feat/redesign #1
2 changed files with 11 additions and 11 deletions
16
Data.lua
16
Data.lua
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@ -249,18 +249,18 @@ for _, skill in ipairs(DEFAULT_SKILLS) do
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table.insert(AltSystem.Data.Skills, { name = skill.name, level = skill.level, modifier = skill.modifier })
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end
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-- Item options: name and modifier (first entry = no item)
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-- Item options: name, label (used in roll messages), and modifier (first entry = no item)
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AltSystem.Data.Items = {
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{ name = "No item", modifier = 0 },
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{ name = "Rare", modifier = 3 },
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{ name = "Epic", modifier = 5 },
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{ name = "No item", label = "No item", modifier = 0 },
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{ name = "Rare", label = "Rare item", modifier = 3 },
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{ name = "Epic", label = "Epic item", modifier = 5 },
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}
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-- Defense / Armor options: name and modifier
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-- Defense / Armor options: name, label (used in roll messages), and modifier
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AltSystem.Data.Defenses = {
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{ name = "None", modifier = 0 },
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{ name = "Partial", modifier = 1 },
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{ name = "Full", modifier = 2 },
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{ name = "None", label = "No armor", modifier = 0 },
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{ name = "Partial", label = "Extra armor", modifier = 1 },
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{ name = "Full", label = "Extra armor", modifier = 2 },
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}
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-- Shield modifier
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6
Roll.lua
6
Roll.lua
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@ -198,7 +198,7 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue, petRollValue)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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end
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if itemMod ~= 0 then
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table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
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table.insert(modifiers, { name = item and (item.label or item.name) or "Item", value = itemMod })
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end
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if petMod ~= 0 then
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table.insert(modifiers, { name = "Pet", value = petMod })
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@ -216,10 +216,10 @@ function AltSystem:CalculateAndDisplayResult(rollType, rollValue, petRollValue)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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end
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if itemMod ~= 0 then
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table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
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table.insert(modifiers, { name = item and (item.label or item.name) or "Item", value = itemMod })
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end
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if defenseMod ~= 0 then
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table.insert(modifiers, { name = defense and defense.name or "Armor", value = defenseMod })
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table.insert(modifiers, { name = defense and (defense.label or defense.name) or "Armor", value = defenseMod })
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end
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if shieldMod ~= 0 then
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table.insert(modifiers, { name = "Shield", value = shieldMod })
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