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No commits in common. "865404ffb75d5761fda5c8ac6863fe5cc86c89f6" and "158c1742fe2bfcff855ebf617ea24d46a71fe212" have entirely different histories.
865404ffb7
...
158c1742fe
3 changed files with 16 additions and 39 deletions
13
Data.lua
13
Data.lua
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@ -12,15 +12,11 @@ AltSystem.Data.SkillLevels = {
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["Master"] = 4,
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}
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-- The "Base roll" entry is always the first (default) skill
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local BASE_ROLL_ENTRY = { name = "Base roll", level = "Base", modifier = 0 }
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-- The "Inept" entry is always the second skill
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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 = "Base roll", level = "Base", modifier = 0 },
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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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@ -60,13 +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 "Base roll" and "Inept".
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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 Base roll as the first entry, then Inept
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table.insert(skills, { name = BASE_ROLL_ENTRY.name, level = BASE_ROLL_ENTRY.level, modifier = BASE_ROLL_ENTRY.modifier })
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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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@ -94,7 +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
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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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40
Roll.lua
40
Roll.lua
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@ -20,26 +20,14 @@ end
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local function BuildModifierString(modifiers)
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local parts = {}
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for _, mod in ipairs(modifiers) do
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local sign = mod.value >= 0 and "+" or ""
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table.insert(parts, sign .. mod.value .. " (" .. mod.name .. ")")
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if mod.value ~= 0 then
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local sign = mod.value >= 0 and "+" or ""
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table.insert(parts, sign .. mod.value .. " (" .. mod.name .. ")")
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end
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end
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return table.concat(parts, " ")
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end
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-- Send a message to the given channel, handling EMOTE specially
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-- to avoid the message being redirected to raid chat when in a raid group.
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local function SendToChannel(msg, channel)
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if channel == "EMOTE" then
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local editBox = ChatFrame1 and ChatFrame1.editBox or ChatFrame1EditBox
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if editBox then
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ChatFrame_OpenChat("/e " .. msg, ChatFrame1)
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ChatEdit_SendText(editBox)
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end
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return
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end
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SendChatMessage(msg, channel)
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end
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-- Announce the roll result to the selected chat channel
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local function AnnounceRoll(rollValue, modifiers, total)
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if not AltSystem.State.announceEnabled then return end
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@ -57,7 +45,7 @@ local function AnnounceRoll(rollValue, modifiers, total)
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msg = name .. " rolled " .. rollValue .. " = " .. total
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end
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SendToChannel(msg, channelDef.channel)
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SendChatMessage(msg, channelDef.channel)
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end
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-- Perform a roll: triggers the WoW native /roll 20 command
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@ -94,7 +82,7 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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if AltSystem.State.announceEnabled then
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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if channelDef then
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SendToChannel(GetCharacterName() .. " rolled a Critical Failure!", channelDef.channel)
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SendChatMessage(GetCharacterName() .. " rolled a Critical Failure!", channelDef.channel)
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end
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end
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return
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@ -105,7 +93,7 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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if AltSystem.State.announceEnabled then
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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if channelDef then
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SendToChannel(GetCharacterName() .. " rolled a Critical Success!", channelDef.channel)
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SendChatMessage(GetCharacterName() .. " rolled a Critical Success!", channelDef.channel)
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end
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end
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return
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@ -123,16 +111,12 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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local modifiers = {}
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local isBaseRoll = skill and skill.name == "Base roll"
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if rollType == "attack" then
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-- Attack Roll = roll + skill modifier + item modifier
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total = rollValue + skillMod + itemMod
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if not isBaseRoll then
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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end
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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if itemMod ~= 0 then
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breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod)
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table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
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@ -147,10 +131,8 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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total = rollValue + skillMod + itemMod + defenseMod + shieldMod
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if not isBaseRoll then
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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end
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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if itemMod ~= 0 then
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breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod)
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table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
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2
UI.lua
2
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 == "Base" or skill.level == "Inept" 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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