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5089a1dea4
20 changed files with 88 additions and 828 deletions
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.idea/.gitignore
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.idea/.gitignore
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.idea/misc.xml
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.idea/misc.xml
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.idea/modules.xml
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.idea/modules.xml
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.idea/vcs.xml
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.idea/vcs.xml
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AltSystem.iml
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AltSystem.iml
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AltSystem.toc
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AltSystem.toc
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@ -8,6 +8,5 @@
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Data.lua
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Core.lua
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BuildSkillsUI.lua
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UI.lua
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Roll.lua
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@ -1,430 +0,0 @@
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-- AltSystem Build Skills UI
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-- Creates the Build Skills tab content with editable skill rows, add/delete functionality, and save to TRP.
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AltSystem = AltSystem or {}
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local PADDING = 12
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local ROW_HEIGHT = 36
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local ROW_SPACING = 8
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local NAME_WIDTH = 340
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local LEVEL_WIDTH = 140
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local VALUE_WIDTH = 80
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local DELETE_WIDTH = 30
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-- Working copy of skills being edited (not saved until user clicks Save)
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local editableSkills = {}
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-- Pool of created row frames for reuse
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local skillRowFrames = {}
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-- References set during creation
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local scrollFrame, scrollChild, addRowButton
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-- ─── Helper: Create a flat dark input box matching the blocky design ────────
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local function CreateFlatEditBox(name, parent, width)
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local container = CreateFrame("Frame", name .. "Container", parent, "BackdropTemplate")
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container:SetSize(width, 28)
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container:SetBackdrop({
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bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
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edgeFile = "Interface\\ChatFrame\\ChatFrameBackground",
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edgeSize = 1,
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})
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container:SetBackdropColor(0.12, 0.12, 0.12, 1)
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container:SetBackdropBorderColor(0.25, 0.25, 0.25, 1)
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local editBox = CreateFrame("EditBox", name, container)
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editBox:SetPoint("LEFT", 8, 0)
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editBox:SetPoint("RIGHT", -8, 0)
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editBox:SetHeight(28)
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editBox:SetAutoFocus(false)
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editBox:SetFontObject("GameFontHighlight")
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return container, editBox
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end
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-- ─── Helper: Create a flat dark dropdown button matching the blocky design ──
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-- Shared globally so other files (UI.lua) can reuse it.
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function AltSystem.CreateFlatDropdown(name, parent, width)
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local btn = CreateFrame("Button", name, parent, "BackdropTemplate")
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btn:SetSize(width, 28)
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btn:SetBackdrop({
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bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
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edgeFile = "Interface\\ChatFrame\\ChatFrameBackground",
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edgeSize = 1,
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})
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btn:SetBackdropColor(0.12, 0.12, 0.12, 1)
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btn:SetBackdropBorderColor(0.25, 0.25, 0.25, 1)
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-- Text label (left-aligned)
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local text = btn:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
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text:SetPoint("LEFT", 8, 0)
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text:SetPoint("RIGHT", -24, 0)
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text:SetJustifyH("LEFT")
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btn.label = text
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-- Gold arrow icon (right side)
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local arrow = btn:CreateTexture(nil, "OVERLAY")
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arrow:SetSize(12, 12)
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arrow:SetPoint("RIGHT", -6, 0)
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arrow:SetTexture("Interface\\ChatFrame\\ChatFrameExpandArrow")
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arrow:SetVertexColor(0.9, 0.75, 0.2, 1)
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btn.arrow = arrow
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-- Hover highlight
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btn:SetScript("OnEnter", function(self)
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self:SetBackdropColor(0.18, 0.18, 0.18, 1)
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end)
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btn:SetScript("OnLeave", function(self)
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self:SetBackdropColor(0.12, 0.12, 0.12, 1)
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end)
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-- Menu storage
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btn.menuSetup = nil
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btn:SetScript("OnClick", function(self)
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if self.menuSetup then
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MenuUtil.CreateContextMenu(self, self.menuSetup)
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end
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end)
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function btn:SetupMenu(setupFunc)
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self.menuSetup = setupFunc
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end
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return btn
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end
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-- ─── Helper: Create a flat dark button matching the blocky design ────────────
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-- Shared globally so other files (UI.lua) can reuse it.
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function AltSystem.CreateFlatButton(name, parent, width, height, text)
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local btn = CreateFrame("Button", name, parent, "BackdropTemplate")
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btn:SetSize(width, height)
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btn:SetBackdrop({
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bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
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edgeFile = "Interface\\ChatFrame\\ChatFrameBackground",
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edgeSize = 1,
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})
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btn:SetBackdropColor(0.4, 0.08, 0.08, 0.9)
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btn:SetBackdropBorderColor(0.25, 0.25, 0.25, 1)
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local label = btn:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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label:SetPoint("CENTER")
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label:SetText(text or "")
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btn.label = label
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btn:SetScript("OnEnter", function(self)
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self:SetBackdropColor(0.55, 0.12, 0.12, 0.9)
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end)
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btn:SetScript("OnLeave", function(self)
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self:SetBackdropColor(0.4, 0.08, 0.08, 0.9)
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end)
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function btn:SetText(newText)
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self.label:SetText(newText)
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end
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function btn:GetText()
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return self.label:GetText()
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end
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return btn
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end
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-- ─── Create a single skill row frame ────────────────────────────────────────
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local function CreateSkillRowFrame(index)
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local row = CreateFrame("Frame", "AltSystemSkillRow" .. index, scrollChild)
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row:SetHeight(ROW_HEIGHT)
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-- Name EditBox (flat dark style)
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local nameContainer, nameBox = CreateFlatEditBox("AltSystemSkillName" .. index, row, NAME_WIDTH)
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nameContainer:SetPoint("LEFT", row, "LEFT", 8, 0)
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row.nameBox = nameBox
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row.nameContainer = nameContainer
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-- Level Dropdown (flat dark style)
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local levelDropdown = AltSystem.CreateFlatDropdown("AltSystemSkillLevel" .. index, row, LEVEL_WIDTH)
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levelDropdown:SetPoint("LEFT", nameContainer, "RIGHT", 12, 0)
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row.levelDropdown = levelDropdown
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-- Value Dropdown (flat dark style)
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local valueDropdown = AltSystem.CreateFlatDropdown("AltSystemSkillValue" .. index, row, VALUE_WIDTH)
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valueDropdown:SetPoint("LEFT", levelDropdown, "RIGHT", 8, 0)
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row.valueDropdown = valueDropdown
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-- Delete Button (trash can icon with dark red background, matching design)
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local deleteBtn = CreateFrame("Button", "AltSystemSkillDelete" .. index, row)
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deleteBtn:SetSize(DELETE_WIDTH, DELETE_WIDTH)
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deleteBtn:SetPoint("LEFT", valueDropdown, "RIGHT", 8, 0)
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local deleteIcon = deleteBtn:CreateTexture(nil, "ARTWORK")
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deleteIcon:SetSize(DELETE_WIDTH - 4, DELETE_WIDTH - 4)
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deleteIcon:SetPoint("CENTER")
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deleteIcon:SetTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
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deleteBtn.icon = deleteIcon
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-- Shimmer animation on hover
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local shimmer = deleteBtn:CreateTexture(nil, "OVERLAY")
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shimmer:SetSize(DELETE_WIDTH - 4, DELETE_WIDTH - 4)
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shimmer:SetPoint("CENTER")
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shimmer:SetTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
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shimmer:SetBlendMode("ADD")
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shimmer:SetAlpha(0)
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deleteBtn.shimmer = shimmer
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local shimmerAnim = shimmer:CreateAnimationGroup()
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shimmerAnim:SetLooping("REPEAT")
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local fadeIn = shimmerAnim:CreateAnimation("Alpha")
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fadeIn:SetFromAlpha(0)
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fadeIn:SetToAlpha(0.5)
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fadeIn:SetDuration(0.5)
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fadeIn:SetOrder(1)
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local fadeOut = shimmerAnim:CreateAnimation("Alpha")
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fadeOut:SetFromAlpha(0.5)
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fadeOut:SetToAlpha(0)
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fadeOut:SetDuration(0.5)
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fadeOut:SetOrder(2)
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deleteBtn.shimmerAnim = shimmerAnim
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deleteBtn:SetScript("OnEnter", function(self)
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self.shimmer:SetAlpha(0)
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self.shimmerAnim:Play()
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end)
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deleteBtn:SetScript("OnLeave", function(self)
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self.shimmerAnim:Stop()
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self.shimmer:SetAlpha(0)
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end)
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row.deleteBtn = deleteBtn
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return row
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end
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-- ─── Refresh all skill rows ─────────────────────────────────────────────────
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local function RefreshSkillRows()
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-- Hide all existing row frames
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for _, row in ipairs(skillRowFrames) do
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row:Hide()
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end
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local yPos = 0
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for i, skillData in ipairs(editableSkills) do
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local row = skillRowFrames[i]
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if not row then
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row = CreateSkillRowFrame(i)
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skillRowFrames[i] = row
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end
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-- Clear previous anchor points before repositioning
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row:ClearAllPoints()
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row:SetPoint("TOPLEFT", scrollChild, "TOPLEFT", 0, -yPos)
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row:SetPoint("TOPRIGHT", scrollChild, "TOPRIGHT", 0, -yPos)
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-- Populate name
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row.nameBox:SetText(skillData.name or "")
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row.nameBox:SetScript("OnTextChanged", function(self)
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local idx = nil
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for j, s in ipairs(editableSkills) do
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if skillRowFrames[j] == row then
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idx = j
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break
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end
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end
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if idx then
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editableSkills[idx].name = self:GetText()
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end
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end)
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-- Setup level dropdown
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local currentRowIndex = i
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row.levelDropdown.label:SetText(skillData.level or "Novice")
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row.levelDropdown:SetupMenu(function(owner, rootDescription)
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for _, levelName in ipairs(AltSystem.Data.SkillLevelOrder) do
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rootDescription:CreateRadio(
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levelName,
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function()
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return editableSkills[currentRowIndex] and editableSkills[currentRowIndex].level == levelName
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end,
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function()
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if editableSkills[currentRowIndex] then
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editableSkills[currentRowIndex].level = levelName
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editableSkills[currentRowIndex].value = AltSystem.Data:GetDefaultValueForLevel(levelName)
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RefreshSkillRows()
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end
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end
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)
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end
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end)
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-- Setup value dropdown based on current level
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row.valueDropdown.label:SetText(tostring(skillData.value or 1))
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local range = AltSystem.Data.SkillValueRanges[skillData.level]
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if range then
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row.valueDropdown:SetupMenu(function(owner, rootDescription)
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for v = range.min, range.max do
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rootDescription:CreateRadio(
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tostring(v),
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function()
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return editableSkills[currentRowIndex] and editableSkills[currentRowIndex].value == v
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end,
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function()
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if editableSkills[currentRowIndex] then
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editableSkills[currentRowIndex].value = v
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row.valueDropdown.label:SetText(tostring(v))
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end
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end
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)
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end
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end)
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end
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-- Bind delete button for current index
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row.deleteBtn:SetScript("OnClick", function()
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table.remove(editableSkills, currentRowIndex)
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RefreshSkillRows()
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end)
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row:Show()
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yPos = yPos + ROW_HEIGHT + ROW_SPACING
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end
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-- Reposition Add A Row button
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if addRowButton then
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addRowButton:ClearAllPoints()
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addRowButton:SetPoint("TOPRIGHT", scrollChild, "TOPRIGHT", -PADDING, -(yPos + 4))
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end
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-- Update scroll child height
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local totalHeight = yPos + ROW_HEIGHT + 20 -- extra space for Add A Row button
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if scrollChild then
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scrollChild:SetHeight(math.max(totalHeight, 1))
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end
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end
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-- ─── Create Build Skills Content ────────────────────────────────────────────
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function AltSystem:CreateBuildSkillsContent(parentFrame)
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local contentWidth = parentFrame:GetWidth() or 692
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local contentHeight = parentFrame:GetHeight() or 444
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local yPos = -PADDING
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-- Info text paragraph 1
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local info1 = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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info1:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING, yPos)
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info1:SetPoint("TOPRIGHT", parentFrame, "TOPRIGHT", -PADDING, yPos)
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info1:SetJustifyH("LEFT")
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info1:SetText("All skills below are directly extracted from your TRP's characteristics sheet. You can view and edit them there at any time.")
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info1:SetTextColor(0.9, 0.75, 0.2)
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info1:SetWordWrap(true)
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yPos = yPos - (info1:GetStringHeight() or 16) - 10
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-- Info text paragraph 2
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local info2 = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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info2:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING, yPos)
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info2:SetPoint("TOPRIGHT", parentFrame, "TOPRIGHT", -PADDING, yPos)
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info2:SetJustifyH("LEFT")
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info2:SetText("This menu serves as an easy alternative for if you want to use this system fast without diving deep into understanding it and/or styling your TRP sheet at this point in time. All your changes made will not be saved to TRP up until you hit the specific button to do so.")
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info2:SetTextColor(0.9, 0.75, 0.2)
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info2:SetWordWrap(true)
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yPos = yPos - (info2:GetStringHeight() or 32) - 16
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-- "Skill list" section header
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local sectionHeader = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge")
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sectionHeader:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING, yPos)
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sectionHeader:SetText("Skill list")
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sectionHeader:SetTextColor(1, 1, 1)
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yPos = yPos - 24
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||||
-- Column headers
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local nameHeader = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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nameHeader:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING + 8, yPos)
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nameHeader:SetText("Name")
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nameHeader:SetTextColor(0.9, 0.75, 0.2)
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||||
|
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local levelHeader = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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levelHeader:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING + 8 + NAME_WIDTH + 12, yPos)
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levelHeader:SetText("Level")
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levelHeader:SetTextColor(0.9, 0.75, 0.2)
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||||
|
||||
local valueHeader = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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valueHeader:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING + 8 + NAME_WIDTH + 12 + LEVEL_WIDTH + 8, yPos)
|
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valueHeader:SetText("Value")
|
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valueHeader:SetTextColor(0.9, 0.75, 0.2)
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||||
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||||
yPos = yPos - 20
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||||
|
||||
-- Save button (pinned to bottom, outside scroll frame)
|
||||
local saveButton = AltSystem.CreateFlatButton("AltSystemSaveSkillsButton", parentFrame, 180, 30, "Save Skills to TRP")
|
||||
saveButton:SetPoint("BOTTOM", parentFrame, "BOTTOM", 0, PADDING)
|
||||
|
||||
saveButton:SetScript("OnClick", function()
|
||||
local success = AltSystem.Data:SaveSkills(editableSkills)
|
||||
if success and AltSystem.RefreshSkillDropdown then
|
||||
AltSystem:RefreshSkillDropdown()
|
||||
end
|
||||
end)
|
||||
|
||||
-- Scrollable skill list area (between column headers and save button)
|
||||
scrollFrame = CreateFrame("ScrollFrame", "AltSystemBuildSkillsScrollFrame", parentFrame, "UIPanelScrollFrameTemplate")
|
||||
scrollFrame:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING, yPos)
|
||||
scrollFrame:SetPoint("BOTTOMRIGHT", parentFrame, "BOTTOMRIGHT", -PADDING - 22, saveButton:GetHeight() + PADDING + 8)
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||||
|
||||
scrollChild = CreateFrame("Frame", "AltSystemBuildSkillsScrollChild", scrollFrame)
|
||||
scrollChild:SetWidth(scrollFrame:GetWidth() or (contentWidth - PADDING * 2 - 22))
|
||||
scrollChild:SetHeight(1)
|
||||
scrollFrame:SetScrollChild(scrollChild)
|
||||
|
||||
-- Update scroll child width when frame resizes
|
||||
scrollFrame:SetScript("OnSizeChanged", function(self)
|
||||
scrollChild:SetWidth(self:GetWidth())
|
||||
end)
|
||||
|
||||
-- "Add A Row" button (inside scroll child, below last row)
|
||||
addRowButton = CreateFrame("Button", "AltSystemAddRowButton", scrollChild, "UIPanelButtonTemplate")
|
||||
addRowButton:SetSize(130, 26)
|
||||
addRowButton:SetText("+ Add A Row")
|
||||
addRowButton:SetPoint("TOPRIGHT", scrollChild, "TOPRIGHT", -PADDING, 0)
|
||||
|
||||
-- Style add row button
|
||||
local addBg = addRowButton:CreateTexture(nil, "BACKGROUND")
|
||||
addBg:SetAllPoints()
|
||||
addBg:SetColorTexture(0.4, 0.08, 0.08, 0.9)
|
||||
|
||||
addRowButton:SetScript("OnClick", function()
|
||||
table.insert(editableSkills, {
|
||||
name = "Skillname",
|
||||
level = "Novice",
|
||||
value = 1,
|
||||
icon = "inv_misc_questionmark",
|
||||
isNew = true,
|
||||
})
|
||||
RefreshSkillRows()
|
||||
|
||||
-- Auto-scroll to bottom to show the new row
|
||||
C_Timer.After(0.05, function()
|
||||
if scrollFrame then
|
||||
scrollFrame:SetVerticalScroll(scrollFrame:GetVerticalScrollRange())
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
||||
AltSystem.BuildSkillsScrollFrame = scrollFrame
|
||||
AltSystem.BuildSkillsScrollChild = scrollChild
|
||||
end
|
||||
|
||||
-- ─── Refresh Build Skills list (called on tab switch) ───────────────────────
|
||||
|
||||
function AltSystem:RefreshBuildSkillsList()
|
||||
-- Reload skills from TRP3 into working copy, discarding any unsaved edits
|
||||
editableSkills = AltSystem.Data:GetEditableSkills()
|
||||
RefreshSkillRows()
|
||||
end
|
||||
0
Core.lua
Executable file → Normal file
0
Core.lua
Executable file → Normal file
113
Data.lua
Executable file → Normal file
113
Data.lua
Executable file → Normal file
|
|
@ -39,27 +39,6 @@ local SKILL_KEYWORD_RANGES = {
|
|||
["Master"] = { min = 20, max = 20 },
|
||||
}
|
||||
|
||||
-- Shared lookup tables for the Build Skills tab
|
||||
AltSystem.Data.SkillValueRanges = {
|
||||
["Inept"] = { min = 0, max = 0 },
|
||||
["Novice"] = { min = 1, max = 5 },
|
||||
["Adept"] = { min = 6, max = 10 },
|
||||
["Expert"] = { min = 11, max = 19 },
|
||||
["Master"] = { min = 20, max = 20 },
|
||||
}
|
||||
|
||||
-- Ordered list of skill levels for dropdown display
|
||||
AltSystem.Data.SkillLevelOrder = { "Inept", "Novice", "Adept", "Expert", "Master" }
|
||||
|
||||
-- Returns the minimum value for a given skill level
|
||||
function AltSystem.Data:GetDefaultValueForLevel(level)
|
||||
local range = AltSystem.Data.SkillValueRanges[level]
|
||||
if range then
|
||||
return range.min
|
||||
end
|
||||
return 1
|
||||
end
|
||||
|
||||
-- Check if the trait's right text field contains a valid skill keyword.
|
||||
-- Returns the matched keyword if found, nil otherwise.
|
||||
local function FindSkillKeyword(rightText)
|
||||
|
|
@ -155,94 +134,6 @@ function AltSystem.Data:RefreshSkills()
|
|||
return skills
|
||||
end
|
||||
|
||||
-- Returns an array of {name, level, value, icon} for each valid skill trait in the TRP3 profile.
|
||||
-- Excludes Base Roll and Unskilled (system-generated). Sorted by level order (Inept first, Master last).
|
||||
function AltSystem.Data:GetEditableSkills()
|
||||
local skills = {}
|
||||
|
||||
if TRP3_API and TRP3_API.profile and TRP3_API.profile.getData then
|
||||
local ok, characteristics = pcall(TRP3_API.profile.getData, "player/characteristics")
|
||||
if ok and characteristics and characteristics.PS then
|
||||
for _, trait in ipairs(characteristics.PS) do
|
||||
local skillName = trait.LT
|
||||
local numericValue = trait.V2 or 0
|
||||
local keyword = FindSkillKeyword(trait.RT)
|
||||
if skillName and skillName ~= "" and keyword then
|
||||
table.insert(skills, {
|
||||
name = skillName,
|
||||
level = keyword,
|
||||
value = numericValue,
|
||||
icon = trait.IC or "inv_misc_questionmark",
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Sort by level order descending (Master first, Inept last)
|
||||
local levelOrderMap = {}
|
||||
for i, lvl in ipairs(AltSystem.Data.SkillLevelOrder) do
|
||||
levelOrderMap[lvl] = i
|
||||
end
|
||||
table.sort(skills, function(a, b)
|
||||
return (levelOrderMap[a.level] or 99) > (levelOrderMap[b.level] or 99)
|
||||
end)
|
||||
|
||||
return skills
|
||||
end
|
||||
|
||||
-- Saves the edited skills back to the TRP3 profile.
|
||||
-- editedSkills is an array of {name, level, value, icon}.
|
||||
function AltSystem.Data:SaveSkills(editedSkills)
|
||||
if not TRP3_API or not TRP3_API.profile or not TRP3_API.profile.getData then
|
||||
print("|cFFFF0000AltSystem:|r TRP3 API is unavailable. Cannot save skills.")
|
||||
return false
|
||||
end
|
||||
|
||||
local ok, characteristics = pcall(TRP3_API.profile.getData, "player/characteristics")
|
||||
if not ok or not characteristics then
|
||||
print("|cFFFF0000AltSystem:|r Could not access TRP3 profile characteristics. Cannot save skills.")
|
||||
return false
|
||||
end
|
||||
|
||||
-- Ensure PS array exists
|
||||
if not characteristics.PS then
|
||||
characteristics.PS = {}
|
||||
end
|
||||
|
||||
-- Separate non-skill traits from skill traits in the existing PS
|
||||
local nonSkillTraits = {}
|
||||
for _, trait in ipairs(characteristics.PS) do
|
||||
local keyword = FindSkillKeyword(trait.RT)
|
||||
if not keyword then
|
||||
-- This is not a skill trait, preserve it
|
||||
table.insert(nonSkillTraits, trait)
|
||||
end
|
||||
end
|
||||
|
||||
-- Rebuild PS: non-skill traits first, then edited skills
|
||||
local newPS = {}
|
||||
for _, trait in ipairs(nonSkillTraits) do
|
||||
table.insert(newPS, trait)
|
||||
end
|
||||
for _, skill in ipairs(editedSkills) do
|
||||
table.insert(newPS, {
|
||||
LT = skill.name,
|
||||
RT = skill.level,
|
||||
V2 = skill.value,
|
||||
IC = skill.icon or "inv_misc_questionmark",
|
||||
})
|
||||
end
|
||||
|
||||
characteristics.PS = newPS
|
||||
|
||||
-- Refresh the Use Skills tab data
|
||||
AltSystem.Data:RefreshSkills()
|
||||
|
||||
print("|cFF00FF00AltSystem:|r Skills saved to TRP profile successfully.")
|
||||
return true
|
||||
end
|
||||
|
||||
-- Initialize with the default skill list
|
||||
AltSystem.Data.Skills = {}
|
||||
for _, skill in ipairs(DEFAULT_SKILLS) do
|
||||
|
|
@ -252,8 +143,8 @@ end
|
|||
-- Item options: name and modifier (first entry = no item)
|
||||
AltSystem.Data.Items = {
|
||||
{ name = "No item", modifier = 0 },
|
||||
{ name = "Rare", modifier = 3 },
|
||||
{ name = "Epic", modifier = 5 },
|
||||
{ name = "Rare item", modifier = 3 },
|
||||
{ name = "Epic item", modifier = 5 },
|
||||
}
|
||||
|
||||
-- Defense / Armor options: name and modifier
|
||||
|
|
|
|||
0
README.md
Executable file → Normal file
0
README.md
Executable file → Normal file
0
Roll.lua
Executable file → Normal file
0
Roll.lua
Executable file → Normal file
238
UI.lua
Executable file → Normal file
238
UI.lua
Executable file → Normal file
|
|
@ -29,7 +29,7 @@ local function BuildSkillOptions()
|
|||
return options
|
||||
end
|
||||
|
||||
-- Helper: Create a flat dark dropdown with optional label (reuses shared CreateFlatDropdown)
|
||||
-- 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)
|
||||
|
|
@ -44,32 +44,28 @@ local function CreateDropdown(parent, name, labelText, options, defaultIndex, on
|
|||
|
||||
local selectedIndex = defaultIndex or 1
|
||||
|
||||
local dropdown = AltSystem.CreateFlatDropdown(name, container, 190)
|
||||
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)
|
||||
|
||||
-- Set initial label text
|
||||
if options[selectedIndex] then
|
||||
dropdown.label:SetText(options[selectedIndex].text)
|
||||
end
|
||||
|
||||
dropdown:SetupMenu(function(owner, rootDescription)
|
||||
dropdown:SetupMenu(function(dropdown, rootDescription)
|
||||
for i, option in ipairs(options) do
|
||||
rootDescription:CreateRadio(
|
||||
option.text,
|
||||
function()
|
||||
return i == selectedIndex
|
||||
function(data)
|
||||
return data == selectedIndex
|
||||
end,
|
||||
function()
|
||||
selectedIndex = i
|
||||
dropdown.label:SetText(option.text)
|
||||
function(data)
|
||||
selectedIndex = data
|
||||
if onSelect then
|
||||
onSelect(i, option)
|
||||
end
|
||||
onSelect(data, options[data])
|
||||
end
|
||||
end,
|
||||
i
|
||||
)
|
||||
end
|
||||
end)
|
||||
|
|
@ -78,52 +74,30 @@ local function CreateDropdown(parent, name, labelText, options, defaultIndex, on
|
|||
return selectedIndex
|
||||
end, function(idx)
|
||||
selectedIndex = idx
|
||||
if options[idx] then
|
||||
dropdown.label:SetText(options[idx].text)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Helper: Create a custom flat radio button (gold circle when selected, grey when not)
|
||||
-- Helper: Create a radio button (CheckButton with radio texture)
|
||||
local function CreateRadioButton(parent, name, text, x, y, isChecked, onClick)
|
||||
local size = 20
|
||||
local btn = CreateFrame("CheckButton", name, parent)
|
||||
btn:SetSize(size, size)
|
||||
btn:SetPoint("TOPLEFT", parent, "TOPLEFT", x, y)
|
||||
local radio = CreateFrame("CheckButton", name, parent, "UIRadioButtonTemplate")
|
||||
radio:SetPoint("TOPLEFT", parent, "TOPLEFT", x, y)
|
||||
radio:SetChecked(isChecked)
|
||||
|
||||
-- Background (grey when unselected, yellow when selected) — circular via mask
|
||||
local bg = btn:CreateTexture(nil, "BACKGROUND")
|
||||
bg:SetAllPoints()
|
||||
bg:SetColorTexture(0.3, 0.3, 0.3, 1)
|
||||
local mask = btn:CreateMaskTexture()
|
||||
mask:SetAllPoints()
|
||||
mask:SetTexture("Interface\\CharacterFrame\\TempPortraitAlphaMask", "CLAMPTOBLACKADDITIVE", "CLAMPTOBLACKADDITIVE")
|
||||
bg:AddMaskTexture(mask)
|
||||
|
||||
btn.checkTex = nil -- unused, kept for compatibility
|
||||
|
||||
local function UpdateVisual()
|
||||
if btn:GetChecked() then
|
||||
bg:SetColorTexture(0.9, 0.75, 0.2, 1)
|
||||
local radioText = radio:GetFontString()
|
||||
if radioText then
|
||||
radioText:SetText(text)
|
||||
radioText:SetFontObject("GameFontHighlight")
|
||||
else
|
||||
bg:SetColorTexture(0.3, 0.3, 0.3, 1)
|
||||
end
|
||||
local t = radio:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
|
||||
t:SetPoint("LEFT", radio, "RIGHT", 4, 0)
|
||||
t:SetText(text)
|
||||
end
|
||||
|
||||
btn:SetChecked(isChecked)
|
||||
UpdateVisual()
|
||||
|
||||
local label = btn:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
|
||||
label:SetPoint("LEFT", btn, "RIGHT", 6, 0)
|
||||
label:SetText(text)
|
||||
|
||||
btn:SetScript("OnClick", function(self)
|
||||
radio:SetScript("OnClick", function(self)
|
||||
onClick(self)
|
||||
UpdateVisual()
|
||||
end)
|
||||
|
||||
btn.UpdateVisual = UpdateVisual
|
||||
return btn
|
||||
return radio
|
||||
end
|
||||
|
||||
-- Helper: Create a section header (golden text)
|
||||
|
|
@ -210,8 +184,9 @@ function AltSystem:CreateMainFrame()
|
|||
buildSkillsContent:SetSize(contentWidth, tabContentHeight)
|
||||
buildSkillsContent:Hide()
|
||||
|
||||
-- Build Skills tab content (created in BuildSkillsUI.lua)
|
||||
AltSystem:CreateBuildSkillsContent(buildSkillsContent)
|
||||
local buildPlaceholder = buildSkillsContent:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
|
||||
buildPlaceholder:SetPoint("CENTER")
|
||||
buildPlaceholder:SetText("Coming soon")
|
||||
|
||||
-- Tab switching logic
|
||||
local function SelectTab(tabIndex)
|
||||
|
|
@ -225,7 +200,6 @@ function AltSystem:CreateMainFrame()
|
|||
buildSkillsContent:Show()
|
||||
tabUseSkillsBg:SetColorTexture(0.3, 0.3, 0.3, 1)
|
||||
tabBuildSkillsBg:SetColorTexture(0.15, 0.15, 0.15, 1)
|
||||
AltSystem:RefreshBuildSkillsList()
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -261,8 +235,6 @@ function AltSystem:CreateMainFrame()
|
|||
AltSystem.State.rollType = rollType
|
||||
attackRadio:SetChecked(rollType == "attack")
|
||||
defenseRadio:SetChecked(rollType == "defense")
|
||||
attackRadio.UpdateVisual()
|
||||
defenseRadio.UpdateVisual()
|
||||
-- Update roll button text
|
||||
if AltSystem.RollButton then
|
||||
local label = rollType == "attack" and "Roll Attack" or "Roll Defense"
|
||||
|
|
@ -351,7 +323,6 @@ function AltSystem:CreateMainFrame()
|
|||
AltSystem.State.selectedDefenseIndex = index
|
||||
for i, radio in ipairs(armorRadios) do
|
||||
radio:SetChecked(i == index)
|
||||
radio.UpdateVisual()
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -372,86 +343,6 @@ function AltSystem:CreateMainFrame()
|
|||
|
||||
yPos = yPos - ROW_HEIGHT - SECTION_GAP
|
||||
|
||||
-- Section: Modifiers (optional)
|
||||
CreateSectionHeader(content, "Modifiers (optional)", PADDING, yPos)
|
||||
yPos = yPos - 28
|
||||
--CreateSubLabel(content, "Label", PADDING, yPos)
|
||||
--yPos = yPos - 22
|
||||
|
||||
-- Shield checkbox (flat square toggle)
|
||||
local shieldCheck = CreateFrame("CheckButton", "AltSystemShieldCheck", content)
|
||||
shieldCheck:SetSize(20, 20)
|
||||
shieldCheck:SetPoint("TOPLEFT", content, "TOPLEFT", PADDING, yPos)
|
||||
shieldCheck:SetChecked(AltSystem.State.shieldEnabled)
|
||||
|
||||
local shieldBg = shieldCheck:CreateTexture(nil, "BACKGROUND")
|
||||
shieldBg:SetAllPoints()
|
||||
shieldBg:SetColorTexture(0.3, 0.3, 0.3, 1)
|
||||
|
||||
local shieldCheckMark = shieldCheck:CreateTexture(nil, "ARTWORK")
|
||||
shieldCheckMark:SetSize(14, 14)
|
||||
shieldCheckMark:SetPoint("CENTER")
|
||||
shieldCheckMark:SetTexture("Interface\\RAIDFRAME\\ReadyCheck-Ready")
|
||||
shieldCheckMark:SetVertexColor(0.9, 0.75, 0.2, 1)
|
||||
|
||||
local function UpdateShieldVisual()
|
||||
if shieldCheck:GetChecked() then
|
||||
shieldCheckMark:Show()
|
||||
shieldBg:SetColorTexture(0.25, 0.25, 0.25, 1)
|
||||
else
|
||||
shieldCheckMark:Hide()
|
||||
shieldBg:SetColorTexture(0.3, 0.3, 0.3, 1)
|
||||
end
|
||||
end
|
||||
UpdateShieldVisual()
|
||||
|
||||
local shieldLabel = shieldCheck:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
|
||||
shieldLabel:SetPoint("LEFT", shieldCheck, "RIGHT", 6, 0)
|
||||
shieldLabel:SetText("Shield (+ 1)")
|
||||
|
||||
shieldCheck:SetScript("OnClick", function(self)
|
||||
AltSystem.State.shieldEnabled = self:GetChecked()
|
||||
UpdateShieldVisual()
|
||||
end)
|
||||
|
||||
-- Pet checkbox (flat square toggle)
|
||||
local petCheck = CreateFrame("CheckButton", "AltSystemPetSummonCheck", content)
|
||||
petCheck:SetSize(20, 20)
|
||||
petCheck:SetPoint("LEFT", shieldCheck, "RIGHT", 80, 0)
|
||||
petCheck:SetChecked(AltSystem.State.petSummonEnabled)
|
||||
|
||||
local petBg = petCheck:CreateTexture(nil, "BACKGROUND")
|
||||
petBg:SetAllPoints()
|
||||
petBg:SetColorTexture(0.3, 0.3, 0.3, 1)
|
||||
|
||||
local petCheckMark = petCheck:CreateTexture(nil, "ARTWORK")
|
||||
petCheckMark:SetSize(14, 14)
|
||||
petCheckMark:SetPoint("CENTER")
|
||||
petCheckMark:SetTexture("Interface\\RAIDFRAME\\ReadyCheck-Ready")
|
||||
petCheckMark:SetVertexColor(0.9, 0.75, 0.2, 1)
|
||||
|
||||
local function UpdatePetVisual()
|
||||
if petCheck:GetChecked() then
|
||||
petCheckMark:Show()
|
||||
petBg:SetColorTexture(0.25, 0.25, 0.25, 1)
|
||||
else
|
||||
petCheckMark:Hide()
|
||||
petBg:SetColorTexture(0.3, 0.3, 0.3, 1)
|
||||
end
|
||||
end
|
||||
UpdatePetVisual()
|
||||
|
||||
local petLabel = petCheck:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
|
||||
petLabel:SetPoint("LEFT", petCheck, "RIGHT", 6, 0)
|
||||
petLabel:SetText("Pet (+d5)")
|
||||
|
||||
petCheck:SetScript("OnClick", function(self)
|
||||
AltSystem.State.petSummonEnabled = self:GetChecked()
|
||||
UpdatePetVisual()
|
||||
end)
|
||||
|
||||
yPos = yPos - ROW_HEIGHT - SECTION_GAP
|
||||
|
||||
-- Item label
|
||||
CreateSubLabel(content, "Item", PADDING, yPos)
|
||||
yPos = yPos - 20
|
||||
|
|
@ -463,7 +354,6 @@ function AltSystem:CreateMainFrame()
|
|||
AltSystem.State.selectedItemIndex = index
|
||||
for i, radio in ipairs(itemRadios) do
|
||||
radio:SetChecked(i == index)
|
||||
radio.UpdateVisual()
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -484,6 +374,50 @@ function AltSystem:CreateMainFrame()
|
|||
|
||||
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
|
||||
|
||||
-- Shield checkbox
|
||||
local shieldCheck = CreateFrame("CheckButton", "AltSystemShieldCheck", content, "UICheckButtonTemplate")
|
||||
shieldCheck:SetPoint("TOPLEFT", content, "TOPLEFT", PADDING, yPos)
|
||||
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
|
||||
|
||||
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)
|
||||
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
|
||||
|
||||
petCheck:SetScript("OnClick", function(self)
|
||||
AltSystem.State.petSummonEnabled = self:GetChecked()
|
||||
end)
|
||||
|
||||
yPos = yPos - ROW_HEIGHT - SECTION_GAP
|
||||
|
||||
-- Section: Roll Dice
|
||||
CreateSectionHeader(content, "Roll Dice", PADDING, yPos)
|
||||
yPos = yPos - 22
|
||||
|
|
@ -514,9 +448,11 @@ function AltSystem:CreateMainFrame()
|
|||
yPos = yPos - ROW_HEIGHT - SECTION_GAP
|
||||
|
||||
-- Roll button
|
||||
local rollLabel = AltSystem.State.rollType == "attack" and "Roll Attack" or "Roll Defense"
|
||||
local rollBtn = AltSystem.CreateFlatButton("AltSystemRollBtn", content, CONTROLS_WIDTH - PADDING * 2, 32, rollLabel)
|
||||
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)
|
||||
|
|
@ -637,28 +573,24 @@ function AltSystem:RefreshSkillDropdown()
|
|||
-- Rebuild the dropdown menu with the new skill list
|
||||
if AltSystem.SkillDropdown then
|
||||
local skillOptions = BuildSkillOptions()
|
||||
-- Update the displayed label text
|
||||
if skillOptions[newIndex] then
|
||||
AltSystem.SkillDropdown.label:SetText(skillOptions[newIndex].text)
|
||||
end
|
||||
AltSystem.SkillDropdown:SetupMenu(function(owner, rootDescription)
|
||||
AltSystem.SkillDropdown:SetupMenu(function(dropdown, rootDescription)
|
||||
for i, option in ipairs(skillOptions) do
|
||||
rootDescription:CreateRadio(
|
||||
option.text,
|
||||
function()
|
||||
return i == AltSystem.State.selectedSkillIndex
|
||||
function(data)
|
||||
return data == AltSystem.State.selectedSkillIndex
|
||||
end,
|
||||
function()
|
||||
AltSystem.State.selectedSkillIndex = i
|
||||
AltSystem.State.selectedSkillName = AltSystem.Data.Skills[i] and AltSystem.Data.Skills[i].name or nil
|
||||
AltSystem.SkillDropdown.label:SetText(option.text)
|
||||
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(i)
|
||||
AltSystem.SetSkillIndex(data)
|
||||
end
|
||||
if AltSystem.UpdateSkillWarning then
|
||||
AltSystem.UpdateSkillWarning(i)
|
||||
end
|
||||
AltSystem.UpdateSkillWarning(data)
|
||||
end
|
||||
end,
|
||||
i
|
||||
)
|
||||
end
|
||||
end)
|
||||
|
|
|
|||
0
docs/1-interface.md
Executable file → Normal file
0
docs/1-interface.md
Executable file → Normal file
0
docs/2-skills.md
Executable file → Normal file
0
docs/2-skills.md
Executable file → Normal file
0
docs/3-announce.md
Executable file → Normal file
0
docs/3-announce.md
Executable file → Normal file
0
docs/4-redesign.md
Executable file → Normal file
0
docs/4-redesign.md
Executable file → Normal file
|
|
@ -1,132 +0,0 @@
|
|||
# Feature: Build Skills tab
|
||||
The second tab of the addon will follow these [designs](./build_skills_tab_design.png).
|
||||
|
||||
## Acceptance Criteria
|
||||
- This screen should show the same skills we use in the main screen, which come from the TRP profile
|
||||
- The skills should be sorted by level
|
||||
- The skill list should be scrollable, with the "Save" button pinned/sticky to the bottom
|
||||
## Editing skills
|
||||
- The user should be able to edit the name, level, and numerical score of each skill
|
||||
- Edits should not be saved until the user explicitly clicks the "Save" button
|
||||
### Skill Level and Value
|
||||
- When a skill level is selected, the numerical score dropdown should update to only allow values within the skill level
|
||||
- Inept: 0
|
||||
- Novice: 1-5
|
||||
- Adept: 6-10
|
||||
- Expert: 11-19
|
||||
- Master: 20
|
||||
### Deleting skills
|
||||
- Clicking the "Delete" button should remove the skill from the list
|
||||
### Adding Skills
|
||||
- Clicking the "Add a Row" button should add a new skill row to the list
|
||||
- Default values for the new skill should be:
|
||||
- Name: Skillname
|
||||
- Level: Novice
|
||||
- Value: 1
|
||||
### Saving Skills
|
||||
- When clicking the "Save" button:
|
||||
- Newly added skills should be added to the TRP profile
|
||||
- Existing skills should be updated in the TRP profile
|
||||
- Skills that were deleted should also be removed from the TRP profile
|
||||
- Icons should not be changed
|
||||
## References
|
||||
- Refer to [Data.lua](../Data.lua) for details on how we currently fetch the skills from TRP
|
||||
- Refer to the TRP3 source code in case it's necessary [here](https://github.com/Total-RP/Total-RP-3)
|
||||
|
||||
---
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
### 1. Add a `SaveSkills` function to Data.lua
|
||||
- Create `AltSystem.Data:SaveSkills(editedSkills)` that writes skills back to the TRP3 profile
|
||||
- Access the TRP3 profile via `TRP3_API.profile.getData("player/characteristics")` to get the `characteristics.PS` (personality traits) array
|
||||
- For each edited skill, update or insert entries in `PS`:
|
||||
- `LT` = skill name
|
||||
- `RT` = level keyword (e.g. "Novice", "Adept", etc.)
|
||||
- `V2` = numeric value (0–20)
|
||||
- `IC` = preserve existing icon (do not change); for new skills, use a sensible default icon (e.g. `"inv_misc_questionmark"`)
|
||||
- Remove any PS entries that were deleted by the user
|
||||
- After writing, call `TRP3_API.dashboard.showCharacteristics()` or fire the appropriate TRP3 event if needed to refresh TRP3's own UI
|
||||
- **Edge case:** If the TRP3 API is unavailable, show a warning message and abort save
|
||||
|
||||
### 2. Extract skill-level constants into shared lookup tables in Data.lua
|
||||
- The acceptance criteria defines value ranges per level (Inept: 0, Novice: 1–5, Adept: 6–10, Expert: 11–19, Master: 20)
|
||||
- `SKILL_KEYWORD_RANGES` already exists but excludes Inept/Master min-max correctly for the Build tab's needs; extend or create a new table `AltSystem.Data.SkillValueRanges` that is accessible from UI.lua:
|
||||
```
|
||||
{ Inept = {min=0, max=0}, Novice = {min=1, max=5}, Adept = {min=6, max=10}, Expert = {min=11, max=19}, Master = {min=20, max=20} }
|
||||
```
|
||||
- Create `AltSystem.Data.SkillLevelOrder` — an ordered array `{"Inept", "Novice", "Adept", "Expert", "Master"}` for populating the level dropdown in display order
|
||||
- Create a helper `AltSystem.Data:GetDefaultValueForLevel(level)` that returns the minimum value for that level (used when the user changes level to auto-set the value)
|
||||
|
||||
### 3. Add a function to read raw skills (with numeric values) from TRP3 in Data.lua
|
||||
- Currently `RefreshSkills()` converts TRP3 traits into `{name, level, modifier}` — the Build tab needs the raw **numeric value** and the **icon** as well
|
||||
- Create `AltSystem.Data:GetEditableSkills()` that returns an array of `{name, level, value, icon}` for each valid skill trait in the TRP3 profile (excluding Base Roll and Unskilled, which are system-generated entries)
|
||||
- Sort the returned skills by level using `AltSystem.Data.SkillLevelOrder` ordering (Inept first, Master last) — matching the acceptance criteria "sorted by level"
|
||||
- Reuse existing helpers `FindSkillKeyword` and `ParseSkillLevel` (promote them from local to module-level if needed, or call internally)
|
||||
|
||||
### 4. Build the Build Skills tab UI (new file: BuildSkillsUI.lua)
|
||||
- Create a new file to keep UI.lua manageable; register it in `AltSystem.toc` between `UI.lua` and `Roll.lua`
|
||||
- Create `AltSystem:CreateBuildSkillsContent(parentFrame)` called from `CreateMainFrame` in UI.lua (replacing the placeholder)
|
||||
- **Layout structure:**
|
||||
- **Info text** at top — two golden/yellow paragraphs explaining that skills come from TRP (matches mockup)
|
||||
- **"Skill list" section header**
|
||||
- **Column headers**: Name, Level, Value (bold golden text)
|
||||
- **Scrollable skill list** — a `ScrollFrame` containing dynamically created skill rows
|
||||
- **"Add A Row" button** — anchored below the last skill row, inside the scroll child
|
||||
- **"Save Skills to TRP" button** — pinned/sticky at the bottom of the tab, outside the scroll frame
|
||||
|
||||
### 5. Implement editable skill rows
|
||||
- Each skill row is a frame containing:
|
||||
- **Name**: `EditBox` (text input) — pre-filled with current skill name
|
||||
- **Level**: `DropdownButton` (WowStyle1DropdownTemplate) — options: Inept, Novice, Adept, Expert, Master
|
||||
- **Value**: `DropdownButton` — options dynamically generated based on selected level (e.g. Novice → 1,2,3,4,5)
|
||||
- **Delete button**: A button with a trash-can icon/red texture that removes the row
|
||||
- Store all row data in a local working copy array (`editableSkills`), not directly in `AltSystem.Data.Skills`
|
||||
- When the **level dropdown** changes:
|
||||
- Update the value dropdown options to only show valid values for the new level
|
||||
- Auto-set the value to the minimum for that level (e.g. switching to Adept → value becomes 6)
|
||||
- **Row management:**
|
||||
- `CreateSkillRow(parent, index, skillData)` — creates or recycles a row frame
|
||||
- `RefreshSkillRows()` — rebuilds/repositions all rows and updates scroll child height
|
||||
- Deleting a row removes it from `editableSkills` and calls `RefreshSkillRows()`
|
||||
|
||||
### 6. Implement "Add A Row" functionality
|
||||
- Clicking "Add A Row" inserts a new entry into `editableSkills`:
|
||||
- `{ name = "Skillname", level = "Novice", value = 1, icon = "inv_misc_questionmark", isNew = true }`
|
||||
- Calls `RefreshSkillRows()` to render the new row
|
||||
- The scroll frame should auto-scroll to show the new row
|
||||
|
||||
### 7. Implement "Save Skills to TRP" functionality
|
||||
- On click, call `AltSystem.Data:SaveSkills(editableSkills)` which:
|
||||
1. Reads current `characteristics.PS` from TRP3
|
||||
2. Rebuilds the PS array: keeps non-skill traits untouched, updates/adds/removes skill traits based on `editableSkills`
|
||||
3. Writes the updated PS back to the TRP3 profile data
|
||||
4. Calls `RefreshSkills()` so the Use Skills tab dropdown reflects the changes immediately
|
||||
- Show a confirmation message (print to chat or a brief on-screen text) on successful save
|
||||
- **Edge cases:**
|
||||
- Empty skill list: allowed — just remove all skill traits from PS
|
||||
- Duplicate skill names: allowed (TRP3 doesn't enforce uniqueness)
|
||||
- Unsaved changes + tab switch: no confirmation dialog required (per spec, changes are just lost)
|
||||
|
||||
### 8. Wire up tab switching to populate Build Skills tab
|
||||
- In `SelectTab(2)` (UI.lua), call `AltSystem:RefreshBuildSkillsList()` to reload skills from TRP3 into the working copy
|
||||
- This ensures the Build tab always shows the latest TRP3 data when opened, and any unsaved edits are discarded on tab switch
|
||||
|
||||
### 9. Update AltSystem.toc
|
||||
- Add `BuildSkillsUI.lua` to the file list (after `UI.lua`, before `Roll.lua`)
|
||||
|
||||
### 10. Testing checklist
|
||||
- [ ] Build Skills tab shows skills from TRP3 profile, sorted by level
|
||||
- [ ] Skill name is editable via text input
|
||||
- [ ] Level dropdown shows all 5 levels; changing level updates value dropdown options and auto-selects minimum value
|
||||
- [ ] Value dropdown only shows values valid for the current level
|
||||
- [ ] Delete button removes the row immediately
|
||||
- [ ] "Add A Row" adds a row with defaults (Skillname, Novice, 1)
|
||||
- [ ] Skill list scrolls when rows exceed visible area
|
||||
- [ ] "Save" button is always visible (pinned to bottom)
|
||||
- [ ] Save writes correct data to TRP3 profile (LT, RT, V2, IC preserved)
|
||||
- [ ] Save does not modify icons of existing skills
|
||||
- [ ] After save, Use Skills tab dropdown reflects the updated skills
|
||||
- [ ] Switching tabs discards unsaved changes and reloads from TRP3
|
||||
- [ ] Works correctly with 0 skills (empty profile)
|
||||
- [ ] Works correctly with many skills (20+) — scroll behavior
|
||||
0
docs/Changelog.md
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0
docs/Changelog.md
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|
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docs/roll_tab_design.png
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BIN
docs/roll_tab_design.png
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|
Before Width: | Height: | Size: 76 KiB After Width: | Height: | Size: 70 KiB |
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Reference in a new issue