with "Inept".
-- Returns an array of skill entries, always starting with "Base roll" and "Inept".
-- Falls back to the default list if no profile or no valid skills are found.
function AltSystem.Data:RefreshSkills()
local skills = {}
-- Always add Inept as the first entry
-- Always add Base roll as the first entry, then Inept
table.insert(skills, { name = BASE_ROLL_ENTRY.name, level = BASE_ROLL_ENTRY.level, modifier = BASE_ROLL_ENTRY.modifier })
table.insert(skills, { name = UNSKILLED_ENTRY.name, level = UNSKILLED_ENTRY.level, modifier = UNSKILLED_ENTRY.modifier })
local foundAny = false
@ -89,7 +94,7 @@ function AltSystem.Data:RefreshSkills()
end
end
-- If no valid skills were found, use the default fallback list (skip first "Inept" since we already added it)
-- If no valid skills were found, use the default fallback list
if not foundAny then
skills = {}
for _, skill in ipairs(DEFAULT_SKILLS) do

View file

@ -20,14 +20,26 @@ end
local function BuildModifierString(modifiers)
local parts = {}
for _, mod in ipairs(modifiers) do
if mod.value ~= 0 then
local sign = mod.value >= 0 and "+" or ""
table.insert(parts, sign .. mod.value .. " (" .. mod.name .. ")")
end
end
return table.concat(parts, " ")
end
-- Send a message to the given channel, handling EMOTE specially
-- to avoid the message being redirected to raid chat when in a raid group.
local function SendToChannel(msg, channel)
if channel == "EMOTE" then
local editBox = ChatFrame1 and ChatFrame1.editBox or ChatFrame1EditBox
if editBox then
ChatFrame_OpenChat("/e " .. msg, ChatFrame1)
ChatEdit_SendText(editBox)
end
return
end
SendChatMessage(msg, channel)
end
-- Announce the roll result to the selected chat channel
local function AnnounceRoll(rollValue, modifiers, total)
if not AltSystem.State.announceEnabled then return end
@ -45,7 +57,7 @@ local function AnnounceRoll(rollValue, modifiers, total)
msg = name .. " rolled " .. rollValue .. " = " .. total
end
SendChatMessage(msg, channelDef.channel)
SendToChannel(msg, channelDef.channel)
end
-- Perform a roll: triggers the WoW native /roll 20 command
@ -82,7 +94,7 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
if AltSystem.State.announceEnabled then
local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
if channelDef then
SendChatMessage(GetCharacterName() .. " rolled a Critical Failure!", channelDef.channel)
SendToChannel(GetCharacterName() .. " rolled a Critical Failure!", channelDef.channel)
end
end
return
@ -93,7 +105,7 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
if AltSystem.State.announceEnabled then
local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
if channelDef then
SendChatMessage(GetCharacterName() .. " rolled a Critical Success!", channelDef.channel)
SendToChannel(GetCharacterName() .. " rolled a Critical Success!", channelDef.channel)
end
end
return
@ -111,12 +123,16 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
local modifiers = {}
local isBaseRoll = skill and skill.name == "Base roll"
if rollType == "attack" then
-- Attack Roll = roll + skill modifier + item modifier
total = rollValue + skillMod + itemMod
if not isBaseRoll then
breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
end
if itemMod ~= 0 then
breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod)
table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
@ -131,8 +147,10 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
total = rollValue + skillMod + itemMod + defenseMod + shieldMod
if not isBaseRoll then
breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
end
if itemMod ~= 0 then
breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod)
table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })

2
UI.lua
View file

@ -16,7 +16,7 @@ local function BuildSkillOptions()
for _, skill in ipairs(AltSystem.Data.Skills) do
local sign = skill.modifier >= 0 and "+" or ""
local text
if skill.level == "Inept" then
if skill.level == "Base" or skill.level == "Inept" then
text = skill.name .. " (" .. sign .. skill.modifier .. ")"
else
text = skill.name .. " (" .. skill.level .. " " .. sign .. skill.modifier .. ")"