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 The Traipse Gametree (plan of action) 
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Joined: Wed Dec 09, 2009 9:39 pm
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Post Re: The Traipse Gametree (plan of action)
Getting ready to post a new Alpha shortly. The new Alpha completes the Core of the EZ_Tree Reference System with one exception. Grids.

It's going to take a little more work to create a small pop-up grid so you can choose which cell you want to reference, so for the mean time I will allow users to reference the grid itself and then add their cell data.

The system works well enough that I want to pass it on. I need to do some error prevention so that users don't accidentally select a node that cannot be referenced. I hope to have this out in a few hours, as I need to eat soon. :lol:

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Tue Jan 12, 2010 11:35 pm
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Post Re: The Traipse Gametree (plan of action)
New ALPHA is up! And the EZ_Tree is slick! I just need some time to work on Grids.

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Wed Jan 13, 2010 1:55 am
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Post Re: The Traipse Gametree (plan of action)
I have the newest Alpha sitting on my desk and Grids are working. I am cleaning up code and would like this Alpha committed by noon at the latest.

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Wed Jan 13, 2010 8:13 am
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Post Re: The Traipse Gametree (plan of action)
And released. There are two known issues right off the bat. Some parent references are not working, but I have the code that needs to be integrated remarked.

The second issue is with referencing in grids. This is a coding hassle that I did not want to start with today, so you cannot use the EZ_Tree in a Grid, but you can draw data from a Grid.

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Wed Jan 13, 2010 9:02 am
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Post Re: The Traipse Gametree (plan of action)
Man it would be a lot easier if you kept traipse references in-line with what I am doing with OpenRPG 1.9 It's a better system and it's all done for you. just saying.

I wonder how muvh work it would be to merge at this point.

At any rate either system need some real play time.

By the way what (if any) play testing do you personally get with traipse? I mean what games systems etc do you use openrpg for? I am on D&D 3.5 with a lot of grid use and multi-PCs on one client.


Mon Jan 18, 2010 3:03 pm
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Post Re: The Traipse Gametree (plan of action)
That's the thing, I don't believe it is a better system. I can't even get yours to work right.

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Mon Jan 18, 2010 4:46 pm
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Post Re: The Traipse Gametree (plan of action)
How can you not get the 1.8.0+dev system working? Are you saying you found a bug? You load the game and it's there.

Maybe we should get this sorted out because it really pains me to see you spend so much time developing a system that is (a) lacking key features recently added and (b) likely to get left behind by further updates. Obviously any fork is bad just because it would tend to (eventually) lead to mutually incompatible character sheets although that will be a bigger issue for traipse because (1) Openrpg will have the larger player base and (2) Openrpg has a ton of features that actually really do stuff that is really REALLY useful like the bonuses, user input variables, the ability to clone character sheets with rename, the ability to move your sheets (even into other containers) or send to player without breaking references. In general I've added a LOT more than you have which isn't surprising as I've been thinking about it longer and actively test the features playability against live play.

Even on the grid stuff I think I am ahead tho no doubt you disagree there.

At any rate we should thrash this out because the system fails when we can't come to an agreement on a standard. As yet the difference is only theoretical and probably not an issue for any actual players. We should strive to keep it that way. Perhaps a compare and contrast thread. At a minimum you ought to know enough about the 1.8.0+ system to know what you are rejecting on behalf of your players. I feel *I* do with traipse.


Mon Jan 18, 2010 5:26 pm
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Post Re: The Traipse Gametree (plan of action)
davidbyron wrote:
How can you not get the 1.8.0+dev system working? Are you saying you found a bug? You load the game and it's there.

(2) Openrpg has a ton of features that actually really do stuff that is really REALLY useful like the bonuses, user input variables, the ability to clone character sheets with rename, the ability to move your sheets (even into other containers) or send to player without breaking references.

Have you even tested the Beta? All of this is in the Beta.
Quote:
Even on the grid stuff I think I am ahead tho no doubt you disagree there.

Well yeah, because my grid is completely open.
Quote:
At any rate we should thrash this out because the system fails when we can't come to an agreement on a standard. As yet the difference is only theoretical and probably not an issue for any actual players. We should strive to keep it that way. Perhaps a compare and contrast thread. At a minimum you ought to know enough about the 1.8.0+ system to know what you are rejecting on behalf of your players. I feel *I* do with traipse.

I agree, but we probably wont merge technologies. I said I like your idea, but I don't like your approach. If you want to create a compare and contrast thread I'll hop on board. it sure would be better than repeating myself several times.

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The Traipse Movement
Please show your support for Traipse OpenRPG http://www.facebook.com/MadMathLabs
Send me Traipse OpenRPG Ideas, Bugs, Complaints, Praises here: https://getsatisfaction.com/mml


Mon Jan 18, 2010 5:33 pm
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Post Re: The Traipse Gametree (plan of action)
And too I'd quit spamming your traipse thread with my 1.8.0+ propaganda :)
OK making a new thread


Mon Jan 18, 2010 5:47 pm
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Post Re: The Traipse Gametree (plan of action)
hmmhmm. I made an interesting change to the Grids in the Traipse Game Tree. In Standard David has a Total column that adds all the values of that row together (After the Second Column), and admittedly I was jealous. So I did something a little similiar to the Traipse Grid.

Traipse is designed to be as open to the user as possible though, so you have to create your own Total cell. Some nodes will already have this created for you.

Here is how the change looks. When you enter into Use Mode for a Grid Node, all the reference and math calculations are hidden behind the value. That's right, they are actually hidden behind the value. This means you can still open a Grid in Use Mode and make changes to it, but when you edit a cell that has a reference, or a Math Calculation .. the hidden data becomes visible. I love that part because users can just forget the code and focus on the game.

Another neat-o feature is that Grids will now Auto Calculate their changes. So if you look at the 3.5e PC Sheet node: http://docs.google.com/Doc?docid=0ATUUo ... c2hm&hl=en And open one of the nodes like Abilities .. that third column will appear to be your Mod. And if you change the score, the third column will update too.

In the future Grids will be a lot easier to Total as I am planning on adding Ranges to Grid References. It's not like that now, so your Total cells will be pretty long. I am sorry for that and I may release a patch but for now that change is not until the next Milestone.

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I ate your Death Knell.
The Traipse Movement
Please show your support for Traipse OpenRPG http://www.facebook.com/MadMathLabs
Send me Traipse OpenRPG Ideas, Bugs, Complaints, Praises here: https://getsatisfaction.com/mml


Mon Jan 25, 2010 6:57 pm
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