Mercurial > traipse_dev
comparison orpg/templates/feature.xml @ 166:eef2463cd441 alpha
Traipse Alpha '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 (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 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 00:50:44 -0600 |
parents | a766e1cbcb7c |
children | 5c9a118476b2 ff48c2741fe7 |
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163:565ab3d84430 | 166:eef2463cd441 |
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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 & 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 & 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 |