Mercurial > traipse_dev
comparison orpg/templates/feature.xml @ 169:ebe2bb19e18d alpha
Traipse Alpha 'OpenRPG' {091210-02}
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 (Keeping up with 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 Parent Reference for gametree
New Gametree Recursion method, mapping, context sensitivity, and
effeciency..
New Features node with bonus nodes and Node Referencing help added
Dieroller structure from Core
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
Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of
a Splice
author | sirebral |
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date | Thu, 10 Dec 2009 21:46:29 -0600 |
parents | 5c9a118476b2 |
children | ff6cbd2b7620 |
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168:7f6e8f94394e | 169:ebe2bb19e18d |
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1 <nodehandler class="tabber_handler" icon="help" module="containers" name="Traipse OpenRPG" version="1.0"> | 1 <nodehandler class="tabber_handler" icon="help" module="containers" name="Traipse OpenRPG" version="1.0"> |
2 <nodehandler class="tabber_handler" frame="499,524,105,36" icon="labtop" map="Traipse OpenRPG" module="containers" name="User Manual" version="1.0"><nodehandler class="textctrl_handler" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Introduction" version="1.0"> | 2 <nodehandler class="tabber_handler" frame="499,524,156,129" icon="labtop" map="Traipse OpenRPG" module="containers" name="User Manual" version="1.0"><nodehandler class="tabber_handler" frame="410,490,334,45" icon="tabber" map="Traipse OpenRPG::User Manual" module="containers" name="Reference Examples" version="1.0"><nodehandler class="textctrl_handler" frame="400,400,484,144" icon="note" map="Traipse OpenRPG::User Manual::Reference Examples" module="forms" name="Quick Help" version="1.0"> |
3 <text multiline="1" raw_mode="1" send_button="1">Quick Help: | |
4 | |
5 The referencing system is an update to the Core of how the Game Tree works. In it's current state I understand the syntax is difficult to pick up. Here are some tips to help you grasp the syntax further | |
6 | |
7 A. | |
8 Think of the Game Tree has a folder on your hard drive. Each :: inside the reference syntax works just like a system separator (/ or \) | |
9 | |
10 B. | |
11 Root References start at the tree itself. If the node being referenced changes location the reference will be invalid. | |
12 | |
13 C. | |
14 Child References work at the location of the node containing the reference. | |
15 | |
16 Example: | |
17 Game Tree | |
18 - Group | |
19 -- Text Node | |
20 --- Group_2 | |
21 ---- Text Node_2 | |
22 | |
23 In the above Tree example you can reference Text Node_2 with a root reference | |
24 | |
25 !@Group::Group_2::Text Node_2@! | |
26 | |
27 or you can use a Child Reference from within Text Node | |
28 | |
29 !!Group_2::Text Node_2!! | |
30 | |
31 D. | |
32 Parent References work with the Tree Map. Currently Parent References work only when called from a node that has been referenced with a Child Reference. | |
33 | |
34 This is a bug in the system and is created because the Game Tree currently does not contain a Tree Map. So when you Reference a node using a Root Reference it does not pass a Tree Map for the Parent Reference to look at. | |
35 | |
36 Using the above example, you could reference Text Node from Text Node_2 with the syntax: !#Group::Text Node#! .. but only if you referenced Text Node with the Child Reference. | |
37 | |
38 (That last one is hard to understand, I know. ) | |
39 | |
40 The reference system is still a bit primitive in it's implementation. As I was saying it is an advancement to the Core technology of Traipse OpenRPG. | |
41 | |
42 While it is confusing at first, the model is far superior to other tree referencing systems. Pre 1.8.0, no node could reference a Grid. The referencing system required the reference to be exact and started at the root. Also, the new model is designed to enable freedom of creation and greater control over the Game Tree. | |
43 | |
44 With the Traipse Game Tree GMs are enabled to reference any data from the Game Tree, no matter where it stands. Players can create fewer nodes and use more of the data with fewer nodes. | |
45 | |
46 Developer Note: | |
47 The syntax is the hardest part to understand and I expect to change that in the future. The Core of a more expansive Game Tree model is designed. In Traipse you do not need to give access permissions to a node in order to reference it's entirety, which is what I see with Index and Namespace from OpenRPG Core. | |
48 | |
49 In the OpenRPG Core model your Game Tree has a lot more freedom, but only if you grant it, which I always felt was a design flaw. Comparably, with Traipse you can access any data on the Game Tree, no matter where the location. | |
50 | |
51 This freedom will help with future design and I feel it also frees up the hands of the GM who does not need to Index, un-Index, Namespace, un-Namspace the various creatures he or she may have in a Game Tree.</text> | |
52 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,540,67" icon="note" map="Traipse OpenRPG::User Manual::Reference Examples" module="forms" name="Root Reference" version="1.0"> | |
53 <text multiline="1" raw_mode="1" send_button="1"><b>Root Reference</b> | |
54 Works at the tree level. Must be exact. | |
55 | |
56 <b>Root Reference 1:</b> !@Reference Examples::Group::Child@! | |
57 <b>Root Reference 2:</b> !@Reference Examples::Grid::(2,1)@!</text> | |
58 </nodehandler><nodehandler class="textctrl_handler" frame="441,400,514,48" icon="note" map="Traipse OpenRPG::User Manual::Reference Examples" module="forms" name="Grid Reference" version="1.0"> | |
59 <text multiline="1" raw_mode="1" send_button="1"><b>Grid Reference</b> | |
60 Works by looking at the (Row, Column) of a Grid. | |
61 | |
62 <b>Grid Reference 1:</b> !@Reference Examples::Grid::(1,1)@! | |
63 <b>Grid Reference 2:</b> !!Grid::(1,1)!!</text> | |
64 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,517,63" icon="note" map="Traipse OpenRPG::User Manual::Reference Examples" module="forms" name="Child Reference" version="1.0"> | |
65 <text hide_title="1" multiline="1" raw_mode="1" send_button="1"><b>Child Reference</b> | |
66 Works at the current tree location. | |
67 | |
68 <b>Child Reference 1:</b> !!Group::Child!! | |
69 <b>Child Reference 2:</b> !!Group::Group_2::Child_2!! | |
70 </text> | |
71 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,484,144" icon="note" map="Traipse OpenRPG::User Manual::Reference Examples" module="forms" name="Parent Reference" version="1.0"> | |
72 <text multiline="1" raw_mode="1" send_button="1"><b>Parent Reference</b> | |
73 Works by indexing the map of the node with the Reference. | |
74 Works with a Child Reference only. | |
75 | |
76 <b>Parent Reference 1:</b> !!Group::Group_2::Group_3::Child_3!! | |
77 <b>Parent Reference 2:</b> !!Group::Group_2::Child_2!!</text> | |
78 </nodehandler><nodehandler border="1" class="group_handler" cols="1" map="Traipse OpenRPG::User Manual::Reference Examples" module="containers" name="Group" version="1.0"> | |
79 <nodehandler border="1" class="group_handler" cols="1" map="Traipse OpenRPG::User Manual::Reference Examples::Group" module="containers" name="Group_2" version="1.0"> | |
80 <nodehandler class="textctrl_handler" frame="400,400,571,67" icon="note" map="Traipse OpenRPG::User Manual::Reference Examples::Group::Group_2" module="forms" name="Child_2" version="1.0"> | |
81 <text multiline="1" raw_mode="1" send_button="0">!#Group::Child#!</text> | |
82 </nodehandler><nodehandler border="1" class="group_handler" cols="1" map="Traipse OpenRPG::User Manual::Reference Examples::Group::Group_2" module="containers" name="Group_3" version="1.0"> | |
83 <nodehandler class="textctrl_handler" frame="400,400,571,67" icon="note" map="Traipse OpenRPG::User Manual::Reference Examples::Group::Group_2::Group_3" module="forms" name="Child_3" version="1.0"> | |
84 <text multiline="1" raw_mode="1" send_button="0">!#Group::Child#!</text> | |
85 </nodehandler><group_atts border="1" cols="1" /> | |
86 </nodehandler><group_atts border="1" cols="1" /> | |
87 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,0,48" icon="note" map="Traipse OpenRPG::User Manual::Reference Examples::Group" module="forms" name="Child" version="1.0"> | |
88 <text multiline="0" raw_mode="1" send_button="0">Child Node Data</text> | |
89 </nodehandler><group_atts border="1" cols="1" /> | |
90 </nodehandler><nodehandler class="rpg_grid_handler" frame="400,400,547,51" icon="grid" map="Traipse OpenRPG::User Manual::Reference Examples" module="rpg_grid" name="Grid" version="1.0"> | |
91 <grid autosize="1" border="1"> | |
92 <row version="1.0"> | |
93 <cell size="147">0</cell> | |
94 <cell>0</cell> | |
95 </row> | |
96 <row version="1.0"> | |
97 <cell>!!Group::Child!!</cell> | |
98 <cell>0</cell> | |
99 </row> | |
100 </grid> | |
101 <macros> | |
102 <macro name="" /> | |
103 </macros> | |
104 </nodehandler></nodehandler><nodehandler class="textctrl_handler" frame="400,400,0,48" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Introduction" version="1.0"> | |
3 <text multiline="1" send_button="0">Welcome to Traipse OpenRPG. | 105 <text multiline="1" send_button="0">Welcome to Traipse OpenRPG. |
4 | 106 |
5 This small user manual should help users learn about the details of OpenRPG that are often times obscure. | 107 This small user manual should help users learn about the details of OpenRPG that are often times obscure. |
6 | 108 |
7 What is OpenRPG: | 109 What is OpenRPG: |
8 OpenRPG is a virtual game table software that allows users to connect via a network. The software includes a map, chat, and a gametree. | 110 OpenRPG is a virtual game table software that allows users to connect via a network. The software includes a Map, Chat, and a Game Tree. |
9 | 111 |
10 What is Traipse OpenRPG: | 112 What is Traipse OpenRPG: |
11 Traipse OpenRPG is a fork of the original software that is designed to be easy for users, extremely stable, and really powerful. | 113 Traipse OpenRPG is a fork of the original software that is designed to be easy for users, extremely stable, and really powerful. |
12 | 114 |
13 Traipse has features that set it apart from all other distributions of OpenRPG. The Traipse Suite includes a powerful Update Manager that makes it easy for new developers to create and share their own fork. The Suite also contains an in house Debug Console so users can see what errors, if any, occur.</text> | 115 Traipse has features that set it apart from all other distributions of OpenRPG. The Traipse Suite includes a powerful Update Manager that makes it easy for new developers to create and share their own fork. The Suite also contains an in house Debug Console so users can see what errors, if any, occur.</text> |
21 <text multiline="1" raw_mode="0" send_button="0">The Tabs: | 123 <text multiline="1" raw_mode="0" send_button="0">The Tabs: |
22 The Map is divided into 7 tabs. They are Background, Grid, Miniatures, Whiteboard, Fog, and General. There are 6 layers to the map, one tab for each layer except General. | 124 The Map is divided into 7 tabs. They are Background, Grid, Miniatures, Whiteboard, Fog, and General. There are 6 layers to the map, one tab for each layer except General. |
23 | 125 |
24 When you select one of the tabs you may access that map layer and it's settings. You may only select tabs based on your role. | 126 When you select one of the tabs you may access that map layer and it's settings. You may only select tabs based on your role. |
25 | 127 |
26 Luker or in the Lobby: You cannot access any map tab or changes it's settings. | 128 Lurker or in the Lobby: You cannot access any map tab or changes it's settings. |
27 | 129 |
28 Player: You have access to the Miniatures tab and the Whiteboard tab. | 130 Player: You have access to the Miniatures tab and the Whiteboard tab. |
29 | 131 |
30 GM: You have access to all of the tabs. | 132 GM: You have access to all of the tabs. |
31 | 133 |
39 Miniatures: You can add new or remove miniatures and change mini properties and labels. | 141 Miniatures: You can add new or remove miniatures and change mini properties and labels. |
40 | 142 |
41 Whiteboard: With the whiteboard you can draw lines or add text to the map. | 143 Whiteboard: With the whiteboard you can draw lines or add text to the map. |
42 | 144 |
43 Fog: The fog layer hides the entire map from the prying eyes of players. | 145 Fog: The fog layer hides the entire map from the prying eyes of players. |
44 | |
45 </text> | 146 </text> |
46 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,452,36" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Gametree Additions & 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. | 147 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,452,36" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Gametree Additions & Tips" version="1.0"><text hide_title="0" multiline="1" raw_mode="0" send_button="0"> With the new additions to the Game Tree using nodes has never been easier nor has it ever been more fluid. Included here is a list of the additions to the Game Tree referencing model as well as some tips on how to make the Game Tree work the way it was intended. |
47 | 148 |
48 Grid Nodes: | 149 Grid Nodes: |
49 Grid nodes are now referenceable with the coordinates of the grid. Example: !@Grid::(0,0)@! | 150 Grid nodes are now reference-able with the coordinates of the grid. Example: !@Grid::(1,1)@! |
50 The example will return the top left most cell data. The grid understands coordinates like this (Row, Column) | 151 The example will return the top left most cell data. The grid understands coordinates like this (Row, Column) |
51 | 152 |
52 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. | 153 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. |
53 | 154 |
54 Here is an example with a 3 x 3 Grid | 155 Here is an example with a 3 x 3 Grid |
55 Example: !@Grid::([#1d3-1], [#1d3-1])@! | 156 Example: !@Grid::([#1d3], [#1d3])@! |
56 | 157 |
57 The result will be a random event from the grid. | 158 The result will be a random event from the grid. |
58 | 159 |
59 Bonus Node Included: A 52 Card Deck with 4 columns and 13 rows. (4 * 13 = 52) | 160 Bonus Node Included: A 52 Card Deck with 4 columns and 13 rows. (4 * 13 = 52) |
60 | 161 |
68 Here is an example of a Fortitude save inside the recommended list node: !!Fort::Check!! | 169 Here is an example of a Fortitude save inside the recommended list node: !!Fort::Check!! |
69 | 170 |
70 Text Nodes: | 171 Text Nodes: |
71 Text nodes remain little changed. I agree with all the 1.7.1 users who tell me, if it's not broke don't fix it. With that in mind I have some good tips for text nodes. | 172 Text nodes remain little changed. I agree with all the 1.7.1 users who tell me, if it's not broke don't fix it. With that in mind I have some good tips for text nodes. |
72 | 173 |
73 Text nodes can be used in conjuction with the new grid features to create random encounters. A GM could place a list of text nodes into a folder and the grid could reference the nodes. | 174 Text nodes can be used in conjunction with the new grid features to create random encounters. A GM could place a list of text nodes into a folder and the grid could reference the nodes. |
74 | 175 |
75 Text nodes also work great when you need to have story text at hand that you don't want to type out during play. Create chapters with folder nodes and add the adventure text to different nodes. You can then use a List Node or a Grid Node to reference the different chapters. | 176 Text nodes also work great when you need to have story text at hand that you don't want to type out during play. Create chapters with folder nodes and add the adventure text to different nodes. You can then use a List Node or a Grid Node to reference the different chapters. |
76 | 177 |
77 Bonus Node Included: A small book node with 1 Chapter and 3 Parts.</text></nodehandler><nodehandler class="textctrl_handler" frame="400,400,393,95" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Node Referencing" version="1.0"><text hide_title="0" multiline="1" raw_mode="0" send_button="0"> Traipse node referencing is unlike other distributions of OpenRPG. The gametree mapping is a fluid map that changes with the location of your nodes. This allows you to create a reference node that will stay with your character sheet, and if you change the location of your character sheet the reference will still work. | 178 Bonus Node Included: A small book node with 1 Chapter and 3 Parts.</text></nodehandler><nodehandler class="textctrl_handler" frame="400,400,393,95" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Node Referencing" version="1.0"><text hide_title="0" multiline="1" raw_mode="0" send_button="0"> Traipse node referencing is unlike other distributions of OpenRPG. The Game Tree mapping is a fluid map that changes with the location of your nodes. This allows you to create a reference node that will stay with your character sheet, and if you change the location of your character sheet the reference will still work. |
78 | 179 |
79 (Note: Renaming your node causes problems with the tree mapping until you restart the software. You can just move the node and the software will reset the gametree map) | 180 (Note: Renaming your node causes problems with the tree mapping until you restart the software. You can just move the node and the software will reset the Game Tree map) |
80 | 181 |
81 Reference Types: | 182 Reference Types: |
82 There are three ways of references node data. A Root Reference, a Child Reference, and a Parent Reference. | 183 There are three ways of references node data. A Root Reference, a Child Reference, and a Parent Reference. |
83 | 184 |
84 Root Reference: | 185 Root Reference: |
85 A node reference that starts at the gametree. The location of the node must be exact or you will return an Invalid Reference! | 186 A node reference that starts at the Game Tree. The location of the node must be exact or you will return an Invalid Reference! |
86 | 187 |
87 A Root Reference uses this syntax: | 188 A Root Reference uses this syntax: |
88 !@Node::Child::Data@! | 189 !@Node::Child::Data@! |
89 | 190 |
90 Child Reference: | 191 Child Reference: |
113 (Saves and Abilities have a short hand and a long hand. Abilities can use the three letter abbreviation, while saves short hand are Fort, Ref, and Will) | 214 (Saves and Abilities have a short hand and a long hand. Abilities can use the three letter abbreviation, while saves short hand are Fort, Ref, and Will) |
114 | 215 |
115 You can append Check to check each of these against a 1d20 roll, or you can append Mod to discover the Modifier. The Mod can be useful in other nodes | 216 You can append Check to check each of these against a 1d20 roll, or you can append Mod to discover the Modifier. The Mod can be useful in other nodes |
116 | 217 |
117 Combat: | 218 Combat: |
118 You can now reference your attacks easily with the gametree. Using the Attack syntax you can select modifier type, and a weapon to attack with. | 219 You can now reference your attacks easily with the Game Tree. Using the Attack syntax you can select modifier type, and a weapon to attack with. |
119 Example: !@Kammen-Pai::Attack::M::Dagger@! | 220 Example: !@Kammen-Pai::Attack::M::Dagger@! |
120 | 221 |
121 Modifier Type: | 222 Modifier Type: |
122 There are two modifier types Melee (M) or Ranged (R) You will see I added can use the long word or the short hand. | 223 There are two modifier types Melee (M) or Ranged (R) You will see I added can use the long word or the short hand. |
123 | 224 |
124 Powers, Spells and Feats: | 225 Powers, Spells and Feats: |
125 Power, Spells and Feats are hard to sometimes hard to remember, and even harder to code. The use of the Power, Spell or Feat syntax serves as an emote of what you are doing, as well as a reminder of what your Power, Spell, or Feat does. | 226 Power, Spells and Feats are hard to sometimes hard to remember, and even harder to code. The use of the Power, Spell or Feat syntax serves as an emote of what you are doing, as well as a reminder of what your Power, Spell, or Feat does. |
126 | 227 |
127 Examples: | 228 Examples: |
128 !@Kammen-Pai::Cast::Ray of Frost@! | 229 !@Kammen-Pai::Cast::Ray of Frost@! |
129 !@Kammen-Pai::Feat::Ability Focus@! | 230 !@Kammen-Pai::Feat::Ability Focus@!</text></nodehandler><nodehandler class="textctrl_handler" frame="400,400,310,82" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Setting up a Server" version="1.0"> |
130 | |
131 </text></nodehandler><nodehandler class="textctrl_handler" frame="400,400,310,82" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Setting up a Server" version="1.0"> | |
132 <text multiline="1" send_button="0">In Traipse starting a server has never been easier. The setup is as easy as 1., 2., 3 | 231 <text multiline="1" send_button="0">In Traipse starting a server has never been easier. The setup is as easy as 1., 2., 3 |
133 | 232 |
134 1. You will need to first start the Server GUI or the basic text based Server at least once so your software creates the server_ini.xml files in your myfiles directory. You can start it once and quit. | 233 1. You will need to first start the Server GUI or the basic text based Server at least once so your software creates the server_ini.xml files in your myfiles directory. You can start it once and quit. |
135 | 234 |
136 2. Edit the server_ini.xml file. Here you can set the server's name, the boot password, and even set the servers port. | 235 2. Edit the server_ini.xml file. Here you can set the server's name, the boot password, and even set the servers port. |
275 <file name="form.xml" /> | 374 <file name="form.xml" /> |
276 </nodehandler> | 375 </nodehandler> |
277 </nodehandler> | 376 </nodehandler> |
278 <nodehandler border="1" class="group_handler" cols="1" icon="gear" map="Traipse OpenRPG::Templates" module="containers" name="Tools" status="useful" version="1.0"> | 377 <nodehandler border="1" class="group_handler" cols="1" icon="gear" map="Traipse OpenRPG::Templates" module="containers" name="Tools" status="useful" version="1.0"> |
279 <group_atts border="1" cols="1" /> | 378 <group_atts border="1" cols="1" /> |
280 <nodehandler class="file_loader" icon="gear" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create New Chat Macro" version="1.0"> | 379 <nodehandler class="file_loader" icon="gear" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create New Die Macro" version="1.0"> |
380 <file name="die_macro.xml" /> | |
381 </nodehandler><nodehandler class="file_loader" icon="gear" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create New Chat Macro" version="1.0"> | |
281 <file name="macro.xml" /> | 382 <file name="macro.xml" /> |
282 </nodehandler> | 383 </nodehandler> |
283 <nodehandler class="file_loader" icon="gear" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create New Miniature Library Tool" version="1.0"> | 384 <nodehandler class="file_loader" icon="gear" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create New Miniature Library Tool" version="1.0"> |
284 <file name="minlib.xml" /> | 385 <file name="minlib.xml" /> |
285 </nodehandler> | 386 </nodehandler> |