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9 changed files with 246 additions and 598 deletions

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@ -2,7 +2,7 @@
## Title: AltSystem
## Notes: Enhances RP gameplay with a custom rolling system
## Author: Rukira
## Version: 2.0
## Version: 1.1
## Dependencies: totalRP3, totalRP3_Extended
## SavedVariables: AltSystemDB

View file

@ -6,14 +6,11 @@ AltSystem.State = {
selectedSkillIndex = 1,
selectedSkillName = nil, -- skill name used to restore selection across sessions
selectedItemIndex = 1, -- 1 = No item
selectedDefenseIndex = 1, -- 1 = No Armor
selectedDefenseIndex = 1, -- 1 = Base armor
shieldEnabled = false,
petSummonEnabled = false,
announceEnabled = false,
announceChannelIndex = 1, -- 1 = Emote, 2 = Party, 3 = Raid, 4 = Guild
rollType = "attack", -- "attack" or "defense"
announceOptionIndex = 1, -- 1 = Self Roll, 2+ = channel from AnnounceChannels
rollLog = {}, -- array of { text = "...", timestamp = time() }, max 100, not persisted
}
-- Channel definitions for announcing rolls
@ -38,6 +35,12 @@ end)
function AltSystem:Init()
-- Load saved settings
AltSystemDB = AltSystemDB or {}
if AltSystemDB.announceEnabled ~= nil then
AltSystem.State.announceEnabled = AltSystemDB.announceEnabled
end
if AltSystemDB.announceChannelIndex then
AltSystem.State.announceChannelIndex = AltSystemDB.announceChannelIndex
end
if AltSystemDB.petSummonEnabled ~= nil then
AltSystem.State.petSummonEnabled = AltSystemDB.petSummonEnabled
end
@ -53,28 +56,6 @@ function AltSystem:Init()
if AltSystemDB.selectedSkillName then
AltSystem.State.selectedSkillName = AltSystemDB.selectedSkillName
end
if AltSystemDB.rollType then
AltSystem.State.rollType = AltSystemDB.rollType
end
-- Migrate from old announce settings or load new announceOptionIndex
if AltSystemDB.announceOptionIndex then
AltSystem.State.announceOptionIndex = AltSystemDB.announceOptionIndex
elseif AltSystemDB.announceEnabled ~= nil then
-- Backwards compat: derive from old announceEnabled + announceChannelIndex
if AltSystemDB.announceEnabled and AltSystemDB.announceChannelIndex then
AltSystem.State.announceOptionIndex = AltSystemDB.announceChannelIndex + 1
else
AltSystem.State.announceOptionIndex = 1
end
end
-- Derive announceEnabled and announceChannelIndex from announceOptionIndex
if AltSystem.State.announceOptionIndex > 1 then
AltSystem.State.announceEnabled = true
AltSystem.State.announceChannelIndex = AltSystem.State.announceOptionIndex - 1
else
AltSystem.State.announceEnabled = false
AltSystem.State.announceChannelIndex = 1
end
-- Register slash command /altsystem
SLASH_ALTSYSTEM1 = "/altsystem"
@ -87,13 +68,13 @@ function AltSystem:Init()
saveFrame:RegisterEvent("PLAYER_LOGOUT")
saveFrame:SetScript("OnEvent", function()
AltSystemDB = AltSystemDB or {}
AltSystemDB.announceOptionIndex = AltSystem.State.announceOptionIndex
AltSystemDB.announceEnabled = AltSystem.State.announceEnabled
AltSystemDB.announceChannelIndex = AltSystem.State.announceChannelIndex
AltSystemDB.petSummonEnabled = AltSystem.State.petSummonEnabled
AltSystemDB.shieldEnabled = AltSystem.State.shieldEnabled
AltSystemDB.selectedItemIndex = AltSystem.State.selectedItemIndex
AltSystemDB.selectedDefenseIndex = AltSystem.State.selectedDefenseIndex
AltSystemDB.selectedSkillName = AltSystem.State.selectedSkillName
AltSystemDB.rollType = AltSystem.State.rollType
end)
-- Build the main frame now that saved variables are loaded

View file

@ -147,11 +147,11 @@ AltSystem.Data.Items = {
{ name = "Epic item", modifier = 5 },
}
-- Defense / Armor options: name and modifier
-- Defense options: name and modifier
AltSystem.Data.Defenses = {
{ name = "None", modifier = 0 },
{ name = "Partial", modifier = 1 },
{ name = "Full", modifier = 2 },
{ name = "Base armor", modifier = 0 },
{ name = "Extra small armor", modifier = 1 },
{ name = "Extra large armor", modifier = 2 },
}
-- Shield modifier

105
Roll.lua
View file

@ -27,42 +27,10 @@ local function BuildModifierString(modifiers)
return table.concat(parts, " ")
end
-- Build the log message string (always uses the non-emote format with character name)
local function BuildLogMessage(rollValue, modifiers, total)
local name = GetCharacterName()
local modStr = BuildModifierString(modifiers)
if modStr ~= "" then
return name .. " rolled " .. rollValue .. " " .. modStr .. " = " .. total
else
return name .. " rolled " .. rollValue .. " = " .. total
end
end
-- Build the critical roll log message
local function BuildCriticalLogMessage(isCriticalSuccess)
local name = GetCharacterName()
if isCriticalSuccess then
return name .. " rolled a Critical Success!"
else
return name .. " rolled a Critical Failure!"
end
end
-- Add an entry to the roll log and refresh the UI
local function AddLogEntry(text)
local rollLog = AltSystem.State.rollLog
table.insert(rollLog, { text = text, timestamp = time() })
-- Cap at 100 entries
if #rollLog > 100 then
table.remove(rollLog, 1)
end
-- Refresh the log panel if it exists
if AltSystem.RefreshLogPanel then
AltSystem:RefreshLogPanel()
end
end
-- Send a message to the given channel.
-- Note: EMOTE channel uses SendChatMessage like all others. The WoW API
-- SendChatMessage(msg, "EMOTE") sends a proper /e emote from any context,
-- unlike RunMacroText which is a protected function requiring a hardware event.
local function SendToChannel(msg, channel)
SendChatMessage(msg, channel)
end
@ -96,24 +64,6 @@ local function AnnounceRoll(rollValue, modifiers, total)
SendToChannel(msg, channelDef.channel)
end
-- Announce a critical roll result
local function AnnounceCritical(isCriticalSuccess)
if not AltSystem.State.announceEnabled then return end
local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
if not channelDef then return end
local critText = isCriticalSuccess and "rolled a Critical Success!" or "rolled a Critical Failure!"
local msg
if channelDef.channel == "EMOTE" then
msg = critText
else
msg = GetCharacterName() .. " " .. critText
end
SendToChannel(msg, channelDef.channel)
end
-- Perform a roll: triggers the WoW native /roll 20 command
function AltSystem:PerformRoll(rollType)
pendingPetRoll = nil
@ -166,12 +116,32 @@ end)
function AltSystem:CalculateAndDisplayResult(rollType, rollValue, petRollValue)
-- Critical rolls bypass normal calculation
if rollValue == 1 then
AddLogEntry(BuildCriticalLogMessage(false))
AnnounceCritical(false)
if AltSystem.ResultText then
AltSystem.ResultText:SetText("|cffff0000Critical Failure|r")
end
if AltSystem.State.announceEnabled then
local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
if channelDef then
local critMsg = channelDef.channel == "EMOTE"
and "rolled a Critical Failure!"
or (GetCharacterName() .. " rolled a Critical Failure!")
SendToChannel(critMsg, channelDef.channel)
end
end
return
elseif rollValue == 20 then
AddLogEntry(BuildCriticalLogMessage(true))
AnnounceCritical(true)
if AltSystem.ResultText then
AltSystem.ResultText:SetText("|cff00ff00Critical Success|r")
end
if AltSystem.State.announceEnabled then
local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
if channelDef then
local critMsg = channelDef.channel == "EMOTE"
and "rolled a Critical Success!"
or (GetCharacterName() .. " rolled a Critical Success!")
SendToChannel(critMsg, channelDef.channel)
end
end
return
end
@ -183,6 +153,7 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue, petRollValue)
local itemMod = item and item.modifier or 0
local total = rollValue
local breakdown = "Roll: " .. rollValue
local modifiers = {}
@ -195,14 +166,18 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue, petRollValue)
total = rollValue + skillMod + itemMod + petMod
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 })
end
if petMod ~= 0 then
breakdown = breakdown .. " | Pet: +" .. petMod
table.insert(modifiers, { name = "Pet", value = petMod })
end
breakdown = breakdown .. "\n|cffffd100Attack Total: " .. total .. "|r"
elseif rollType == "defense" then
-- Defense Roll = roll + skill modifier + item modifier + defense modifier + shield modifier
@ -213,26 +188,30 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue, petRollValue)
total = rollValue + skillMod + itemMod + defenseMod + shieldMod + petMod
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 })
end
if defenseMod ~= 0 then
table.insert(modifiers, { name = defense and defense.name or "Armor", value = defenseMod })
end
breakdown = breakdown .. "\nDefense: " .. FormatModifier(defenseMod)
table.insert(modifiers, { name = defense and defense.name or "Defense", value = defenseMod })
if shieldMod ~= 0 then
breakdown = breakdown .. " | Shield: " .. FormatModifier(shieldMod)
table.insert(modifiers, { name = "Shield", value = shieldMod })
end
if petMod ~= 0 then
breakdown = breakdown .. " | Pet: +" .. petMod
table.insert(modifiers, { name = "Pet", value = petMod })
end
breakdown = breakdown .. "\n|cff00ccffDefense Total: " .. total .. "|r"
end
-- Add to log (always, regardless of announce setting)
AddLogEntry(BuildLogMessage(rollValue, modifiers, total))
if AltSystem.ResultText then
AltSystem.ResultText:SetText(breakdown)
end
-- Announce to chat (if enabled)
AnnounceRoll(rollValue, modifiers, total)
end

609
UI.lua
View file

@ -1,17 +1,14 @@
-- AltSystem UI
-- Creates the main dialog window with tabbed layout.
-- The "Use Skills" tab contains controls on the left and a Log panel on the right.
-- Creates the main dialog window with all interface elements.
-- Uses the modern DropdownButton API (WoW 10.2.5+ / 12.0+).
AltSystem = AltSystem or {}
local WINDOW_WIDTH = 700
local WINDOW_HEIGHT = 500
local CONTROLS_WIDTH = 350
local LOG_WIDTH = 350
local PADDING = 12
local ROW_HEIGHT = 26
local SECTION_GAP = 10
local WINDOW_WIDTH = 300
local WINDOW_HEIGHT = 478
local PADDING = 12
local ROW_HEIGHT = 30
local LABEL_WIDTH = 80
-- Helper: Build the skill option list from current AltSystem.Data.Skills
local function BuildSkillOptions()
@ -30,98 +27,38 @@ local function BuildSkillOptions()
end
-- Helper: Create a modern dropdown (WowStyle1DropdownTemplate)
local function CreateDropdown(parent, name, labelText, options, defaultIndex, onSelect, labelFont)
local container = CreateFrame("Frame", nil, parent)
container:SetHeight(ROW_HEIGHT)
local label
if labelText and labelText ~= "" then
label = container:CreateFontString(nil, "OVERLAY", labelFont or "GameFontNormal")
label:SetPoint("LEFT", container, "LEFT", 0, 0)
label:SetText(labelText)
label:SetJustifyH("LEFT")
end
local function CreateDropdown(parent, name, yOffset, labelText, options, defaultIndex, onSelect)
local label = parent:CreateFontString(nil, "OVERLAY", "GameFontNormal")
label:SetPoint("TOPLEFT", parent, "TOPLEFT", PADDING, yOffset)
label:SetText(labelText)
label:SetWidth(LABEL_WIDTH)
label:SetJustifyH("LEFT")
local selectedIndex = defaultIndex or 1
local dropdown = CreateFrame("DropdownButton", name, container, "WowStyle1DropdownTemplate")
if label then
dropdown:SetPoint("RIGHT", container, "RIGHT", 0, 0)
else
dropdown:SetPoint("LEFT", container, "LEFT", 0, 0)
end
dropdown:SetWidth(190)
local dropdown = CreateFrame("DropdownButton", name, parent, "WowStyle1DropdownTemplate")
dropdown:SetPoint("LEFT", label, "RIGHT", 4, 0)
dropdown:SetWidth(160)
dropdown:SetupMenu(function(dropdown, rootDescription)
for i, option in ipairs(options) do
rootDescription:CreateRadio(
option.text,
function(data)
return data == selectedIndex
end,
function(data)
selectedIndex = data
if onSelect then
onSelect(data, options[data])
end
end,
i
option.text,
function(data) return data == selectedIndex end,
function(data)
selectedIndex = data
if onSelect then onSelect(data, options[data]) end
end,
i
)
end
end)
return container, dropdown, function()
return selectedIndex
end, function(idx)
selectedIndex = idx
end
end
-- Helper: Create a radio button (CheckButton with radio texture)
local function CreateRadioButton(parent, name, text, x, y, isChecked, onClick)
local radio = CreateFrame("CheckButton", name, parent, "UIRadioButtonTemplate")
radio:SetPoint("TOPLEFT", parent, "TOPLEFT", x, y)
radio:SetChecked(isChecked)
local radioText = radio:GetFontString()
if radioText then
radioText:SetText(text)
radioText:SetFontObject("GameFontHighlight")
else
local t = radio:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
t:SetPoint("LEFT", radio, "RIGHT", 4, 0)
t:SetText(text)
end
radio:SetScript("OnClick", function(self)
onClick(self)
end)
return radio
end
-- Helper: Create a section header (golden text)
local function CreateSectionHeader(parent, text, x, y)
local header = parent:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge")
header:SetPoint("TOPLEFT", parent, "TOPLEFT", x, y)
header:SetText(text)
header:SetTextColor(0.9, 0.75, 0.2)
return header
end
-- Helper: Create a sub-label (smaller golden text)
local function CreateSubLabel(parent, text, x, y)
local label = parent:CreateFontString(nil, "OVERLAY", "GameFontNormal")
label:SetPoint("TOPLEFT", parent, "TOPLEFT", x, y)
label:SetText(text)
label:SetTextColor(0.9, 0.75, 0.2)
return label
return dropdown, function() return selectedIndex end, function(idx) selectedIndex = idx end
end
function AltSystem:CreateMainFrame()
if AltSystem.MainFrame then
return
end
if AltSystem.MainFrame then return end
-- Main frame
local f = CreateFrame("Frame", "AltSystemMainFrame", UIParent, "BasicFrameTemplateWithInset")
@ -139,142 +76,26 @@ function AltSystem:CreateMainFrame()
f.title:SetPoint("TOPLEFT", f.TitleBg, "TOPLEFT", 5, -3)
f.title:SetText("AltSystem")
---------------------
-- TAB BUTTONS (span full window width)
---------------------
local contentTop = -24
local tabHeight = 28
local contentWidth = WINDOW_WIDTH - 8 -- 4px inset on each side
local tabWidth = contentWidth / 2
local tabUseSkills = CreateFrame("Button", "AltSystemTabUseSkills", f)
tabUseSkills:SetSize(tabWidth, tabHeight)
tabUseSkills:SetPoint("TOPLEFT", f, "TOPLEFT", 4, contentTop)
tabUseSkills:SetNormalFontObject("GameFontHighlight")
tabUseSkills:SetHighlightFontObject("GameFontHighlight")
tabUseSkills:SetText("Use Skills")
local tabUseSkillsBg = tabUseSkills:CreateTexture(nil, "BACKGROUND")
tabUseSkillsBg:SetAllPoints()
tabUseSkillsBg:SetColorTexture(0.15, 0.15, 0.15, 1)
local tabBuildSkills = CreateFrame("Button", "AltSystemTabBuildSkills", f)
tabBuildSkills:SetSize(tabWidth, tabHeight)
tabBuildSkills:SetPoint("TOPLEFT", tabUseSkills, "TOPRIGHT", 0, 0)
tabBuildSkills:SetNormalFontObject("GameFontHighlight")
tabBuildSkills:SetHighlightFontObject("GameFontHighlight")
tabBuildSkills:SetText("Build Skills")
local tabBuildSkillsBg = tabBuildSkills:CreateTexture(nil, "BACKGROUND")
tabBuildSkillsBg:SetAllPoints()
tabBuildSkillsBg:SetColorTexture(0.3, 0.3, 0.3, 1)
---------------------
-- TAB CONTENT FRAMES
---------------------
local tabContentTop = contentTop - tabHeight
local tabContentHeight = WINDOW_HEIGHT - 28 - tabHeight
local useSkillsContent = CreateFrame("Frame", "AltSystemUseSkillsContent", f)
useSkillsContent:SetPoint("TOPLEFT", f, "TOPLEFT", 4, tabContentTop)
useSkillsContent:SetSize(contentWidth, tabContentHeight)
local buildSkillsContent = CreateFrame("Frame", "AltSystemBuildSkillsContent", f)
buildSkillsContent:SetPoint("TOPLEFT", f, "TOPLEFT", 4, tabContentTop)
buildSkillsContent:SetSize(contentWidth, tabContentHeight)
buildSkillsContent:Hide()
local buildPlaceholder = buildSkillsContent:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
buildPlaceholder:SetPoint("CENTER")
buildPlaceholder:SetText("Coming soon")
-- Tab switching logic
local function SelectTab(tabIndex)
if tabIndex == 1 then
useSkillsContent:Show()
buildSkillsContent:Hide()
tabUseSkillsBg:SetColorTexture(0.15, 0.15, 0.15, 1)
tabBuildSkillsBg:SetColorTexture(0.3, 0.3, 0.3, 1)
else
useSkillsContent:Hide()
buildSkillsContent:Show()
tabUseSkillsBg:SetColorTexture(0.3, 0.3, 0.3, 1)
tabBuildSkillsBg:SetColorTexture(0.15, 0.15, 0.15, 1)
end
end
tabUseSkills:SetScript("OnClick", function()
SelectTab(1)
end)
tabBuildSkills:SetScript("OnClick", function()
SelectTab(2)
end)
---------------------
-- USE SKILLS TAB CONTENT (left: controls, right: log)
---------------------
local controlsPanel = CreateFrame("Frame", nil, useSkillsContent)
controlsPanel:SetPoint("TOPLEFT", useSkillsContent, "TOPLEFT", 0, 0)
controlsPanel:SetSize(CONTROLS_WIDTH, tabContentHeight)
local content = controlsPanel
local yPos = -PADDING
-- Section: Define Your Base Roll
CreateSectionHeader(content, "Define Your Base Roll", PADDING, yPos)
yPos = yPos - 20
-- Roll Type label
CreateSubLabel(content, "Roll Type", PADDING, yPos)
yPos = yPos - 20
-- Roll Type radio buttons
local attackRadio, defenseRadio
local function UpdateRollTypeSelection(rollType)
AltSystem.State.rollType = rollType
attackRadio:SetChecked(rollType == "attack")
defenseRadio:SetChecked(rollType == "defense")
-- Update roll button text
if AltSystem.RollButton then
local label = rollType == "attack" and "Roll Attack" or "Roll Defense"
AltSystem.RollButton:SetText(label)
end
end
attackRadio = CreateRadioButton(content, "AltSystemAttackRadio", "Attack Roll", PADDING, yPos,
AltSystem.State.rollType == "attack",
function()
UpdateRollTypeSelection("attack")
end)
defenseRadio = CreateRadioButton(content, "AltSystemDefenseRadio", "Defense Roll", CONTROLS_WIDTH / 2, yPos,
AltSystem.State.rollType == "defense",
function()
UpdateRollTypeSelection("defense")
end)
yPos = yPos - ROW_HEIGHT - SECTION_GAP
-- Track current Y offset for layout
local yPos = -40
-------------------------
-- Skill dropdown
-------------------------
local skillOptions = BuildSkillOptions()
local UpdateSkillWarning -- forward declaration
local skillContainer, skillDropdown, getSkillIndex, setSkillIndex = CreateDropdown(
content, "AltSystemSkillDropdown", "Skill", skillOptions,
AltSystem.State.selectedSkillIndex,
function(index)
AltSystem.State.selectedSkillIndex = index
AltSystem.State.selectedSkillName = AltSystem.Data.Skills[index] and AltSystem.Data.Skills[index].name or nil
UpdateSkillWarning(index)
end,
"GameFontNormal"
)
skillContainer:SetPoint("TOPLEFT", content, "TOPLEFT", PADDING, yPos)
skillContainer:SetWidth(CONTROLS_WIDTH - PADDING * 2)
local skillDropdown, getSkillIndex, setSkillIndex = CreateDropdown(
f, "AltSystemSkillDropdown", yPos, "Skill:", skillOptions,
AltSystem.State.selectedSkillIndex,
function(index)
AltSystem.State.selectedSkillIndex = index
AltSystem.State.selectedSkillName = AltSystem.Data.Skills[index] and AltSystem.Data.Skills[index].name or nil
UpdateSkillWarning(index)
end)
-- Warning icon for skill mismatch
local skillWarning = CreateFrame("Frame", nil, skillContainer)
-- Warning icon for skill mismatch (shown next to dropdown when value doesn't match keyword)
local skillWarning = CreateFrame("Frame", nil, f)
skillWarning:SetSize(20, 20)
skillWarning:SetPoint("LEFT", skillDropdown, "RIGHT", 4, 0)
@ -294,6 +115,7 @@ function AltSystem:CreateMainFrame()
end)
skillWarning:Hide()
-- Update the warning icon visibility based on the currently selected skill
UpdateSkillWarning = function(index)
local skill = AltSystem.Data.Skills[index]
if skill and skill.warning then
@ -309,243 +131,186 @@ function AltSystem:CreateMainFrame()
AltSystem.GetSkillIndex = getSkillIndex
AltSystem.SetSkillIndex = setSkillIndex
AltSystem.UpdateSkillWarning = UpdateSkillWarning
yPos = yPos - ROW_HEIGHT - 8
yPos = yPos - ROW_HEIGHT - SECTION_GAP
-- Armor label
CreateSubLabel(content, "Extra Armor", PADDING, yPos)
yPos = yPos - 20
-- Armor radio buttons
local armorRadios = {}
local function UpdateArmorSelection(index)
AltSystem.State.selectedDefenseIndex = index
for i, radio in ipairs(armorRadios) do
radio:SetChecked(i == index)
end
-------------------------
-- Item dropdown
-------------------------
local itemOptions = {}
for _, item in ipairs(AltSystem.Data.Items) do
local sign = item.modifier >= 0 and "+" or ""
local modText = item.modifier ~= 0 and (" (" .. sign .. item.modifier .. ")") or ""
table.insert(itemOptions, {
text = item.name .. modText,
})
end
local armorX = PADDING
for i, def in ipairs(AltSystem.Data.Defenses) do
local text = def.name
if def.modifier > 0 then
text = text .. " (+" .. def.modifier .. ")"
end
local radio = CreateRadioButton(content, "AltSystemArmorRadio" .. i, text, armorX, yPos,
AltSystem.State.selectedDefenseIndex == i,
function()
UpdateArmorSelection(i)
end)
table.insert(armorRadios, radio)
armorX = armorX + 110
CreateDropdown(f, "AltSystemItemDropdown", yPos, "Item:", itemOptions, AltSystem.State.selectedItemIndex,
function(index)
AltSystem.State.selectedItemIndex = index
end)
yPos = yPos - ROW_HEIGHT - 8
-------------------------
-- Defense dropdown
-------------------------
local defenseOptions = {}
for _, def in ipairs(AltSystem.Data.Defenses) do
local sign = def.modifier >= 0 and "+" or ""
local modText = " (" .. sign .. def.modifier .. ")"
table.insert(defenseOptions, {
text = def.name .. modText,
})
end
yPos = yPos - ROW_HEIGHT - SECTION_GAP
-- Item label
CreateSubLabel(content, "Item", PADDING, yPos)
yPos = yPos - 20
-- Item radio buttons
local itemRadios = {}
local function UpdateItemSelection(index)
AltSystem.State.selectedItemIndex = index
for i, radio in ipairs(itemRadios) do
radio:SetChecked(i == index)
end
end
local itemX = PADDING
for i, item in ipairs(AltSystem.Data.Items) do
local text = item.name
if item.modifier > 0 then
text = text .. " (+" .. item.modifier .. ")"
end
local radio = CreateRadioButton(content, "AltSystemItemRadio" .. i, text, itemX, yPos,
AltSystem.State.selectedItemIndex == i,
function()
UpdateItemSelection(i)
end)
table.insert(itemRadios, radio)
itemX = itemX + 110
end
yPos = yPos - ROW_HEIGHT - SECTION_GAP
-- Section: Modifiers (optional)
CreateSectionHeader(content, "Modifiers (optional)", PADDING, yPos)
yPos = yPos - 18
--CreateSubLabel(content, "Label", PADDING, yPos)
--yPos = yPos - 22
CreateDropdown(f, "AltSystemDefenseDropdown", yPos, "Defense:", defenseOptions, AltSystem.State.selectedDefenseIndex,
function(index)
AltSystem.State.selectedDefenseIndex = index
end)
yPos = yPos - ROW_HEIGHT - 8
-------------------------
-- Shield checkbox
local shieldCheck = CreateFrame("CheckButton", "AltSystemShieldCheck", content, "UICheckButtonTemplate")
shieldCheck:SetPoint("TOPLEFT", content, "TOPLEFT", PADDING, yPos)
-------------------------
local shieldLabel = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
shieldLabel:SetPoint("TOPLEFT", f, "TOPLEFT", PADDING, yPos)
shieldLabel:SetText("Shield:")
shieldLabel:SetWidth(LABEL_WIDTH)
shieldLabel:SetJustifyH("LEFT")
local shieldCheck = CreateFrame("CheckButton", "AltSystemShieldCheck", f, "UICheckButtonTemplate")
shieldCheck:SetPoint("LEFT", shieldLabel, "RIGHT", -6, 0)
shieldCheck:SetChecked(AltSystem.State.shieldEnabled)
local shieldText = shieldCheck:GetFontString()
if shieldText then
shieldText:SetText("Shield (+ 1)")
else
shieldText = shieldCheck:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
shieldText:SetPoint("LEFT", shieldCheck, "RIGHT", 2, 0)
shieldText:SetText("Shield (+ 1)")
end
local shieldText = shieldCheck:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
shieldText:SetPoint("LEFT", shieldCheck, "RIGHT", 2, 0)
shieldText:SetText("+1 modifier")
shieldCheck:SetScript("OnClick", function(self)
AltSystem.State.shieldEnabled = self:GetChecked()
end)
-- Pet checkbox
local petCheck = CreateFrame("CheckButton", "AltSystemPetSummonCheck", content, "UICheckButtonTemplate")
petCheck:SetPoint("LEFT", shieldCheck, "RIGHT", 80, 0)
yPos = yPos - ROW_HEIGHT - 8
-------------------------
-- Pet/Summon checkbox
-------------------------
local petLabel = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
petLabel:SetPoint("TOPLEFT", f, "TOPLEFT", PADDING, yPos)
petLabel:SetText("Pet:")
petLabel:SetWidth(LABEL_WIDTH)
petLabel:SetJustifyH("LEFT")
local petCheck = CreateFrame("CheckButton", "AltSystemPetSummonCheck", f, "UICheckButtonTemplate")
petCheck:SetPoint("LEFT", petLabel, "RIGHT", -6, 0)
petCheck:SetChecked(AltSystem.State.petSummonEnabled)
local petText = petCheck:GetFontString()
if petText then
petText:SetText("Pet (+d5)")
else
petText = petCheck:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
petText:SetPoint("LEFT", petCheck, "RIGHT", 2, 0)
petText:SetText("Pet (+d5)")
end
local petText = petCheck:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
petText:SetPoint("LEFT", petCheck, "RIGHT", 2, 0)
petText:SetText("+d5 modifier")
petCheck:SetScript("OnClick", function(self)
AltSystem.State.petSummonEnabled = self:GetChecked()
end)
yPos = yPos - ROW_HEIGHT - SECTION_GAP
yPos = yPos - ROW_HEIGHT - 8
-- Section: Roll Dice
CreateSectionHeader(content, "Roll Dice", PADDING, yPos)
yPos = yPos - 22
-------------------------
-- Announce checkbox + channel dropdown
-------------------------
local announceLabel = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
announceLabel:SetPoint("TOPLEFT", f, "TOPLEFT", PADDING, yPos)
announceLabel:SetText("Announce:")
announceLabel:SetWidth(LABEL_WIDTH)
announceLabel:SetJustifyH("LEFT")
-- Announce Roll dropdown (Self Roll + channels)
local announceOptions = { { text = "Self Roll" } }
local announceCheck = CreateFrame("CheckButton", "AltSystemAnnounceCheck", f, "UICheckButtonTemplate")
announceCheck:SetPoint("LEFT", announceLabel, "RIGHT", -6, 0)
announceCheck:SetChecked(AltSystem.State.announceEnabled)
-- Channel dropdown (shown only when announce is enabled)
local channelOptions = {}
for _, ch in ipairs(AltSystem.AnnounceChannels) do
table.insert(announceOptions, { text = ch.name })
table.insert(channelOptions, { text = ch.name })
end
local announceContainer, announceDropdown = CreateDropdown(
content, "AltSystemAnnounceDropdown", "Announce Roll", announceOptions,
AltSystem.State.announceOptionIndex,
function(index)
AltSystem.State.announceOptionIndex = index
if index > 1 then
AltSystem.State.announceEnabled = true
AltSystem.State.announceChannelIndex = index - 1
else
AltSystem.State.announceEnabled = false
AltSystem.State.announceChannelIndex = 1
end
end,
"GameFontNormal")
announceContainer:SetPoint("TOPLEFT", content, "TOPLEFT", PADDING, yPos)
announceContainer:SetWidth(CONTROLS_WIDTH - PADDING * 2)
local channelDropdown, getChannelIndex, setChannelIndex = CreateDropdown(
f, "AltSystemChannelDropdown", yPos, "", channelOptions,
AltSystem.State.announceChannelIndex,
function(index)
AltSystem.State.announceChannelIndex = index
end)
channelDropdown:SetPoint("LEFT", announceCheck, "RIGHT", 2, 0)
channelDropdown:SetWidth(130)
yPos = yPos - ROW_HEIGHT - SECTION_GAP
-- Show/hide channel dropdown based on checkbox state
local function UpdateChannelDropdownVisibility()
if AltSystem.State.announceEnabled then
channelDropdown:Show()
else
channelDropdown:Hide()
end
end
-- Roll button
local rollBtn = CreateFrame("Button", "AltSystemRollBtn", content, "UIPanelButtonTemplate")
rollBtn:SetSize(CONTROLS_WIDTH - PADDING * 2, 32)
rollBtn:SetPoint("TOPLEFT", content, "TOPLEFT", PADDING, yPos)
local rollLabel = AltSystem.State.rollType == "attack" and "Roll Attack" or "Roll Defense"
rollBtn:SetText(rollLabel)
rollBtn:SetScript("OnClick", function()
AltSystem:PerformRoll(AltSystem.State.rollType)
announceCheck:SetScript("OnClick", function(self)
AltSystem.State.announceEnabled = self:GetChecked()
UpdateChannelDropdownVisibility()
end)
AltSystem.RollButton = rollBtn
UpdateChannelDropdownVisibility()
---------------------
-- LOG PANEL (right side of Use Skills tab)
---------------------
local logPanel = CreateFrame("Frame", nil, useSkillsContent)
logPanel:SetPoint("TOPLEFT", useSkillsContent, "TOPLEFT", CONTROLS_WIDTH, 0)
logPanel:SetSize(LOG_WIDTH, tabContentHeight)
yPos = yPos - ROW_HEIGHT - 12
-- Log header
local logHeader = logPanel:CreateFontString(nil, "OVERLAY", "GameFontNormal")
logHeader:SetPoint("TOPLEFT", logPanel, "TOPLEFT", PADDING, -4)
logHeader:SetText("Log")
logHeader:SetTextColor(0.9, 0.75, 0.2)
-------------------------
-- Roll buttons
-------------------------
local btnWidth = (WINDOW_WIDTH - PADDING * 3) / 2
-- Log scroll area background
local logBg = CreateFrame("Frame", nil, logPanel, "InsetFrameTemplate")
logBg:SetPoint("TOPLEFT", logPanel, "TOPLEFT", 4, -22)
logBg:SetPoint("BOTTOMRIGHT", logPanel, "BOTTOMRIGHT", -4, 4)
local attackBtn = CreateFrame("Button", "AltSystemAttackRollBtn", f, "UIPanelButtonTemplate")
attackBtn:SetSize(btnWidth, 28)
attackBtn:SetPoint("TOPLEFT", f, "TOPLEFT", PADDING, yPos)
attackBtn:SetText("Attack/Skill Roll")
-- Scroll frame for log entries
local scrollFrame = CreateFrame("ScrollFrame", "AltSystemLogScrollFrame", logBg, "UIPanelScrollFrameTemplate")
scrollFrame:SetPoint("TOPLEFT", logBg, "TOPLEFT", 6, -6)
scrollFrame:SetPoint("BOTTOMRIGHT", logBg, "BOTTOMRIGHT", -28, 6)
local defenseBtn = CreateFrame("Button", "AltSystemDefenseRollBtn", f, "UIPanelButtonTemplate")
defenseBtn:SetSize(btnWidth, 28)
defenseBtn:SetPoint("TOPRIGHT", f, "TOPRIGHT", -PADDING, yPos)
defenseBtn:SetText("Defense Roll")
local scrollChild = CreateFrame("Frame", "AltSystemLogScrollChild", scrollFrame)
scrollChild:SetWidth(scrollFrame:GetWidth() or (LOG_WIDTH - 50))
scrollChild:SetHeight(1) -- Will be updated dynamically
scrollFrame:SetScrollChild(scrollChild)
yPos = yPos - 40
AltSystem.LogScrollFrame = scrollFrame
AltSystem.LogScrollChild = scrollChild
-------------------------
-- Roll result area
-------------------------
local resultBg = CreateFrame("Frame", nil, f, "InsetFrameTemplate")
resultBg:SetPoint("TOPLEFT", f, "TOPLEFT", PADDING, yPos)
resultBg:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", -PADDING, PADDING)
local resultText = resultBg:CreateFontString(nil, "OVERLAY", "GameFontHighlightLarge")
resultText:SetPoint("CENTER")
resultText:SetText("Roll result will appear here")
resultText:SetJustifyH("CENTER")
resultText:SetWidth(resultBg:GetWidth() - 10)
AltSystem.ResultText = resultText
-- Button click handlers
attackBtn:SetScript("OnClick", function()
AltSystem:PerformRoll("attack")
end)
defenseBtn:SetScript("OnClick", function()
AltSystem:PerformRoll("defense")
end)
-- Refresh skills from TRP3 profile each time the window is shown
f:SetScript("OnShow", function()
AltSystem:RefreshSkillDropdown()
AltSystem:RefreshLogPanel()
end)
f:Hide()
AltSystem.MainFrame = f
end
-- Refresh the log panel UI from AltSystem.State.rollLog
function AltSystem:RefreshLogPanel()
local scrollChild = AltSystem.LogScrollChild
if not scrollChild then
return
end
-- Remove existing log entry fontstrings
if scrollChild.entries then
for _, entry in ipairs(scrollChild.entries) do
entry:Hide()
entry:SetText("")
end
end
scrollChild.entries = scrollChild.entries or {}
local rollLog = AltSystem.State.rollLog
local entryHeight = 16
local spacing = 4
local yPos = 0
local childWidth = AltSystem.LogScrollFrame:GetWidth() or 250
-- Entries are newest-first
for i = #rollLog, 1, -1 do
local idx = #rollLog - i + 1
local logEntry = rollLog[i]
local fontStr = scrollChild.entries[idx]
if not fontStr then
fontStr = scrollChild:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
scrollChild.entries[idx] = fontStr
end
fontStr:SetPoint("TOPLEFT", scrollChild, "TOPLEFT", 2, -yPos)
fontStr:SetWidth(childWidth - 4)
fontStr:SetJustifyH("LEFT")
fontStr:SetText(logEntry.text)
fontStr:Show()
yPos = yPos + entryHeight + spacing
end
scrollChild:SetHeight(math.max(yPos, 1))
end
-- Refresh the skill dropdown with current TRP3 profile data
function AltSystem:RefreshSkillDropdown()
AltSystem.Data:RefreshSkills()
@ -576,21 +341,19 @@ function AltSystem:RefreshSkillDropdown()
AltSystem.SkillDropdown:SetupMenu(function(dropdown, rootDescription)
for i, option in ipairs(skillOptions) do
rootDescription:CreateRadio(
option.text,
function(data)
return data == AltSystem.State.selectedSkillIndex
end,
function(data)
AltSystem.State.selectedSkillIndex = data
AltSystem.State.selectedSkillName = AltSystem.Data.Skills[data] and AltSystem.Data.Skills[data].name or nil
if AltSystem.SetSkillIndex then
AltSystem.SetSkillIndex(data)
end
if AltSystem.UpdateSkillWarning then
AltSystem.UpdateSkillWarning(data)
end
end,
i
option.text,
function(data) return data == AltSystem.State.selectedSkillIndex end,
function(data)
AltSystem.State.selectedSkillIndex = data
AltSystem.State.selectedSkillName = AltSystem.Data.Skills[data] and AltSystem.Data.Skills[data].name or nil
if AltSystem.SetSkillIndex then
AltSystem.SetSkillIndex(data)
end
if AltSystem.UpdateSkillWarning then
AltSystem.UpdateSkillWarning(data)
end
end,
i
)
end
end)

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@ -1,78 +0,0 @@
# Feature: Major Redesign
This redesign of the Addon's window will start by following the following [design](./roll_tab_design.png)
- The window will be a tabbed window
- The 'Use Skills' tab will correspond to the current roll screen
- The 'Build Skills' tab will be a new screen, to be implemented later. For now, leave it empty.
- The 'Log' should record all rolls made by the user, and be displayed in a scrollable list.
- They should be displayed in the same style as the announced rolls, even when the announce option is off
- The log should store a maximum of 100 rolls
## Implementation plan
### 1. Restructure the main window layout (UI.lua)
- Increase `WINDOW_WIDTH` to roughly double (≈660) to accommodate the two-column layout (left panel for tabs, right panel for the log)
- Replace `BasicFrameTemplateWithInset` or layer a new structure inside it:
- **Left column (~50% width):** contains two tabs ("Use Skills", "Build Skills") and their content panels
- **Right column (~50% width):** contains the "Log" header and a scrollable log list
- Keep the title bar ("AltSystem") and close button at the top spanning the full width
### 2. Implement the tab system (UI.lua)
- Create two tab buttons ("Use Skills" and "Build Skills") anchored at the top of the left column
- Use `PanelTemplates_SetNumTabs` / `PanelTemplates_SetTab` or manual highlight toggling to switch active tab styling
- **"Use Skills" tab content:** migrate all existing UI elements (Roll Type radios → Skill dropdown → Armor radios → Modifiers checkboxes → Announce dropdown → Roll button) into this tab's content frame
- Adapt the current layout from `CreateMainFrame` — re-parent all widgets to the tab content frame instead of `f` directly
- **"Build Skills" tab content:** create an empty placeholder frame (can show a "Coming soon" label)
- Toggling tabs shows/hides the corresponding content frame
### 3. Redesign the "Use Skills" tab to match the mockup (UI.lua)
- Replace the current separate Attack/Defense buttons with a **Roll Type** radio-button group ("Attack Roll" / "Defense Roll") that sets `AltSystem.State.rollType`
- Keep the **Skill** dropdown as-is (already matches the mockup)
- Replace the current Defense dropdown with an **Armor** radio-button group ("No Armor" / "Basic Armor (+1)" / "Heavy Armor (+2)")
- Map these to the existing `AltSystem.Data.Defenses` entries; show armor options only when Defense Roll is selected, or always visible per mockup
- Group **Shield** and **Pet** checkboxes under a "Modifiers (optional)" section header with a "Label" sub-header matching the mockup
- Replace the Announce checkbox + channel dropdown with a single **"Announce Roll"** dropdown whose options are "Self Roll" (no announce) plus the existing channel list (Emote, Party, Raid, Guild)
- "Self Roll" maps to `announceEnabled = false`; any other selection maps to `announceEnabled = true` with the corresponding channel index
- Add a single **"Roll $rollType"** button at the bottom (text dynamically reflects "Roll Attack" or "Roll Defense")
- Remove the old roll-result text area from this tab (results now go to the Log panel)
### 4. Build the Log panel (UI.lua)
- Create a right-side panel with a "Log" header label
- Inside, create a `ScrollFrame` (using `UIPanelScrollFrameTemplate` or a manual scroll child) to hold log entries
- Each log entry is a small frame/fontstring displaying the roll result in the same format as the announced message:
- `"[Name] rolled [d20 result] [modifiers] = [total]"` (reuse `BuildModifierString` from Roll.lua)
- Critical rolls show "rolled a Critical Failure!" or "rolled a Critical Success!"
- Entries are listed newest-first (most recent at top) in a vertically stacked layout
### 5. Implement the roll log data store (Core.lua / Roll.lua)
- Add `AltSystem.State.rollLog = {}` — an array of log entry tables, each containing: `{ text = "...", timestamp = time() }`
- In `Roll.lua`, after every roll result is calculated (in `CalculateAndDisplayResult`), build the log message string (same format as announce) and insert it into `AltSystem.State.rollLog`
- Cap the log at **100 entries**: if `#rollLog > 100`, remove the oldest entry (`table.remove(rollLog, 1)`)
- After inserting, call a UI refresh function to update the scroll frame content
- The log is **always populated**, regardless of the announce setting (per the requirement: "displayed in the same style as the announced rolls, even when the announce option is off")
- Log does **not** need to persist across sessions (not mentioned in requirements); keep it in memory only
### 6. Wire up the new Roll button (Roll.lua)
- The single "Roll $rollType" button calls `AltSystem:PerformRoll(state.rollType)` where `state.rollType` is set by the radio-button group ("attack" or "defense")
- Existing `PerformRoll` and `CalculateAndDisplayResult` logic remains largely unchanged; only the final display step changes from setting `ResultText` to appending to the log + refreshing the log UI
### 7. Update state persistence (Core.lua)
- Save/restore `rollType` selection (attack/defense) in `AltSystemDB`
- Update announce state handling to work with the new single-dropdown approach (save selected option index)
- Armor selection (radio group) replaces `selectedDefenseIndex` — reuse same key or migrate
### 8. Update the .toc file if needed (AltSystem.toc)
- No new Lua files are expected (all changes fit in existing files), but verify the load order is still correct
### 9. Testing checklist
- [ ] Window opens at new size, tabs switch correctly
- [ ] "Use Skills" tab shows all controls matching the mockup layout
- [ ] "Build Skills" tab is empty / shows placeholder
- [ ] Attack and Defense rolls work correctly via the new single Roll button
- [ ] Log panel populates with each roll, formatted like announce messages
- [ ] Log scrolls when entries exceed visible area
- [ ] Log caps at 100 entries, oldest removed first
- [ ] Log populates even when announce is set to "Self Roll" (off)
- [ ] Announce still works when a channel is selected
- [ ] State (roll type, armor, announce option) persists across sessions
- [ ] Window is draggable and clamps to screen

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@ -0,0 +1,3 @@
- Adding default 'Unskilled (-4)' option
- The roll window now remembers all user selections (skill, item, armor type, shield, pet, announce and channel) across sessions
- Fixed an issue where the wrong rolls were displayed when in a large enough group

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@ -7,7 +7,7 @@ OUTPUT_FILE="$OUTPUT_DIR/$ADDON_NAME.zip"
STAGING_DIR="$(mktemp -d)"
mkdir -p "$STAGING_DIR/$ADDON_NAME"
rsync -a --exclude='.DS_Store' --exclude='__MACOSX' --exclude='.git' --exclude='docs' "$SCRIPT_DIR/" "$STAGING_DIR/$ADDON_NAME/"
rsync -a --exclude='.DS_Store' --exclude='__MACOSX' --exclude='.git' "$SCRIPT_DIR/" "$STAGING_DIR/$ADDON_NAME/"
cd "$STAGING_DIR" && \
zip -r "$OUTPUT_FILE" "$ADDON_NAME"