44 lines
1.5 KiB
Lua
44 lines
1.5 KiB
Lua
-- AltSystem Data Definitions
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-- Contains dummy skill data, item options, defense options, and modifier constants.
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AltSystem = AltSystem or {}
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AltSystem.Data = {}
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-- Skill levels and their modifiers
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AltSystem.Data.SkillLevels = {
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["Novice"] = -2,
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["Adept"] = 0,
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["Expert"] = 2,
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["Master"] = 4,
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}
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-- Dummy skill data: each skill has a name, icon, and level
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AltSystem.Data.Skills = {
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{ name = "Swordsmanship", icon = "Interface\\Icons\\INV_Sword_04", level = "Expert" },
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{ name = "Archery", icon = "Interface\\Icons\\INV_Weapon_Bow_05", level = "Adept" },
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{ name = "Fire Magic", icon = "Interface\\Icons\\Spell_Fire_FlameBolt", level = "Master" },
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{ name = "Healing", icon = "Interface\\Icons\\Spell_Holy_FlashHeal", level = "Novice" },
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{ name = "Stealth", icon = "Interface\\Icons\\Ability_Stealth", level = "Adept" },
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}
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-- Pre-compute modifier for each skill based on its level
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for _, skill in ipairs(AltSystem.Data.Skills) do
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skill.modifier = AltSystem.Data.SkillLevels[skill.level] or 0
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end
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-- Item options: name 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 item", modifier = 3 },
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{ name = "Epic item", modifier = 5 },
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}
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-- Defense options: name and modifier
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AltSystem.Data.Defenses = {
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{ name = "Base armor", modifier = 0 },
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{ name = "Extra small armor", modifier = 1 },
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{ name = "Extra large armor", modifier = 2 },
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}
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-- Shield modifier
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AltSystem.Data.ShieldModifier = 1
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