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 Traipse Namespace 
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Joined: Wed Dec 09, 2009 9:39 pm
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Post Re: Traipse Namespace
Here is an example of how the new Namespace External works. I have a node that is common among Standard users, the PC is named Thedora and so is the top most node. I will be taking a look at the NAME node, which is found in Basics::Basics. The tree map location would look like this; Thedora::Basics::Basics::NAME

With External I can call:
!&Thedora::NAME&! and return Thedora's NAME node
!&NAME&! and return Thedora's NAME node, because it is the top most node
!&Thedora::Basics::NAME&! and return the same NAME node
--or--
!&Thedora::Basics::Basics::NAME&! and again, return Thedora's NAME node

This is a feat that I have yet to see Standard accomplish, unless I am missing something. (I am testing with the latest dev as far as I know). So Traipse's Namespace is by far more intuitive than previous attempts.

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Mon Apr 26, 2010 7:24 pm
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Post Re: Traipse Namespace
These changes are now LIVE! in Alpha.

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Mon Apr 26, 2010 7:31 pm
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Post Re: Traipse Namespace
prof.ebral wrote:
Users will not need to fiddle around with their node names, set / unset Namespace or Index ... or basically paper work.


There you go again.
I will not be silent while you lie about my work prof.ebral.
This has got to stop.


Mon Apr 26, 2010 11:17 pm
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Post Re: Traipse Namespace
David ... I have the current Standard development downloaded and running. Maybe you want to guide me through the Namespace because I cannot get it to work how I want it too.

You want to give me some guidance in a server room?

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Mon Apr 26, 2010 11:50 pm
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Post Re: Traipse Namespace
I'll be off on vacation for a few days; all these systems could do with more use in a wider audience. My system certainly works very well for me but its hard to say what other users would do with it. I can send you a copy of my gametree that I use to play with and you can see how it works out with the plugins if you're interested.

Anyway talk when i get back.


Tue Apr 27, 2010 3:01 pm
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Post Re: Traipse Namespace
Hey wait. I took your advice: Pictures = http://www.youtube.com/watch?v=sdn5xzyVjpQ

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Tue Apr 27, 2010 3:04 pm
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Post Re: Traipse Namespace
Namespace is now Beta
Traipse's new namespace has two methods to reference nodes and they both work the exact same way, with one exception.

Namespace External:
Syntax: !& :: &!
Usage: From chat or from within a node

Namespace Internal:
Syntax: != :: =!
Usage: From within a node only

Nodes with a namespace reference must be set to Use as Macro

Namespace is a powerful referencing method that allows you to quickly pull the data from nodes. Namespace is used most often when a player wants to roll dice and add their modifiers. They can do this by setting namespace references inside nodes.

Namespace works like in the same way a lightning bolt does when it strikes the ground. You set a start point and an end point. You can also set points in between. If you do not set a start point namespace defaults to the top node. Namespace then follows the path of least resistance; it will find the top most node with that same reference name and attempt to use that data.

The exception to the rule in how these two methods work is the top node. External's top node is the game tree itself. Internal's top node is defined by the location of the node you have set a namespace in. Namespace internal will look at the reference node's tree map and look backwards for the reference. (Namespace internal can reference a node higher up in the hierarchy if no node in the top node has the same name.)

You can attempt to reference any node in the game tree and namespace will find the top node and attempt to use that. Yet, you can also set points in between to make sure you get the correct node. Namespace is non-linear, and because it always looks for the top most node, your references can be really short and achieve the same result.

Code:
Namespace is new (again)

Traipse's namespace is the most powerful tool that I have worked on for Traipse since I started coding. The Update Manger is a closed second. Namespace's chaotic lightning effect is not well known to users, and yet not even to me. Because namespace is new again there will be new discoveries about how it works, and what best ways to use it.


Namespace uses a method I call FutureCheck to assist users in their accuracy. When you create a reference namespace will determine if you are referencing more than the top nod that is found, and if you are it will pass the node it found and look for another.

The Previous Traipse Reference
My past attempt to correct the broken reference system had a heightened awareness of the nodes and their surroundings. It was good because it gives players the ability to reference nodes internally, allowing players to move their nodes around and not worrying about the reference breaking.

The biggest problem with this is it's confusing system of mechanics. It uses three styles to reference nodes, and to make it easier on the uninitiated I created a tool called EZ Tree. The EZ Tree system allows users to create the most efficient reference for the node being referenced.

This system made it's debut in Ornery Orc, and it will find it's resting place in Ornery Orc. I am so pleased with the results of Traipse's new namespace that I have decided to no longer continue working with the previous archaic referencing system. If you are not using namespace in your nodes now is a good time to update.

Updating to Namespace
This is really easy. Replace all previous syntaxes of (!! :: !! and !# :: #!) with != :: =!. This should be a primer to correct all of your previous syntaxes. I cannot guarantee that your new reference will be accurate, but it should be really close.

When Pious Paladin is released there this previous system will no longer exists. Namespace will be fully embraced but I will create small tools that will allow users to clone their previous nodes to make them compatible with the new system.

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Wed Apr 28, 2010 10:41 pm
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Post Re: Traipse Namespace
I thought I would post some examples of usage. I will refer to the 4e PC Sheet node that comes with Traipse, so you can follow along. First, make a copy of the node and then make sure it is at the top of the tree.

The first reference I would start off with is Abilities, use an External Namespace in chat
Code:
!&Abilities&!

You will return the text of the Abilities node in the 'Using the 4e PC Sheet' tabber. While it may be odd, Traipse uses that to it's advantage. The next reference I would show off is the Abilities grid, it's right there as one of the main children of the node. Just enter this into chat
Code:
!&Abilities::3,2&!

You will return the Con score of the Abilities grid, found at Row 3, Col 2. This is FutureCheck in action. Namespace sees that you are looking for more data, so when it finds Abilities it checks to see if Abilities has more data. If it does not it skips that node and continues.

The next couple of examples I will show you how and why I say Traipse's Namespace works like a lightning bolt. I will also show you an oddity in the way it uses the 'path of least resistence'. Try this in chat
Code:
!&At Will::At Will&!

You should see, 'Invalid Reference!'. That's not a problem, it's just an oddity. We can fix that, and in the stable documentation it will be fixed. Here is how ... open up the Utilities, At Will, 0 node and clone At Will, the text node. It will make At Will_1. Now enter this command in chat
Code:
!&At Will::At Will_1&!

You will now see the text out put of the At Will_1 Utility node. By setting points of accuracy you can skip over lengths of nodes to find just the right now, and because you can have nodes with same names and not worry about Namespace breaking, you can have a human readable game tree.

With that last example I should include that you can also use
Code:
!&Utilities::At Will::At Will_1&!

Code:
!&0::At Will&!
or
Code:
!&0::At Will_1&!

or you can try other combinations, even the exact reference for it. Just remember that Traipse's Namespace finds the first node from the top of the entire tree to the bottom.

For the last thing I want to mention, Namespace Internal uses != :: =! instead of !& :: &!, but this is a needed reference example. Namespace Internal works exactly the same way as External, only instead of Namespace start from the Game Tree to find the node reference, it will start from the node that contains the reference. With this format Namespace Internal works just like the previous Parent and Children references, only now with the lightning bolt effect of Namespace.

Enjoi! :ugeek:

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Wed Apr 28, 2010 11:19 pm
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Post Re: Traipse Namespace
How do I get a copy of Traipse with the namespace in it? By installation of by mercurial cloning of something? I guess the update system ought to handle it. when I start up my Traipse have Ornery-Orc 100219 and updating does nothing more. I have the 4e PC sheet OK.

Obviously I don't have "beta" as the !&Abilities&! example fails. How do I get beta? is this with a repo thingy? I currently have the repo-Traipse default one I guess that says "http://hg.assembla.com/traipse_dev"


Fri May 07, 2010 1:39 pm
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Post Re: Traipse Namespace
It's in stable, now. If you installed Traipse with the _Installer you will have a permissions problem. It's the same permissions problem that is plaguing the Gilcrease edition (can't find the correct myfiles folder? this is why.).

You can:
A) Look at the ticket I created and fix it manually
-or-
B) Download the Traipse.zip file and re-run setup. Use that file to replace your current install location.

Either way works.

_________________
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


Fri May 07, 2010 6:29 pm
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