comparison orpg/templates/feature.xml @ 171:ff48c2741fe7 beta

Traipse Beta 'OpenRPG' {091210-00} 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, 10 Dec 2009 22:30:40 -0600
parents e4a803df4c88
children 0d9b746b5751
comparison
equal deleted inserted replaced
165:e4a803df4c88 171:ff48c2741fe7
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 border="0" class="group_handler" cols="1" icon="goblin" map="Traipse OpenRPG" module="containers" name="Bonus Nodes" 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 <nodehandler class="form_handler" frame="409,414,406,127" height="600" icon="wizard1" map="Traipse OpenRPG::Bonus Nodes" module="forms" name="Deck" version="1.0" width="400"> 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">&lt;b&gt;Root Reference&lt;/b&gt;
54 Works at the tree level. Must be exact.
55
56 &lt;b&gt;Root Reference 1:&lt;/b&gt; !@Reference Examples::Group::Child@!
57 &lt;b&gt;Root Reference 2:&lt;/b&gt; !@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">&lt;b&gt;Grid Reference&lt;/b&gt;
60 Works by looking at the (Row, Column) of a Grid.
61
62 &lt;b&gt;Grid Reference 1:&lt;/b&gt; !@Reference Examples::Grid::(1,1)@!
63 &lt;b&gt;Grid Reference 2:&lt;/b&gt; !!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">&lt;b&gt;Child Reference&lt;/b&gt;
66 Works at the current tree location.
67
68 &lt;b&gt;Child Reference 1:&lt;/b&gt; !!Group::Child!!
69 &lt;b&gt;Child Reference 2:&lt;/b&gt; !!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">&lt;b&gt;Parent Reference&lt;/b&gt;
73 Works by indexing the map of the node with the Reference.
74 Works with a Child Reference only.
75
76 &lt;b&gt;Parent Reference 1:&lt;/b&gt; !!Group::Group_2::Group_3::Child_3!!
77 &lt;b&gt;Parent Reference 2:&lt;/b&gt; !!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">
105 <text multiline="1" send_button="0">Welcome to Traipse OpenRPG.
106
107 This small user manual should help users learn about the details of OpenRPG that are often times obscure.
108
109 What is OpenRPG:
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.
111
112 What is Traipse OpenRPG:
113 Traipse OpenRPG is a fork of the original software that is designed to be easy for users, extremely stable, and really powerful.
114
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>
116 </nodehandler><nodehandler class="textctrl_handler" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Using Chat" version="1.0">
117 <text multiline="1" send_button="0">The Chat window is a basic HTML Parser. It understands all basic HTML tags including table, td, tr, span, font, to name a few.
118
119 The chat includes a set of commands. You can learn about the commands by entering /help
120
121 The chat also has Settings in the Chat menu that allow you see a Chat Time Index, Images, or strip the HTML and see raw text.</text>
122 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,310,82" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Using The Map" version="1.0">
123 <text multiline="1" raw_mode="0" send_button="0">The Tabs:
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.
125
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.
127
128 Lurker or in the Lobby: You cannot access any map tab or changes it's settings.
129
130 Player: You have access to the Miniatures tab and the Whiteboard tab.
131
132 GM: You have access to all of the tabs.
133
134 The Layers:
135 A small description of each of the layers.
136
137 Background: You can set an image as the background, an image as a tile, or you can set a color.
138
139 Grid: You can change the grid size, lines, turn off the grid snap, and change the grid shape.
140
141 Miniatures: You can add new or remove miniatures and change mini properties and labels.
142
143 Whiteboard: With the whiteboard you can draw lines or add text to the map.
144
145 Fog: The fog layer hides the entire map from the prying eyes of players.
146 </text>
147 </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 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.
148
149 Grid Nodes:
150 Grid nodes are now reference-able with the coordinates of the grid. Example: !@Grid::(1,1)@!
151 The example will return the top left most cell data. The grid understands coordinates like this (Row, Column)
152
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.
154
155 Here is an example with a 3 x 3 Grid
156 Example: !@Grid::([#1d3], [#1d3])@!
157
158 The result will be a random event from the grid.
159
160 Bonus Node Included: A 52 Card Deck with 4 columns and 13 rows. (4 * 13 = 52)
161
162 List Nodes:
163 List nodes now have a check box that allows users to send the content as a macro. List nodes are a prime reference holder because users can place a lot of references into one small node.
164
165 For the best results from a list node my tip to users would be to create a list node and place it next to the character sheet they are using, inside a the PC Sheet. The list will then use the Child Referencing syntax, but the PC Sheet can go anywhere in the tree and the player will have easy access to all the references.
166
167 (List Nodes inside a Tool created PC sheet vanish when moved, or I would recommend the list be placed inside these sheets also.)
168
169 Here is an example of a Fortitude save inside the recommended list node: !!Fort::Check!!
170
171 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.
173
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.
175
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.
177
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.
179
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)
181
182 Reference Types:
183 There are three ways of references node data. A Root Reference, a Child Reference, and a Parent Reference.
184
185 Root 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!
187
188 A Root Reference uses this syntax:
189 !@Node::Child::Data@!
190
191 Child Reference:
192 A node reference syntax that starts by looking at within the current container node. As long as the Child Reference is in the same container as the node, the container can change location and the reference will not be damaged. Child References work from within a PC Sheet node as well.
193
194 A Child Reference uses this syntax:
195 !!Node::Child::Data!!
196
197 Parent Reference:
198 A node reference syntax that starts by looking at the tree map and the reference used, then makes an addendum to the node's map to create a reference. The Parent Node is used when you want to reference the data in a node that is within a different container. Currently Parent References only work if they are used as a reference within a node.
199
200 A Parent Reference uses this syntax:
201 !#Node::Child::Data#!
202
203 Syntax for Special PC Sheet Nodes:
204 The nodes for the specialized PC Sheets now have a new syntax.
205
206 Skills, Saves, and Abilities:
207 Skills, Saves, and Abilities all have a similar referencing syntax. You can return the base value of each by using the correct syntax.
208
209 Examples:
210 !@Jonethan::Skill::Jump@! (Returns Jump ranks)
211 !@Mikael::Strength@! (Returns Ability Score and Mod)
212 !@Draj::Will@! (Returns Will Save and Mod)
213
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)
215
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
217
218 Combat:
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.
220 Example: !@Kammen-Pai::Attack::M::Dagger@!
221
222 Modifier Type:
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.
224
225 Powers, Spells and Feats:
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.
227
228 Examples:
229 !@Kammen-Pai::Cast::Ray of Frost@!
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">
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
232
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.
234
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.
236
237 Traipse allows you to specify a server port instead of the software demanding port 6774.
238
239 3. This is the hardest step. You need to make sure your selected port is forwarded by your router and open to your firewall.
240
241 That's it! You can now start the server and register it to the meta for all users to enjoy!</text>
242 </nodehandler><nodehandler class="textctrl_handler" icon="note" map="Traipse OpenRPG::User Manual" module="forms" name="Adding to the Manual" version="1.0">
243 <text multiline="1" send_button="0">Do you see something that could be explained eaiser? Report the problem as a bug and it will be added to the manual.</text>
244 </nodehandler><nodehandler class="link_handler" icon="html" map="Traipse OpenRPG::User Manual" module="forms" name="Release Notes" version="1.0">
245 <link href="http://www.assembla.com/wiki/show/traipse" />
246 </nodehandler>
247 <nodehandler class="link_handler" icon="html" map="Traipse OpenRPG::User Manual" module="forms" name="Traipse User Guide" version="1.0">
248 <link href="http://www.assembla.com/wiki/show/traipse/User_Manual" />
249 </nodehandler>
250 </nodehandler><nodehandler border="0" class="group_handler" cols="1" icon="goblin" map="Traipse OpenRPG" module="containers" name="Bonus Nodes" version="1.0">
251 <nodehandler class="form_handler" frame="514,464,226,108" height="600" icon="book" map="Traipse OpenRPG::Bonus Nodes" module="forms" name="Book" version="1.0" width="400">
252 <nodehandler class="listbox_handler" frame="400,400,0,48" icon="gear" map="Traipse OpenRPG::Bonus Nodes::Book" module="forms" name="Index" version="1.0">
253 <list hide_title="0" raw_mode="1" send_button="1" type="1">
254 <option selected="1" value="">!!Chapter 1::Part 1!!</option>
255 <option selected="0" value="">!!Chapter 1::Part 2!!</option>
256 <option selected="0" value="">!!Chapter 1::Part 3!!</option>
257 </list>
258 </nodehandler><nodehandler class="tabber_handler" frame="400,400,392,45" icon="book" map="Traipse OpenRPG::Bonus Nodes::Book" module="containers" name="Chapter 1" version="1.0"><nodehandler class="textctrl_handler" frame="400,400,543,68" icon="note" map="Traipse OpenRPG::Bonus Nodes::Book::Chapter 1" module="forms" name="Part 1" version="1.0">
259 <text multiline="1" raw_mode="0" send_button="1">&lt;br /&gt;
260 &lt;b&gt;Chapter 1 Part 1&lt;/b&gt;
261 &lt;br /&gt;&lt;br /&gt;
262 An introduction to your adventure module can be placed here.</text>
263 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,435,110" icon="note" map="Traipse OpenRPG::Bonus Nodes::Book::Chapter 1" module="forms" name="Part 2" version="1.0">
264 <text multiline="1" raw_mode="0" send_button="1">&lt;br /&gt;
265 &lt;b&gt;Chapter 1 Part 2&lt;/b&gt;
266 &lt;br /&gt;&lt;br /&gt;
267 The adventurers have come this far.</text>
268 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,543,68" icon="note" map="Traipse OpenRPG::Bonus Nodes::Book::Chapter 1" module="forms" name="Part 3" version="1.0">
269 <text multiline="1" raw_mode="0" send_button="1">&lt;br /&gt;
270 &lt;b&gt;Chapter 1 Part 3&lt;/b&gt;
271 &lt;br /&gt;&lt;br /&gt;
272 Is this the end already?</text>
273 </nodehandler></nodehandler></nodehandler><nodehandler class="form_handler" frame="409,414,422,76" height="600" icon="wizard1" map="Traipse OpenRPG::Bonus Nodes" module="forms" name="Deck" version="1.0" width="400">
4 <nodehandler class="rpg_grid_handler" frame="400,400,425,69" icon="grid" map="Traipse OpenRPG::Bonus Nodes::Deck" module="rpg_grid" name="52 Card Deck" version="1.0"> 274 <nodehandler class="rpg_grid_handler" frame="400,400,425,69" icon="grid" map="Traipse OpenRPG::Bonus Nodes::Deck" module="rpg_grid" name="52 Card Deck" version="1.0">
5 <grid autosize="1" border="1"> 275 <grid autosize="1" border="1">
6 <row version="1.0"> 276 <row version="1.0">
7 <cell>AS</cell> 277 <cell>AS</cell>
8 <cell>AD</cell> 278 <cell>AD</cell>
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"> 288 </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> 289 <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"> 290 </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"> 291 <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"> 292 <list raw_mode="1" send_button="1" type="1">
23 <option selected="1" value="">!!Chart::([#1d3],1)!!</option> 293 <option selected="0" value="">!!Chart::([#1d3],1)!!</option>
24 <option selected="0" value="">!!Chart::([#1d2],1)!!</option> 294 <option selected="1" value="">!!Chart::([#1d2],2)!!</option>
25 <option selected="0" value="">Option Text III</option> 295 </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"> 296 </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"> 297 <grid autosize="0" border="1">
29 <row version="1.0"> 298 <row version="1.0">
30 <cell size="119">!!Set 1::Enc 1!!</cell> 299 <cell size="119">!!Set 1::Enc 1!!</cell>
31 <cell size="115">!!Set 2::Enc 1!!</cell></row> 300 <cell size="115">!!Set 2::Enc 1!!</cell></row>
48 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,0,48" icon="note" map="Traipse OpenRPG::Bonus Nodes::Encounters::Set 1" module="forms" name="Enc 3" version="1.0"> 317 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,0,48" icon="note" map="Traipse OpenRPG::Bonus Nodes::Encounters::Set 1" module="forms" name="Enc 3" version="1.0">
49 <text multiline="1" send_button="1">Kobolds a plenty.</text> 318 <text multiline="1" send_button="1">Kobolds a plenty.</text>
50 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,0,48" icon="note" map="Traipse OpenRPG::Bonus Nodes::Encounters::Set 1" module="forms" name="Enc 1" version="1.0"> 319 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,0,48" icon="note" map="Traipse OpenRPG::Bonus Nodes::Encounters::Set 1" module="forms" name="Enc 1" version="1.0">
51 <text multiline="1" send_button="1">A Wandering Minotaur</text> 320 <text multiline="1" send_button="1">A Wandering Minotaur</text>
52 </nodehandler><group_atts border="1" cols="1" /> 321 </nodehandler><group_atts border="1" cols="1" />
53 </nodehandler></nodehandler><nodehandler border="1" class="group_handler" cols="1" map="Traipse OpenRPG::Bonus Nodes" module="containers" name="Book" version="1.0"> 322 </nodehandler></nodehandler><group_atts border="1" cols="1" />
54 <nodehandler class="listbox_handler" frame="400,400,0,48" icon="gear" map="Traipse OpenRPG::Bonus Nodes::Book" module="forms" name="Index" version="1.0">
55 <list hide_title="0" raw_mode="1" send_button="1" type="1">
56 <option selected="1" value="">!!Chapter 1::Part 1!!</option>
57 <option selected="0" value="">!!Chapter 1::Part 2!!</option>
58 <option selected="0" value="">!!Chapter 1::Part 3!!</option>
59 </list>
60 </nodehandler><nodehandler border="1" class="group_handler" cols="1" map="Traipse OpenRPG::Bonus Nodes::Book" module="containers" name="Chapter 1" version="1.0">
61 <nodehandler class="textctrl_handler" frame="400,400,543,68" icon="note" map="Traipse OpenRPG::Bonus Nodes::Book::Chapter 1" module="forms" name="Part 2" version="1.0">
62 <text multiline="1" raw_mode="0" send_button="1">Chapter 1 Part 2
63
64 The adventurers have come this far.</text>
65 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,543,68" icon="note" map="Traipse OpenRPG::Bonus Nodes::Book::Chapter 1" module="forms" name="Part 3" version="1.0">
66 <text multiline="1" raw_mode="0" send_button="1">Chapter 1 Part 3
67
68 Is this the end already?</text>
69 </nodehandler><nodehandler class="textctrl_handler" frame="400,400,543,68" icon="note" map="Traipse OpenRPG::Bonus Nodes::Book::Chapter 1" module="forms" name="Part 1" version="1.0">
70 <text multiline="1" raw_mode="0" send_button="1">Chapter 1 Part 1
71
72 An introduction to your adventure module can be placed here.</text>
73 </nodehandler><group_atts border="1" cols="1" />
74 </nodehandler><group_atts border="1" cols="1" />
75 </nodehandler><group_atts border="1" cols="1" />
76 </nodehandler><nodehandler border="1" class="group_handler" cols="1" icon="labtop" map="Traipse OpenRPG" module="containers" name="User Manual" version="1.0">
77 <nodehandler class="link_handler" icon="html" map="Traipse OpenRPG::User Manual" module="forms" name="Traipse User Guide" version="1.0">
78 <link href="http://www.assembla.com/wiki/show/traipse/User_Manual" />
79 </nodehandler>
80 <nodehandler class="link_handler" icon="html" map="Traipse OpenRPG::User Manual" module="forms" name="Release Notes" version="1.0">
81 <link href="http://www.assembla.com/wiki/show/traipse" />
82 </nodehandler>
83 <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.
84
85 (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)
86
87 Reference Types:
88 There are two ways of references node data. A Root Reference and a Child Reference.
89
90 Root Reference:
91 A node reference that starts at the gametree. The location of the node must be exact or you will return an Invalid Reference!
92
93 A Root Reference uses this syntax:
94 !@Node::Child::Data@!
95
96 Child Reference:
97 A node reference syntax that starts by looking at within the current container node. As long as the Child Reference is in the same container as the node, the container can change location and the reference will not be damaged. Child References work from within a PC Sheet node as well.
98
99 A Child Reference uses this syntax:
100 !!Node::Child::Data!!
101
102 Syntax for Special PC Sheet Nodes:
103 The nodes for the specialized PC Sheets now have a new syntax.
104
105 Skills, Saves, and Abilities:
106 Skills, Saves, and Abilities all have a similar referencing syntax. You can return the base value of each by using the correct syntax.
107
108 Examples:
109 !@Jonethan::Skill::Jump@! (Returns Jump ranks)
110 !@Mikael::Strength@! (Returns Ability Score and Mod)
111 !@Draj::Will@! (Returns Will Save and Mod)
112
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)
114
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
116
117 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.
119 Example: !@Kammen-Pai::Attack::M::Dagger@!
120
121 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.
123
124 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.
126
127 Examples:
128 !@Kammen-Pai::Cast::Ray of Frost@!
129 !@Kammen-Pai::Feat::Ability Focus@!
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.
132
133 Grid Nodes:
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)
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.
138
139 Here is an example with a 3 x 3 Grid
140 Example: !@Grid::([#1d3-1], [#1d3-1])@!
141
142 The result will be a random event from the grid.
143
144 Bonus Node Included: A 52 Card Deck with 4 columns and 13 rows. (4 * 13 = 52)
145
146 List Nodes:
147 List nodes now have a check box that allows users to send the content as a macro. List nodes are a prime reference holder because users can place a lot of references into one small node.
148
149 For the best results from a list node my tip to users would be to create a list node and place it next to the character sheet they are using, inside a the PC Sheet. The list will then use the Child Referencing syntax, but the PC Sheet can go anywhere in the tree and the player will have easy access to all the references.
150
151 (List Nodes inside a Tool created PC sheet vanish when moved, or I would recommend the list be placed inside these sheets also.)
152
153 Here is an example of a Fortitude save inside the recommended list node: !!Fort::Check!!
154
155 Text Nodes:
156 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.
157
158 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.
159
160 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.
161
162 Bonus Node Included: A small book node with 1 Chapter and 3 Parts.</text></nodehandler><group_atts border="1" cols="1" />
163 </nodehandler><nodehandler class="file_loader" icon="help" map="Traipse OpenRPG" module="core" name="Load Die Roller Notes" version="1.0"> 323 </nodehandler><nodehandler class="file_loader" icon="help" map="Traipse OpenRPG" module="core" name="Load Die Roller Notes" version="1.0">
164 <file name="die_roller_notes.xml" /> 324 <file name="die_roller_notes.xml" />
165 </nodehandler> 325 </nodehandler>
166 <nodehandler border="1" class="group_handler" cols="1" icon="gear" map="Traipse OpenRPG" module="containers" name="Templates" status="useful" version="1.0"> 326 <nodehandler border="1" class="group_handler" cols="1" icon="gear" map="Traipse OpenRPG" module="containers" name="Templates" status="useful" version="1.0">
167 <group_atts border="1" cols="1" /> 327 <nodehandler border="1" class="group_handler" cols="1" icon="knight" map="Traipse OpenRPG::Templates" module="containers" name="PC Sheets" version="1.0">
328 <nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::PC Sheets" module="core" name="Create 4e PC Sheet" version="1.0">
329 <file name="4e_char_sheet.xml" />
330 </nodehandler><nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::PC Sheets" module="core" name="3.5 Tool" version="1.0">
331 <file name="dnd3.5.xml" />
332 </nodehandler>
333 <nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::PC Sheets" module="core" name="3rd Edition Character Tool" version="1.0">
334 <file name="dnd3e.xml" />
335 </nodehandler>
336 <nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::PC Sheets" module="core" name="Create New St*r W*rs Character Tool" version="1.0">
337 <file name="StarWars_d20character.xml" />
338 </nodehandler>
339 <nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::PC Sheets" module="core" name="Create New d20 Character Tool" version="1.0">
340 <file name="d20character.xml" />
341 </nodehandler>
342 <group_atts border="1" cols="1" />
343 </nodehandler><group_atts border="1" cols="1" />
168 <nodehandler border="1" class="group_handler" cols="1" icon="flask" map="Traipse OpenRPG::Templates" module="containers" name="Nodes" status="useful" version="1.0"> 344 <nodehandler border="1" class="group_handler" cols="1" icon="flask" map="Traipse OpenRPG::Templates" module="containers" name="Nodes" status="useful" version="1.0">
169 <group_atts border="1" cols="1" /> 345 <group_atts border="1" cols="1" />
170 <nodehandler class="file_loader" icon="note" map="Traipse OpenRPG::Templates::Nodes" module="core" name="Create New Text Box" version="1.0"> 346 <nodehandler class="file_loader" icon="note" map="Traipse OpenRPG::Templates::Nodes" module="core" name="Create New Text Box" version="1.0">
171 <file name="textctrl.xml" /> 347 <file name="textctrl.xml" />
172 </nodehandler> 348 </nodehandler>
198 <file name="form.xml" /> 374 <file name="form.xml" />
199 </nodehandler> 375 </nodehandler>
200 </nodehandler> 376 </nodehandler>
201 <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">
202 <group_atts border="1" cols="1" /> 378 <group_atts border="1" cols="1" />
203 <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">
204 <file name="macro.xml" /> 382 <file name="macro.xml" />
205 </nodehandler> 383 </nodehandler>
206 <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">
207 <file name="minlib.xml" /> 385 <file name="minlib.xml" />
208 </nodehandler> 386 </nodehandler>
209 <nodehandler class="file_loader" icon="gear" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create remote node loader" version="1.0"> 387 <nodehandler class="file_loader" icon="gear" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create remote node loader" version="1.0">
210 <file name="urloader.xml" /> 388 <file name="urloader.xml" />
211 </nodehandler> 389 </nodehandler>
212 <nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create New d20 Character Tool" version="1.0"> 390 </nodehandler>
213 <file name="d20character.xml" />
214 </nodehandler>
215 <nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::Tools" module="core" name="Create New St*r W*rs Character Tool" version="1.0">
216 <file name="StarWars_d20character.xml" />
217 </nodehandler>
218 <nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::Tools" module="core" name="3rd Edition Character Tool" version="1.0">
219 <file name="dnd3e.xml" />
220 </nodehandler>
221 <nodehandler class="file_loader" icon="d20" map="Traipse OpenRPG::Templates::Tools" module="core" name="3.5 Tool" version="1.0">
222 <file name="dnd3.5.xml" />
223 </nodehandler>
224 </nodehandler>
225 </nodehandler> 391 </nodehandler>
226 <nodehandler border="1" class="group_handler" cols="1" icon="browser" map="Traipse OpenRPG" module="containers" name="OpenRPG+ Resources" version="1.0"> 392 <nodehandler border="1" class="group_handler" cols="1" icon="browser" map="Traipse OpenRPG" module="containers" name="OpenRPG+ Resources" version="1.0">
227 <group_atts border="1" cols="1" /> 393 <group_atts border="1" cols="1" />
228 <nodehandler class="link_handler" icon="html" map="Traipse OpenRPG::OpenRPG+ Resources" module="forms" name="OpenRPG+ Home Page" version="1.0"> 394 <nodehandler class="link_handler" icon="html" map="Traipse OpenRPG::OpenRPG+ Resources" module="forms" name="OpenRPG+ Home Page" version="1.0">
229 <link href="http://www.openrpg.com" /> 395 <link href="http://www.openrpg.com" />