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88f09f4fe4
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865404ffb7
2 changed files with 17 additions and 26 deletions
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@ -2,7 +2,7 @@
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## Title: AltSystem
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## Title: AltSystem
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## Notes: Enhances RP gameplay with a custom rolling system
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## Notes: Enhances RP gameplay with a custom rolling system
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## Author: Rukira
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## Author: Rukira
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## Version: 0.4
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## Version: 0.3
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## Dependencies: totalRP3, totalRP3_Extended
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## Dependencies: totalRP3, totalRP3_Extended
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## SavedVariables: AltSystemDB
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## SavedVariables: AltSystemDB
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35
Roll.lua
35
Roll.lua
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@ -26,11 +26,17 @@ local function BuildModifierString(modifiers)
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return table.concat(parts, " ")
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return table.concat(parts, " ")
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end
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end
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-- Send a message to the given channel.
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-- Send a message to the given channel, handling EMOTE specially
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-- Note: EMOTE channel uses SendChatMessage like all others. The WoW API
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-- to avoid the message being redirected to raid chat when in a raid group.
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-- SendChatMessage(msg, "EMOTE") sends a proper /e emote from any context,
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-- unlike RunMacroText which is a protected function requiring a hardware event.
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local function SendToChannel(msg, channel)
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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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SendChatMessage(msg, channel)
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end
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end
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@ -41,24 +47,15 @@ local function AnnounceRoll(rollValue, modifiers, total)
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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if not channelDef then return end
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if not channelDef then return end
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local isEmote = channelDef.channel == "EMOTE"
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local name = GetCharacterName()
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local modStr = BuildModifierString(modifiers)
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local modStr = BuildModifierString(modifiers)
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local msg
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local msg
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if isEmote then
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if modStr ~= "" then
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msg = "rolled " .. rollValue .. " " .. modStr .. " = " .. total
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else
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msg = "rolled " .. rollValue .. " = " .. total
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end
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else
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local name = GetCharacterName()
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if modStr ~= "" then
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if modStr ~= "" then
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msg = name .. " rolled " .. rollValue .. " " .. modStr .. " = " .. total
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msg = name .. " rolled " .. rollValue .. " " .. modStr .. " = " .. total
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else
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else
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msg = name .. " rolled " .. rollValue .. " = " .. total
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msg = name .. " rolled " .. rollValue .. " = " .. total
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end
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end
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end
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SendToChannel(msg, channelDef.channel)
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SendToChannel(msg, channelDef.channel)
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end
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end
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@ -97,10 +94,7 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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if AltSystem.State.announceEnabled then
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if AltSystem.State.announceEnabled then
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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if channelDef then
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if channelDef then
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local critMsg = channelDef.channel == "EMOTE"
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SendToChannel(GetCharacterName() .. " rolled a Critical Failure!", channelDef.channel)
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and "rolled a Critical Failure!"
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or (GetCharacterName() .. " rolled a Critical Failure!")
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SendToChannel(critMsg, channelDef.channel)
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end
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end
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end
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end
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return
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return
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@ -111,10 +105,7 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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if AltSystem.State.announceEnabled then
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if AltSystem.State.announceEnabled then
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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if channelDef then
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if channelDef then
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local critMsg = channelDef.channel == "EMOTE"
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SendToChannel(GetCharacterName() .. " rolled a Critical Success!", channelDef.channel)
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and "rolled a Critical Success!"
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or (GetCharacterName() .. " rolled a Critical Success!")
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SendToChannel(critMsg, channelDef.channel)
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end
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end
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end
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end
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return
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return
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