Compare commits
No commits in common. "6a444584431d81fe64c422682657001ab0cc9e90" and "ed1e696eb5db61ed6d666d7f29b1b59a8283a8b4" have entirely different histories.
6a44458443
...
ed1e696eb5
6 changed files with 12 additions and 55 deletions
|
|
@ -2,7 +2,7 @@
|
|||
## Title: AltSystem
|
||||
## Notes: Enhances RP gameplay with a custom rolling system
|
||||
## Author: Rukira
|
||||
## Version: 1.1
|
||||
## Version: 1.0
|
||||
## Dependencies: totalRP3, totalRP3_Extended
|
||||
## SavedVariables: AltSystemDB
|
||||
|
||||
|
|
|
|||
20
Core.lua
20
Core.lua
|
|
@ -4,7 +4,6 @@
|
|||
AltSystem = AltSystem or {}
|
||||
AltSystem.State = {
|
||||
selectedSkillIndex = 1,
|
||||
selectedSkillName = nil, -- skill name used to restore selection across sessions
|
||||
selectedItemIndex = 1, -- 1 = No item
|
||||
selectedDefenseIndex = 1, -- 1 = Base armor
|
||||
shieldEnabled = false,
|
||||
|
|
@ -44,18 +43,6 @@ function AltSystem:Init()
|
|||
if AltSystemDB.petSummonEnabled ~= nil then
|
||||
AltSystem.State.petSummonEnabled = AltSystemDB.petSummonEnabled
|
||||
end
|
||||
if AltSystemDB.shieldEnabled ~= nil then
|
||||
AltSystem.State.shieldEnabled = AltSystemDB.shieldEnabled
|
||||
end
|
||||
if AltSystemDB.selectedItemIndex then
|
||||
AltSystem.State.selectedItemIndex = AltSystemDB.selectedItemIndex
|
||||
end
|
||||
if AltSystemDB.selectedDefenseIndex then
|
||||
AltSystem.State.selectedDefenseIndex = AltSystemDB.selectedDefenseIndex
|
||||
end
|
||||
if AltSystemDB.selectedSkillName then
|
||||
AltSystem.State.selectedSkillName = AltSystemDB.selectedSkillName
|
||||
end
|
||||
|
||||
-- Register slash command /altsystem
|
||||
SLASH_ALTSYSTEM1 = "/altsystem"
|
||||
|
|
@ -71,15 +58,8 @@ function AltSystem:Init()
|
|||
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
|
||||
end)
|
||||
|
||||
-- Build the main frame now that saved variables are loaded
|
||||
AltSystem:CreateMainFrame()
|
||||
|
||||
print("|cff00ccffAltSystem|r loaded. Type /altsystem to open.")
|
||||
end
|
||||
|
||||
|
|
|
|||
12
Data.lua
12
Data.lua
|
|
@ -14,18 +14,15 @@ AltSystem.Data.SkillLevels = {
|
|||
}
|
||||
|
||||
-- The "Base roll" entry is always the first (default) skill
|
||||
local BASE_ROLL_ENTRY = { name = "Base roll", level = "Base", modifier = 0 }
|
||||
-- The "Unskilled" entry is always the last skill
|
||||
local UNSKILLED_ENTRY = { name = "Unskilled", level = "Unskilled", modifier = -4 }
|
||||
local BASE_ROLL_ENTRY = { name = "Base roll", level = "Base", modifier = 0 }
|
||||
|
||||
-- Default/fallback skill list used when no TRP3 profile skills are found
|
||||
local DEFAULT_SKILLS = {
|
||||
{ name = "Base roll", level = "Base", modifier = 0 },
|
||||
{ name = "Novice Skill", level = "Novice", modifier = -2 },
|
||||
{ name = "Adept Skill", level = "Adept", modifier = 0 },
|
||||
{ name = "Novice Skill", level = "Novice", modifier = -2 },
|
||||
{ name = "Adept Skill", level = "Adept", modifier = 0 },
|
||||
{ name = "Expert Skill", level = "Expert", modifier = 2 },
|
||||
{ name = "Master Skill", level = "Master", modifier = 4 },
|
||||
{ name = "Unskilled", level = "Unskilled", modifier = -4 },
|
||||
}
|
||||
|
||||
-- Valid skill level keywords that must appear in the trait's right field (RT)
|
||||
|
|
@ -127,9 +124,6 @@ function AltSystem.Data:RefreshSkills()
|
|||
end
|
||||
end
|
||||
|
||||
-- Always add Unskilled as the last entry
|
||||
table.insert(skills, { name = UNSKILLED_ENTRY.name, level = UNSKILLED_ENTRY.level, modifier = UNSKILLED_ENTRY.modifier })
|
||||
|
||||
AltSystem.Data.Skills = skills
|
||||
return skills
|
||||
end
|
||||
|
|
|
|||
6
Roll.lua
6
Roll.lua
|
|
@ -78,9 +78,8 @@ rollListener:RegisterEvent("CHAT_MSG_SYSTEM")
|
|||
rollListener:SetScript("OnEvent", function(self, event, message)
|
||||
-- Phase 2: waiting for pet/summon roll result (1-5)
|
||||
if pendingPetRoll then
|
||||
local petRoller, petRoll = message:match("(.+) rolls (%d+) %(1%-5%)")
|
||||
local petRoll = message:match("rolls (%d+) %(1%-5%)")
|
||||
if not petRoll then return end
|
||||
if petRoller ~= UnitName("player") then return end
|
||||
|
||||
local petValue = tonumber(petRoll)
|
||||
local info = pendingPetRoll
|
||||
|
|
@ -94,9 +93,8 @@ rollListener:SetScript("OnEvent", function(self, event, message)
|
|||
if not pendingRollType then return end
|
||||
|
||||
-- Match the roll result pattern: "PlayerName rolls X (1-20)"
|
||||
local roller, roll = message:match("(.+) rolls (%d+) %(1%-20%)")
|
||||
local roll = message:match("rolls (%d+) %(1%-20%)")
|
||||
if not roll then return end
|
||||
if roller ~= UnitName("player") then return end
|
||||
|
||||
local rollValue = tonumber(roll)
|
||||
local rollType = pendingRollType
|
||||
|
|
|
|||
24
UI.lua
24
UI.lua
|
|
@ -90,7 +90,6 @@ function AltSystem:CreateMainFrame()
|
|||
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)
|
||||
|
||||
|
|
@ -315,24 +314,13 @@ end
|
|||
function AltSystem:RefreshSkillDropdown()
|
||||
AltSystem.Data:RefreshSkills()
|
||||
|
||||
-- Try to restore the previously selected skill by name; fall back to 1 (Base roll)
|
||||
local newIndex = 1
|
||||
local savedName = AltSystem.State.selectedSkillName
|
||||
if savedName then
|
||||
for i, skill in ipairs(AltSystem.Data.Skills) do
|
||||
if skill.name == savedName then
|
||||
newIndex = i
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
AltSystem.State.selectedSkillIndex = newIndex
|
||||
AltSystem.State.selectedSkillName = AltSystem.Data.Skills[newIndex] and AltSystem.Data.Skills[newIndex].name or nil
|
||||
-- Reset selection to 1 (Base roll) since the skill list may have changed
|
||||
AltSystem.State.selectedSkillIndex = 1
|
||||
if AltSystem.SetSkillIndex then
|
||||
AltSystem.SetSkillIndex(newIndex)
|
||||
AltSystem.SetSkillIndex(1)
|
||||
end
|
||||
if AltSystem.UpdateSkillWarning then
|
||||
AltSystem.UpdateSkillWarning(newIndex)
|
||||
AltSystem.UpdateSkillWarning(1)
|
||||
end
|
||||
|
||||
-- Rebuild the dropdown menu with the new skill list
|
||||
|
|
@ -345,7 +333,6 @@ function AltSystem:RefreshSkillDropdown()
|
|||
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
|
||||
|
|
@ -360,4 +347,5 @@ function AltSystem:RefreshSkillDropdown()
|
|||
end
|
||||
end
|
||||
|
||||
-- Frame is created by AltSystem:Init() in Core.lua, after saved variables are loaded
|
||||
-- Create the frame on file load so it's ready when Init runs
|
||||
AltSystem:CreateMainFrame()
|
||||
|
|
|
|||
|
|
@ -1,3 +0,0 @@
|
|||
- 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
|
||||
Loading…
Add table
Add a link
Reference in a new issue