-- AltSystem Roll Logic -- Handles /roll 20, captures the result, and applies modifiers. AltSystem = AltSystem or {} local pendingRollType = nil -- "attack" or "defense" -- Get the TRP3 character first name, falling back to the WoW unit name local function GetCharacterName() 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.FN and characteristics.FN ~= "" then return characteristics.FN end end return UnitName("player") end -- Build the modifier description string for the announce message local function BuildModifierString(modifiers) local parts = {} for _, mod in ipairs(modifiers) do if mod.value ~= 0 then local sign = mod.value >= 0 and "+" or "" table.insert(parts, sign .. mod.value .. " (" .. mod.name .. ")") end end return table.concat(parts, " ") end -- Announce the roll result to the selected chat channel local function AnnounceRoll(rollValue, modifiers, total) if not AltSystem.State.announceEnabled then return end local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex] if not channelDef then return end local name = GetCharacterName() local modStr = BuildModifierString(modifiers) local msg if modStr ~= "" then msg = name .. " rolled " .. rollValue .. " " .. modStr .. " = " .. total else msg = name .. " rolled " .. rollValue .. " = " .. total end SendChatMessage(msg, channelDef.channel) end -- Perform a roll: triggers the WoW native /roll 20 command function AltSystem:PerformRoll(rollType) pendingRollType = rollType RandomRoll(1, 20) end -- Listen for the system message that contains the roll result local rollListener = CreateFrame("Frame") rollListener:RegisterEvent("CHAT_MSG_SYSTEM") rollListener:SetScript("OnEvent", function(self, event, message) if not pendingRollType then return end -- Match the roll result pattern: "PlayerName rolls X (1-20)" local roll = message:match("rolls (%d+) %(1%-20%)") if not roll then return end local rollValue = tonumber(roll) local rollType = pendingRollType pendingRollType = nil AltSystem:CalculateAndDisplayResult(rollType, rollValue) end) -- Calculate the final result based on the roll type and selected modifiers function AltSystem:CalculateAndDisplayResult(rollType, rollValue) -- Critical rolls bypass normal calculation if rollValue == 1 then if AltSystem.ResultText then AltSystem.ResultText:SetText("|cffff0000Critical Failure|r") end if AltSystem.State.announceEnabled then local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex] if channelDef then SendChatMessage(GetCharacterName() .. " rolled a Critical Failure!", channelDef.channel) end end return elseif rollValue == 20 then if AltSystem.ResultText then AltSystem.ResultText:SetText("|cff00ff00Critical Success|r") end if AltSystem.State.announceEnabled then local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex] if channelDef then SendChatMessage(GetCharacterName() .. " rolled a Critical Success!", channelDef.channel) end end return end local state = AltSystem.State local skill = AltSystem.Data.Skills[state.selectedSkillIndex] local item = AltSystem.Data.Items[state.selectedItemIndex] local skillMod = skill and skill.modifier or 0 local itemMod = item and item.modifier or 0 local total = rollValue local breakdown = "Roll: " .. rollValue local modifiers = {} if rollType == "attack" then -- Attack Roll = roll + skill modifier + item modifier total = rollValue + skillMod + itemMod breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod) table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod }) if itemMod ~= 0 then breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod) table.insert(modifiers, { name = item and item.name or "Item", value = itemMod }) end breakdown = breakdown .. "\n|cffffd100Attack Total: " .. total .. "|r" elseif rollType == "defense" then -- Defense Roll = roll + skill modifier + item modifier + defense modifier + shield modifier local defense = AltSystem.Data.Defenses[state.selectedDefenseIndex] local defenseMod = defense and defense.modifier or 0 local shieldMod = state.shieldEnabled and AltSystem.Data.ShieldModifier or 0 total = rollValue + skillMod + itemMod + defenseMod + shieldMod breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod) table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod }) if itemMod ~= 0 then breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod) table.insert(modifiers, { name = item and item.name or "Item", value = itemMod }) end breakdown = breakdown .. "\nDefense: " .. FormatModifier(defenseMod) table.insert(modifiers, { name = defense and defense.name or "Defense", value = defenseMod }) if shieldMod ~= 0 then breakdown = breakdown .. " | Shield: " .. FormatModifier(shieldMod) table.insert(modifiers, { name = "Shield", value = shieldMod }) end breakdown = breakdown .. "\n|cff00ccffDefense Total: " .. total .. "|r" end if AltSystem.ResultText then AltSystem.ResultText:SetText(breakdown) end AnnounceRoll(rollValue, modifiers, total) end -- Format a modifier value with sign function FormatModifier(value) if value >= 0 then return "+" .. value else return tostring(value) end end