# 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