comparison orpg/templates/feature.xml @ 165:e4a803df4c88 beta

Traipse Beta 'OpenRPG' {091203-00} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Beta) New Features: Added Bookmarks Added 'boot' command to remote admin Added confirmation window for sent nodes Minor changes to allow for portability to an OpenSUSE linux OS Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Zoom Mouse plugin added Images added to Plugin UI Switching to Element Tree Map efficiency, from FlexiRPG Added Status Bar to Update Manager New TrueDebug Class in orpg_log (See documentation for usage) Portable Mercurial Tip of the Day added, from Core and community New Reference Syntax added for custom PC sheets New Child Reference for gametree New Gametree Recursion method, mapping, context sensitivity, and effeciency.. New Features node with bonus nodes and Node Referencing help added Added 7th Sea die roller method; ie [7k3] = [7d10.takeHighest(3).open(10)] New 'Mythos' System die roller added Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Includes support for Mythos roller. Fixes: Fix to Text based Server Fix to Remote Admin Commands Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Fix to Map from gametree not showing to all clients Fix to gametree about menus Fix to Password Manager check on startup Fix to PC Sheets from tool nodes. They now use the tabber_panel Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml Fix to Update Manager; cleaner clode for saved repositories Fixes made to Settings Panel and no reactive settings when Ok is pressed.
author sirebral
date Thu, 03 Dec 2009 00:50:11 -0600
parents e3714f232f2f
children 5c9a118476b2 ff48c2741fe7
comparison
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164:d263c8ff4d7c 165:e4a803df4c88
18 </nodehandler><nodehandler class="textctrl_handler" frame="400,90,497,106" icon="note" map="Traipse OpenRPG::Bonus Nodes::Deck" module="forms" name="Draw" version="1.0"> 18 </nodehandler><nodehandler class="textctrl_handler" frame="400,90,497,106" icon="note" map="Traipse OpenRPG::Bonus Nodes::Deck" module="forms" name="Draw" version="1.0">
19 <text multiline="0" raw_mode="1" send_button="1">!!52 Card Deck::([#1d13], [#1d4])!!</text> 19 <text multiline="0" raw_mode="1" send_button="1">!!52 Card Deck::([#1d13], [#1d4])!!</text>
20 </nodehandler></nodehandler><nodehandler class="form_handler" frame="400,400,501,72" height="600" icon="orc" map="Traipse OpenRPG::Bonus Nodes" module="forms" name="Encounters" version="1.0" width="400"> 20 </nodehandler></nodehandler><nodehandler class="form_handler" frame="400,400,501,72" height="600" icon="orc" map="Traipse OpenRPG::Bonus Nodes" module="forms" name="Encounters" version="1.0" width="400">
21 <nodehandler class="listbox_handler" frame="400,153,348,150" icon="gear" map="Traipse OpenRPG::Bonus Nodes::Encounters" module="forms" name="Roll" version="1.0"> 21 <nodehandler class="listbox_handler" frame="400,153,348,150" icon="gear" map="Traipse OpenRPG::Bonus Nodes::Encounters" module="forms" name="Roll" version="1.0">
22 <list raw_mode="1" send_button="1" type="1"> 22 <list raw_mode="1" send_button="1" type="1">
23 <option selected="0" value="">!!Chart::([#1d3],0)!!</option> 23 <option selected="1" value="">!!Chart::([#1d3],1)!!</option>
24 <option selected="1" value="">!!Chart::([#1d2],1)!!</option> 24 <option selected="0" value="">!!Chart::([#1d2],1)!!</option>
25 <option selected="0" value="">Option Text III</option> 25 <option selected="0" value="">Option Text III</option>
26 </list> 26 </list>
27 </nodehandler><nodehandler class="rpg_grid_handler" frame="400,400,0,48" icon="grid" map="Traipse OpenRPG::Bonus Nodes::Encounters" module="rpg_grid" name="Chart" version="1.0"> 27 </nodehandler><nodehandler class="rpg_grid_handler" frame="400,400,0,48" icon="grid" map="Traipse OpenRPG::Bonus Nodes::Encounters" module="rpg_grid" name="Chart" version="1.0">
28 <grid autosize="0" border="1"> 28 <grid autosize="0" border="1">
29 <row version="1.0"> 29 <row version="1.0">
129 !@Kammen-Pai::Feat::Ability Focus@! 129 !@Kammen-Pai::Feat::Ability Focus@!
130 130
131 </text></nodehandler><nodehandler class="textctrl_handler" frame="400,400,452,36" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Gametree Additions &amp; Tips" version="1.0"><text hide_title="0" multiline="1" raw_mode="0" send_button="0"> With the new additions to the gametree using nodes has never been easier nor has it ever been more fluid. Included here is a list of the additions to the gametree referencing model as well as some tips on how to make the gametree work the way it was intended. 131 </text></nodehandler><nodehandler class="textctrl_handler" frame="400,400,452,36" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Gametree Additions &amp; Tips" version="1.0"><text hide_title="0" multiline="1" raw_mode="0" send_button="0"> With the new additions to the gametree using nodes has never been easier nor has it ever been more fluid. Included here is a list of the additions to the gametree referencing model as well as some tips on how to make the gametree work the way it was intended.
132 132
133 Grid Nodes: 133 Grid Nodes:
134 Grid nodes are now referenceable with the coordinates of the grid. Example: !@Grid::(1,1)@! 134 Grid nodes are now referenceable with the coordinates of the grid. Example: !@Grid::(0,0)@!
135 The example will return the top left most cell data. The grid understands coordinates like this (Row, Column) 135 The example will return the top left most cell data. The grid understands coordinates like this (Row, Column)
136 136
137 Grid nodes can reference node data just like any other node can. With a new added feature grids are even more useful. By using a new die rolling syntax you can draw just the number of the modified roll. While this will not pass during game play, you can use it with the grid node to create a random chart. The new die roll syntax is [#XdY]. # works just like q, yet it returns only the modified die result. 137 Grid nodes can reference node data just like any other node can. With a new added feature grids are even more useful. By using a new die rolling syntax you can draw just the number of the modified roll. While this will not pass during game play, you can use it with the grid node to create a random chart. The new die roll syntax is [#XdY]. # works just like q, yet it returns only the modified die result.
138 138
139 Here is an example with a 3 x 3 Grid 139 Here is an example with a 3 x 3 Grid
140 Example: !@Grid::([#1d3], [#1d3])@! 140 Example: !@Grid::([#1d3-1], [#1d3-1])@!
141 141
142 The result will be a random event from the grid. 142 The result will be a random event from the grid.
143 143
144 Bonus Node Included: A 52 Card Deck with 4 columns and 13 rows. (4 * 13 = 52) 144 Bonus Node Included: A 52 Card Deck with 4 columns and 13 rows. (4 * 13 = 52)
145 145