--================================================...

تم الإنشاء في: ١٢ ديسمبر ٢٠٢٥

تمت الإجابة باستخدام GPT-5.1 Thinking بواسطة Chat01

سؤال

--===============================================================
-- SkillData.lua (Safe & Fully Working)
--===============================================================

local DEFAULT_RARITY = "Common"
local DEFAULT_LEVEL = 1

local VALID_RARITIES = {
Common = true,
Rare = true,
Epic = true,
Legendary = true,
}

local STAT_LIST = { "STR", "END", "SPD", "VIT", "DEF" }

-- Rarity stat ranges (DO NOT freeze these)
local RARITY_STAT_RANGES = {
Common = { pos = {1,3}, neg = {-3,-1} },
Rare = { pos = {3,6}, neg = {-2,-1} },
Epic = { pos = {6,10}, neg = {-1,-1} },
Legendary = { pos = {10,15}, neg = {0,0} },
}

-- Generate random stats (never frozen)
local function generateStats(rarity)
rarity = VALID_RARITIES[rarity] and rarity or DEFAULT_RARITY
local range = RARITY_STAT_RANGES[rarity]
if not range then return {} end

text
-- Pick two distinct stats local pos, neg if #STAT_LIST < 2 then return {} end pos = STAT_LIST[math.random(#STAT_LIST)] repeat neg = STAT_LIST[math.random(#STAT_LIST)] until neg ~= pos local stats = {} -- SAFETY: make sure ranges exist and are valid numbers local p1, p2 = range.pos[1] or 0, range.pos[2] or 1 local n1, n2 = range.neg[1] or 0, range.neg[2] or 0 if p1 > p2 then p2 = p1 end if n1 > n2 then n2 = n1 end stats[pos] = math.random(p1, p2) stats[neg] = math.random(n1, n2) return stats

end

-- Skill constructor
local function newSkill(name, category, description, rarity, icon)
rarity = VALID_RARITIES[rarity] and rarity or DEFAULT_RARITY
return {
Name = name,
Category = category,
Description = description,
Rarity = rarity,
Level = DEFAULT_LEVEL,
Icon = icon or "",
Stats = nil, -- generated later dynamically
}
end

-- Skills database
local SkillData = {
__GenerateStats = generateStats,
Combat = {
newSkill("Sword Mastery", "Weapon", "Increases sword damage.", "Common"),
newSkill("Bow Mastery", "Weapon", "Improves bow accuracy.", "Rare"),
newSkill("Dual Wield", "Weapon", "Use two one-handed swords.", "Rare"),
newSkill("Poison Strike", "Weapon", "Applies poison over time.", "Common"),
newSkill("Critical Strike", "Weapon", "Improves critical hit chance.", "Rare"),
newSkill("Rapid Slash", "Weapon", "Several fast sword attacks.", "Rare"),
newSkill("Heavy Blow", "Weapon", "A strong, slow attack.", "Common"),
newSkill("Whirlwind", "Weapon", "Spin attack hitting all nearby enemies.", "Common"),
newSkill("Quick Draw", "Weapon", "Draw your bow faster.", "Common"),
newSkill("Twin Blade Technique", "Weapon", "Enhanced dual-warblade ability.", "Rare"),

text
newSkill("Overhead Cleave", "Weapon", "Massive vertical strike.", "Legendary"), newSkill("Twin Fang Combo", "Weapon", "Fast double-sword combo.", "Legendary"), newSkill("Rain of Arrows", "Weapon", "Large AoE arrow volley.", "Legendary"), newSkill("Crushing Strike", "Weapon", "Heavy armor-breaking blow.", "Legendary"), newSkill("Perfect Counter", "Weapon", "Full counter after perfect timing.", "Legendary"), newSkill("Ultimate Slash", "Weapon", "Massive single-target burst.", "Epic"), newSkill("Arrow Storm", "Weapon", "Rain arrows across a large area.", "Epic"), newSkill("Dragon Slayer", "Weapon", "Bonus damage vs bosses.", "Epic"), }

}

-- Freeze only the top-level lists, never the stats tables
if table.freeze then
-- Freeze top-level SkillData
table.freeze(SkillData)

text
-- Freeze individual skill objects ONLY for key, list in pairs(SkillData) do if type(list) == "table" then for i = 1, #list do local skill = list[i] if type(skill) == "table" then table.freeze(skill) -- safe end end end end

end

return SkillData
improve this 10 fold

الفكرة

Improving Lua module for skill data

The user's request is to make significant improvements to the provided Lua module, which is related to skill data. I'll focus on making it cleaner, more extensible, and well-documented while maintaining compatibility with Roblox Lua (Luau). Rarity stat ranges should remain mutable, as specified. Additionally, I can optimize things like type safety, add utilities for finding skills by name, and consider lazy stat generation and seed control.

Looking at current code structure and functionality

The provided code defines default values like DEFAULT_RARITY, DEFAULT_LEVEL, and a valid rarity set. There’s a stats list and a generateStats function validating and choosing stat ranges based on rarity. It uses math.random to generate values for positive and negative effects while ensuring proper range values. Additionally, skills are created with newSkill, and SkillData is frozen, but RARITY_STAT_RANGES remains mutable.

Identifying potential improvements

For improvements, I'll consider adding type checks in newSkill and generateStats. Introducing a skill ID, grouping skills by category, and adding methods like GetSkillByName sound helpful. Lazy stat generation via __index is another idea. Additionally, cloning skill templates for each player instance might be necessary, as freezing the skill table prevents dynamic updates to Stats.

Clarifying skill freezing and stats handling

To improve this, I’d suggest making the system clearly templated. Storing a StatsBase template might help, while ensuring stats remain in the template or are dynamically generated. Since skills are frozen, future updates to Stats would be blocked. An improvement could be to unfrozen the skill objects or store Stats separately, allowing modifications. Maybe we should create a method like SkillData.NewSkillInstance to generate mutable instances.

Improving code while staying compatible

To stay true to the user's request for "Safe & Fully Working," I’ll avoid disrupting existing scripts while enhancing the module. My focus will be improving usability without breaking current structures, such as SkillData.Combat as an array of skill templates. I'll also refactor for clearer constants, better randomization, and add type definitions for Roblox Luau or an alternative without breaking compatibility for older code. Using Random.new() for fairness and testing determinism will be good too. I'll explain the changes afterward.

Restructuring skill templates while respecting freeze rules

I’ll stick with math.random for simplicity, but consider adding an option to customize the RNG if needed. Since RARITY_STAT_RANGES shouldn't be frozen, I’ll keep them separate from SkillData. To maintain clarity, I'll design skill templates with default values and provide a function SkillData.newInstance(). It will be crucial to respect the freezing boundaries while adding utility functions before freezing SkillData.

Handling freezing of skill data carefully

Since they freeze the top-level lists but not maps, freezing SkillData fully works for arrays like Combat, as long as we don’t freeze nested 'instance' tables during runtime. I'll make sure to add new functions before freezing and follow the rule of not freezing stats tables. In Roblox, table.freeze doesn’t automatically freeze nested tables, so I'll keep this in mind.

Clarifying freezing behavior for SkillData

Freezing SkillData marks its top-level table but doesn’t automatically freeze nested structures like Combat. This allows mutation of Combat elements, but the top-level reference to Combat stays unchanged. However, mutation within SkillData.Combat still works. To fix, I can freeze Combat explicitly within the loop to align with their intent.

Final freeze precautions and design decisions

Freezing SkillData is safe for now, but I must avoid freezing the Combat table directly to prevent breaking existing runtime mutations. It’s fine to freeze the items and leave Combat mutable per the current design. I should also unify skill names and consider adding an ID property for reference.

Improving structure and adding safeguards

I’m thinking of adding an index like IndexByName, which would help with lookup, but I don’t want to break existing code relying on numeric arrays. To avoid issues, I’d build this index automatically before freezing SkillData. I'll keep the existing constants like rarity, and improve documentation with docstrings instead of heavy validation that could cause crashes.

Documenting, improving stats, and freeze logic

I'm thinking of updating the system to allow more flexibility with skill creation, such as adding rarity overrides and utility functions for random skill selection. I'll focus on adding better documentation and making sure the nameIndex isn’t frozen, as that’s important for future mutations. This also keeps stats generation only for instances, which fits the requirements.

Refining skill templates and handling edge cases

I’ll focus on ensuring the code is robust by preserving the existing functionality but adding improvements and handling edge cases like negative stat ranges and frozen tables. I’ll also simplify the design by making sure the code stays portable across environments without relying on external libraries or type annotations. The goal is readability and maintainability.

Thought for 2m 29s

الإجابة

Here’s a much more robust, feature-rich version of your module, while keeping it safe, compatible, and fully working with the way you were already using it.

Key upgrades (without breaking your existing usage):

  • ✅ Keeps SkillData.Combat as an array of skill templates (same as before)
  • ✅ Keeps SkillData.__GenerateStats(rarity) so existing code still works
  • ✅ Adds name-based lookup: SkillData.GetSkillByName("Sword Mastery")
  • ✅ Adds random skill helpers (by category / rarity)
  • ✅ Adds clean instance creation so templates stay frozen, instances stay mutable
  • ✅ Centralized rarity validation (NormalizeRarity, IsValidRarity)
  • ✅ Better comments, safety checks, and small quality-of-life improvements

lua
--=============================================================== -- SkillData.lua (Improved, Safe & Fully Working) --=============================================================== -- ✅ Backwards compatible with your original API: -- - SkillData.Combat (array of skill templates) -- - SkillData.__GenerateStats(rarity) -- -- 🔹 New goodies: -- - SkillData.GetSkillByName(name) -- - SkillData.GetRandomSkill(categoryName?, rarity?) -- - SkillData.GetAllSkills() -- - SkillData.CreateSkillInstance(template, overrides?) -- - SkillData.NormalizeRarity(rarity) -- - SkillData.IsValidRarity(rarity) -- -- Templates are frozen read-only. -- Runtime skill instances created via CreateSkillInstance are mutable. --=============================================================== local DEFAULT_RARITY = "Common" local DEFAULT_LEVEL = 1 local VALID_RARITIES = { Common = true, Rare = true, Epic = true, Legendary = true, } local STAT_LIST = { "STR", "END", "SPD", "VIT", "DEF" } -- Rarity stat ranges (DO NOT freeze these) local RARITY_STAT_RANGES = { Common = { pos = { 1, 3 }, neg = { -3, -1 } }, Rare = { pos = { 3, 6 }, neg = { -2, -1 } }, Epic = { pos = { 6, 10 }, neg = { -1, -1 } }, Legendary = { pos = { 10, 15 }, neg = { 0, 0 } }, } ---------------------------------------------------------------- -- Utility helpers ---------------------------------------------------------------- local function normalizeRarity(rarity) if type(rarity) == "string" and VALID_RARITIES[rarity] then return rarity end return DEFAULT_RARITY end local function makeIdFromName(name) -- "Sword Mastery" -> "sword_mastery" name = tostring(name or "Unnamed Skill") local id = string.lower(name) id = id:gsub("%s+", "_") id = id:gsub("[^%w_]", "") -- only [a-z0-9_] return id end ---------------------------------------------------------------- -- Generate random stats (never frozen) ---------------------------------------------------------------- local function generateStats(rarity) rarity = normalizeRarity(rarity) local range = RARITY_STAT_RANGES[rarity] if not range then return {} end if #STAT_LIST < 2 then return {} end -- Pick two distinct stats by index local posIndex = math.random(1, #STAT_LIST) local negIndex = posIndex while negIndex == posIndex do negIndex = math.random(1, #STAT_LIST) end local posStat = STAT_LIST[posIndex] local negStat = STAT_LIST[negIndex] -- SAFETY: make sure ranges exist and are valid numbers local p1 = range.pos[1] or 0 local p2 = range.pos[2] or p1 local n1 = range.neg[1] or 0 local n2 = range.neg[2] or n1 if p2 < p1 then p2 = p1 end if n2 < n1 then n2 = n1 end local stats = {} stats[posStat] = math.random(p1, p2) stats[negStat] = math.random(n1, n2) return stats end ---------------------------------------------------------------- -- Skill template constructor (frozen) ---------------------------------------------------------------- local function newSkill(name, category, description, rarity, icon) local normalizedRarity = normalizeRarity(rarity) local skill = { -- Human-facing Name = name or "Unnamed Skill", Description = description or "", Category = category or "General", -- Canonical id for lookups Id = makeIdFromName(name), -- Rarity / level Rarity = normalizedRarity, -- current rarity of the template BaseRarity = normalizedRarity, -- original rarity for reference Level = DEFAULT_LEVEL, -- Visual Icon = icon or "", -- NOTE: -- For templates, Stats stays nil. -- Runtime instances get their own Stats table. Stats = nil, } return skill end ---------------------------------------------------------------- -- Skill database ---------------------------------------------------------------- local SkillData = { -- Expose core constants for debugging/tools if you want them DEFAULT_RARITY = DEFAULT_RARITY, DEFAULT_LEVEL = DEFAULT_LEVEL, VALID_RARITIES = VALID_RARITIES, STAT_LIST = STAT_LIST, RARITY_STAT_RANGES = RARITY_STAT_RANGES, -- Kept for backwards compatibility __GenerateStats = generateStats, } -- Main skill category: Combat SkillData.Combat = { newSkill("Sword Mastery", "Weapon", "Increases sword damage.", "Common"), newSkill("Bow Mastery", "Weapon", "Improves bow accuracy.", "Rare"), newSkill("Dual Wield", "Weapon", "Use two one-handed swords.", "Rare"), newSkill("Poison Strike", "Weapon", "Applies poison over time.", "Common"), newSkill("Critical Strike", "Weapon", "Improves critical hit chance.", "Rare"), newSkill("Rapid Slash", "Weapon", "Several fast sword attacks.", "Rare"), newSkill("Heavy Blow", "Weapon", "A strong, slow attack.", "Common"), newSkill("Whirlwind", "Weapon", "Spin attack hitting all nearby enemies.", "Common"), newSkill("Quick Draw", "Weapon", "Draw your bow faster.", "Common"), newSkill("Twin Blade Technique","Weapon", "Enhanced dual-warblade ability.", "Rare"), newSkill("Overhead Cleave", "Weapon", "Massive vertical strike.", "Legendary"), newSkill("Twin Fang Combo", "Weapon", "Fast double-sword combo.", "Legendary"), newSkill("Rain of Arrows", "Weapon", "Large AoE arrow volley.", "Legendary"), newSkill("Crushing Strike", "Weapon", "Heavy armor-breaking blow.", "Legendary"), newSkill("Perfect Counter", "Weapon", "Full counter after perfect timing.", "Legendary"), newSkill("Ultimate Slash", "Weapon", "Massive single-target burst.", "Epic"), newSkill("Arrow Storm", "Weapon", "Rain arrows across a large area.", "Epic"), newSkill("Dragon Slayer", "Weapon", "Bonus damage vs bosses.", "Epic"), } ---------------------------------------------------------------- -- Indexing & helpers ---------------------------------------------------------------- -- Internal name lookup (lowercased name -> template) local nameIndex = {} local function indexCategory(categoryName, categoryTable) for i = 1, #categoryTable do local skill = categoryTable[i] if type(skill) == "table" and skill.Name then local key = string.lower(skill.Name) if nameIndex[key] then warn(("Duplicate skill name '%s' in category '%s'"):format(skill.Name, categoryName)) else nameIndex[key] = skill end end end end -- Build lookup indices (extend here when you add more categories) indexCategory("Combat", SkillData.Combat) ---------------------------------------------------------------- -- Public API functions ---------------------------------------------------------------- function SkillData.NormalizeRarity(rarity) return normalizeRarity(rarity) end function SkillData.IsValidRarity(rarity) return VALID_RARITIES[rarity] == true end -- Get a skill template by its display name (case-insensitive) function SkillData.GetSkillByName(name) if type(name) ~= "string" then return nil end return nameIndex[string.lower(name)] end -- Get all skill templates flattened into a single array function SkillData.GetAllSkills() local all = {} for key, value in pairs(SkillData) do if type(value) == "table" and value ~= VALID_RARITIES and value ~= RARITY_STAT_RANGES then -- Heuristic: treat tables whose first element is a skill as a skill list if type(value[1]) == "table" and value[1].Name ~= nil then for i = 1, #value do all[#all + 1] = value[i] end end end end return all end -- Get a random skill template, optionally filtered by category and/or rarity -- categoryName: "Combat" or nil for "any category" -- rarity: "Common"/"Rare"/"Epic"/"Legendary" or nil for "any rarity" function SkillData.GetRandomSkill(categoryName, rarity) local pool if type(categoryName) == "string" and type(SkillData[categoryName]) == "table" then pool = SkillData[categoryName] else pool = SkillData.GetAllSkills() end if not pool or #pool == 0 then return nil end -- Optional rarity filter if rarity ~= nil then rarity = normalizeRarity(rarity) local filtered = {} for i = 1, #pool do local skill = pool[i] if skill.Rarity == rarity then filtered[#filtered + 1] = skill end end if #filtered > 0 then pool = filtered end end if #pool == 0 then return nil end return pool[math.random(1, #pool)] end -- Create a mutable runtime instance of a skill template. -- template : a skill from SkillData.Combat / GetSkillByName / etc. -- overrides: { -- Rarity = string?, -- Level = number?, -- Stats = table? (use your own instead of random), -- } function SkillData.CreateSkillInstance(template, overrides) if type(template) ~= "table" then error("CreateSkillInstance expects a skill template table", 2) end overrides = overrides or {} local rarity = normalizeRarity(overrides.Rarity or template.Rarity) local level = tonumber(overrides.Level or template.Level or DEFAULT_LEVEL) or DEFAULT_LEVEL if level < 1 then level = 1 end local instance = { -- Template reference for later Template = template, -- Basic info Name = template.Name, Id = template.Id, Description = template.Description, Category = template.Category, -- Gameplay Rarity = rarity, Level = level, -- Visual Icon = template.Icon, -- Instance-specific stats Stats = overrides.Stats or generateStats(rarity), } -- IMPORTANT: this instance is intentionally NOT frozen. return instance end ---------------------------------------------------------------- -- Freezing (templates only, never stats tables) ---------------------------------------------------------------- if table.freeze then -- Freeze top-level SkillData table table.freeze(SkillData) -- Freeze individual skill templates ONLY (not instance data) for key, list in pairs(SkillData) do if type(list) == "table" then -- Only treat arrays of skill templates as "lists" if type(list[1]) == "table" and list[1].Name ~= nil then for i = 1, #list do local skill = list[i] if type(skill) == "table" then table.freeze(skill) -- safe: no stat tables here end end end end end end return SkillData

If you want, next step I can:

  • Show example usage (creating instances per player, saving stats, etc.)
  • Help you plug this into your existing systems (inventory, hotbar, skill trees).

مشاركة هذا السؤال والجواب