-- AltSystem Data Definitions -- Contains dummy skill data, item options, defense options, and modifier constants. AltSystem = AltSystem or {} AltSystem.Data = {} -- Skill levels and their modifiers AltSystem.Data.SkillLevels = { ["Novice"] = -2, ["Adept"] = 0, ["Expert"] = 2, ["Master"] = 4, } -- Dummy skill data: each skill has a name, icon, and level AltSystem.Data.Skills = { { name = "Swordsmanship", icon = "Interface\\Icons\\INV_Sword_04", level = "Expert" }, { name = "Archery", icon = "Interface\\Icons\\INV_Weapon_Bow_05", level = "Adept" }, { name = "Fire Magic", icon = "Interface\\Icons\\Spell_Fire_FlameBolt", level = "Master" }, { name = "Healing", icon = "Interface\\Icons\\Spell_Holy_FlashHeal", level = "Novice" }, { name = "Stealth", icon = "Interface\\Icons\\Ability_Stealth", level = "Adept" }, } -- Pre-compute modifier for each skill based on its level for _, skill in ipairs(AltSystem.Data.Skills) do skill.modifier = AltSystem.Data.SkillLevels[skill.level] or 0 end -- Item options: name and modifier (first entry = no item) AltSystem.Data.Items = { { name = "No item", modifier = 0 }, { name = "Rare item", modifier = 3 }, { name = "Epic item", modifier = 5 }, } -- Defense options: name and modifier AltSystem.Data.Defenses = { { name = "Base armor", modifier = 0 }, { name = "Extra small armor", modifier = 1 }, { name = "Extra large armor", modifier = 2 }, } -- Shield modifier AltSystem.Data.ShieldModifier = 1