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20 changed files with 88 additions and 828 deletions

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@ -8,6 +8,5 @@
Data.lua
Core.lua
BuildSkillsUI.lua
UI.lua
Roll.lua

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@ -1,430 +0,0 @@
-- AltSystem Build Skills UI
-- Creates the Build Skills tab content with editable skill rows, add/delete functionality, and save to TRP.
AltSystem = AltSystem or {}
local PADDING = 12
local ROW_HEIGHT = 36
local ROW_SPACING = 8
local NAME_WIDTH = 340
local LEVEL_WIDTH = 140
local VALUE_WIDTH = 80
local DELETE_WIDTH = 30
-- Working copy of skills being edited (not saved until user clicks Save)
local editableSkills = {}
-- Pool of created row frames for reuse
local skillRowFrames = {}
-- References set during creation
local scrollFrame, scrollChild, addRowButton
-- ─── Helper: Create a flat dark input box matching the blocky design ────────
local function CreateFlatEditBox(name, parent, width)
local container = CreateFrame("Frame", name .. "Container", parent, "BackdropTemplate")
container:SetSize(width, 28)
container:SetBackdrop({
bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
edgeFile = "Interface\\ChatFrame\\ChatFrameBackground",
edgeSize = 1,
})
container:SetBackdropColor(0.12, 0.12, 0.12, 1)
container:SetBackdropBorderColor(0.25, 0.25, 0.25, 1)
local editBox = CreateFrame("EditBox", name, container)
editBox:SetPoint("LEFT", 8, 0)
editBox:SetPoint("RIGHT", -8, 0)
editBox:SetHeight(28)
editBox:SetAutoFocus(false)
editBox:SetFontObject("GameFontHighlight")
return container, editBox
end
-- ─── Helper: Create a flat dark dropdown button matching the blocky design ──
-- Shared globally so other files (UI.lua) can reuse it.
function AltSystem.CreateFlatDropdown(name, parent, width)
local btn = CreateFrame("Button", name, parent, "BackdropTemplate")
btn:SetSize(width, 28)
btn:SetBackdrop({
bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
edgeFile = "Interface\\ChatFrame\\ChatFrameBackground",
edgeSize = 1,
})
btn:SetBackdropColor(0.12, 0.12, 0.12, 1)
btn:SetBackdropBorderColor(0.25, 0.25, 0.25, 1)
-- Text label (left-aligned)
local text = btn:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
text:SetPoint("LEFT", 8, 0)
text:SetPoint("RIGHT", -24, 0)
text:SetJustifyH("LEFT")
btn.label = text
-- Gold arrow icon (right side)
local arrow = btn:CreateTexture(nil, "OVERLAY")
arrow:SetSize(12, 12)
arrow:SetPoint("RIGHT", -6, 0)
arrow:SetTexture("Interface\\ChatFrame\\ChatFrameExpandArrow")
arrow:SetVertexColor(0.9, 0.75, 0.2, 1)
btn.arrow = arrow
-- Hover highlight
btn:SetScript("OnEnter", function(self)
self:SetBackdropColor(0.18, 0.18, 0.18, 1)
end)
btn:SetScript("OnLeave", function(self)
self:SetBackdropColor(0.12, 0.12, 0.12, 1)
end)
-- Menu storage
btn.menuSetup = nil
btn:SetScript("OnClick", function(self)
if self.menuSetup then
MenuUtil.CreateContextMenu(self, self.menuSetup)
end
end)
function btn:SetupMenu(setupFunc)
self.menuSetup = setupFunc
end
return btn
end
-- ─── Helper: Create a flat dark button matching the blocky design ────────────
-- Shared globally so other files (UI.lua) can reuse it.
function AltSystem.CreateFlatButton(name, parent, width, height, text)
local btn = CreateFrame("Button", name, parent, "BackdropTemplate")
btn:SetSize(width, height)
btn:SetBackdrop({
bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
edgeFile = "Interface\\ChatFrame\\ChatFrameBackground",
edgeSize = 1,
})
btn:SetBackdropColor(0.4, 0.08, 0.08, 0.9)
btn:SetBackdropBorderColor(0.25, 0.25, 0.25, 1)
local label = btn:CreateFontString(nil, "OVERLAY", "GameFontNormal")
label:SetPoint("CENTER")
label:SetText(text or "")
btn.label = label
btn:SetScript("OnEnter", function(self)
self:SetBackdropColor(0.55, 0.12, 0.12, 0.9)
end)
btn:SetScript("OnLeave", function(self)
self:SetBackdropColor(0.4, 0.08, 0.08, 0.9)
end)
function btn:SetText(newText)
self.label:SetText(newText)
end
function btn:GetText()
return self.label:GetText()
end
return btn
end
-- ─── Create a single skill row frame ────────────────────────────────────────
local function CreateSkillRowFrame(index)
local row = CreateFrame("Frame", "AltSystemSkillRow" .. index, scrollChild)
row:SetHeight(ROW_HEIGHT)
-- Name EditBox (flat dark style)
local nameContainer, nameBox = CreateFlatEditBox("AltSystemSkillName" .. index, row, NAME_WIDTH)
nameContainer:SetPoint("LEFT", row, "LEFT", 8, 0)
row.nameBox = nameBox
row.nameContainer = nameContainer
-- Level Dropdown (flat dark style)
local levelDropdown = AltSystem.CreateFlatDropdown("AltSystemSkillLevel" .. index, row, LEVEL_WIDTH)
levelDropdown:SetPoint("LEFT", nameContainer, "RIGHT", 12, 0)
row.levelDropdown = levelDropdown
-- Value Dropdown (flat dark style)
local valueDropdown = AltSystem.CreateFlatDropdown("AltSystemSkillValue" .. index, row, VALUE_WIDTH)
valueDropdown:SetPoint("LEFT", levelDropdown, "RIGHT", 8, 0)
row.valueDropdown = valueDropdown
-- Delete Button (trash can icon with dark red background, matching design)
local deleteBtn = CreateFrame("Button", "AltSystemSkillDelete" .. index, row)
deleteBtn:SetSize(DELETE_WIDTH, DELETE_WIDTH)
deleteBtn:SetPoint("LEFT", valueDropdown, "RIGHT", 8, 0)
local deleteIcon = deleteBtn:CreateTexture(nil, "ARTWORK")
deleteIcon:SetSize(DELETE_WIDTH - 4, DELETE_WIDTH - 4)
deleteIcon:SetPoint("CENTER")
deleteIcon:SetTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
deleteBtn.icon = deleteIcon
-- Shimmer animation on hover
local shimmer = deleteBtn:CreateTexture(nil, "OVERLAY")
shimmer:SetSize(DELETE_WIDTH - 4, DELETE_WIDTH - 4)
shimmer:SetPoint("CENTER")
shimmer:SetTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
shimmer:SetBlendMode("ADD")
shimmer:SetAlpha(0)
deleteBtn.shimmer = shimmer
local shimmerAnim = shimmer:CreateAnimationGroup()
shimmerAnim:SetLooping("REPEAT")
local fadeIn = shimmerAnim:CreateAnimation("Alpha")
fadeIn:SetFromAlpha(0)
fadeIn:SetToAlpha(0.5)
fadeIn:SetDuration(0.5)
fadeIn:SetOrder(1)
local fadeOut = shimmerAnim:CreateAnimation("Alpha")
fadeOut:SetFromAlpha(0.5)
fadeOut:SetToAlpha(0)
fadeOut:SetDuration(0.5)
fadeOut:SetOrder(2)
deleteBtn.shimmerAnim = shimmerAnim
deleteBtn:SetScript("OnEnter", function(self)
self.shimmer:SetAlpha(0)
self.shimmerAnim:Play()
end)
deleteBtn:SetScript("OnLeave", function(self)
self.shimmerAnim:Stop()
self.shimmer:SetAlpha(0)
end)
row.deleteBtn = deleteBtn
return row
end
-- ─── Refresh all skill rows ─────────────────────────────────────────────────
local function RefreshSkillRows()
-- Hide all existing row frames
for _, row in ipairs(skillRowFrames) do
row:Hide()
end
local yPos = 0
for i, skillData in ipairs(editableSkills) do
local row = skillRowFrames[i]
if not row then
row = CreateSkillRowFrame(i)
skillRowFrames[i] = row
end
-- Clear previous anchor points before repositioning
row:ClearAllPoints()
row:SetPoint("TOPLEFT", scrollChild, "TOPLEFT", 0, -yPos)
row:SetPoint("TOPRIGHT", scrollChild, "TOPRIGHT", 0, -yPos)
-- Populate name
row.nameBox:SetText(skillData.name or "")
row.nameBox:SetScript("OnTextChanged", function(self)
local idx = nil
for j, s in ipairs(editableSkills) do
if skillRowFrames[j] == row then
idx = j
break
end
end
if idx then
editableSkills[idx].name = self:GetText()
end
end)
-- Setup level dropdown
local currentRowIndex = i
row.levelDropdown.label:SetText(skillData.level or "Novice")
row.levelDropdown:SetupMenu(function(owner, rootDescription)
for _, levelName in ipairs(AltSystem.Data.SkillLevelOrder) do
rootDescription:CreateRadio(
levelName,
function()
return editableSkills[currentRowIndex] and editableSkills[currentRowIndex].level == levelName
end,
function()
if editableSkills[currentRowIndex] then
editableSkills[currentRowIndex].level = levelName
editableSkills[currentRowIndex].value = AltSystem.Data:GetDefaultValueForLevel(levelName)
RefreshSkillRows()
end
end
)
end
end)
-- Setup value dropdown based on current level
row.valueDropdown.label:SetText(tostring(skillData.value or 1))
local range = AltSystem.Data.SkillValueRanges[skillData.level]
if range then
row.valueDropdown:SetupMenu(function(owner, rootDescription)
for v = range.min, range.max do
rootDescription:CreateRadio(
tostring(v),
function()
return editableSkills[currentRowIndex] and editableSkills[currentRowIndex].value == v
end,
function()
if editableSkills[currentRowIndex] then
editableSkills[currentRowIndex].value = v
row.valueDropdown.label:SetText(tostring(v))
end
end
)
end
end)
end
-- Bind delete button for current index
row.deleteBtn:SetScript("OnClick", function()
table.remove(editableSkills, currentRowIndex)
RefreshSkillRows()
end)
row:Show()
yPos = yPos + ROW_HEIGHT + ROW_SPACING
end
-- Reposition Add A Row button
if addRowButton then
addRowButton:ClearAllPoints()
addRowButton:SetPoint("TOPRIGHT", scrollChild, "TOPRIGHT", -PADDING, -(yPos + 4))
end
-- Update scroll child height
local totalHeight = yPos + ROW_HEIGHT + 20 -- extra space for Add A Row button
if scrollChild then
scrollChild:SetHeight(math.max(totalHeight, 1))
end
end
-- ─── Create Build Skills Content ────────────────────────────────────────────
function AltSystem:CreateBuildSkillsContent(parentFrame)
local contentWidth = parentFrame:GetWidth() or 692
local contentHeight = parentFrame:GetHeight() or 444
local yPos = -PADDING
-- Info text paragraph 1
local info1 = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
info1:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING, yPos)
info1:SetPoint("TOPRIGHT", parentFrame, "TOPRIGHT", -PADDING, yPos)
info1:SetJustifyH("LEFT")
info1:SetText("All skills below are directly extracted from your TRP's characteristics sheet. You can view and edit them there at any time.")
info1:SetTextColor(0.9, 0.75, 0.2)
info1:SetWordWrap(true)
yPos = yPos - (info1:GetStringHeight() or 16) - 10
-- Info text paragraph 2
local info2 = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
info2:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING, yPos)
info2:SetPoint("TOPRIGHT", parentFrame, "TOPRIGHT", -PADDING, yPos)
info2:SetJustifyH("LEFT")
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.")
info2:SetTextColor(0.9, 0.75, 0.2)
info2:SetWordWrap(true)
yPos = yPos - (info2:GetStringHeight() or 32) - 16
-- "Skill list" section header
local sectionHeader = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge")
sectionHeader:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING, yPos)
sectionHeader:SetText("Skill list")
sectionHeader:SetTextColor(1, 1, 1)
yPos = yPos - 24
-- Column headers
local nameHeader = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
nameHeader:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING + 8, yPos)
nameHeader:SetText("Name")
nameHeader:SetTextColor(0.9, 0.75, 0.2)
local levelHeader = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
levelHeader:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING + 8 + NAME_WIDTH + 12, yPos)
levelHeader:SetText("Level")
levelHeader:SetTextColor(0.9, 0.75, 0.2)
local valueHeader = parentFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
valueHeader:SetPoint("TOPLEFT", parentFrame, "TOPLEFT", PADDING + 8 + NAME_WIDTH + 12 + LEVEL_WIDTH + 8, yPos)
valueHeader:SetText("Value")
valueHeader:SetTextColor(0.9, 0.75, 0.2)
yPos = yPos - 20
-- 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)
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

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@ -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

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@ -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)
onSelect(data, options[data])
end
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)
else
bg:SetColorTexture(0.3, 0.3, 0.3, 1)
end
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
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)
AltSystem.UpdateSkillWarning(data)
end
end
end,
i
)
end
end)

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@ -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 (020)
- `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: 15, Adept: 610, Expert: 1119, 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

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