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 Traipse Beta 
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Joined: Wed Dec 09, 2009 9:39 pm
Posts: 712
Post Traipse Beta
First post! :lol:

I am just going to repost from a Mayhem Gaming post I made earlier today:

I am still having problems on Vista, mainly with the Gametree being slow. But I have made some new headway after talking to a couple of users.

One user was a Mac user and had a problem with the keyboard not working. That was a really simple fix and it will be in the new Beta build. That same user wanted help build a 4e PC sheet. I helped and in the process I worked on a new Gametree referencing method. So there will be three Referencing Methods in the new gametree.

1. Root: uses the !@ @! Syntax
2. Child: uses the !! !! Syntax
and introducing..
3. Parent: uses the !# #! Syntax.

With the Parent Referencing syntax you will be able to reference the entire tree. The Child syntax is a crawling method that only looks further down the tree. It cannot go backwards. Here is an example node setup.

Code:
Tabber
- Text Node
- List Node
- Form 1
-- Text Node
- Form 2
-- Text Node
-- Group Node
--- Text Node


In the above situation if you want to reference the Text Node that is inside the Group node you will be able to in three ways.
Using a Root Reference: !@Tabber::Form 2::Group:: Text Node@!
Using a Child Reference from the Text Node in Form 2: !!Group::Text Node!!
Using a Parent Reference from the Text Node in Form 1: !#Form 2::Group::Text Node#!

Here is the exact way the new parent reference works. The software finds the first reference in your tree mapping syntax, in this case Form 2. The software than uses the tree_map and attempts to index with that reference. If it fails it defaults to the root node, in this case Tabber. Than it creates a new map and finds the reference.

The new advancement will allow you to use nodes to reference any data point inside your tree. I know the syntax is ugly right now, but it is a core development. The development is really a completion to the gametree.

How to use this node will be added to the Traipse Beta features User Manual, which has been updated.

Another change to the code is a move to using the Core Dieroller structure and fixes made to the Alternity roller that I was handed.

These changes will be coming this weekend. I am going to start cleaning up the code and pushing a few Alphas so I can have a nice Beta push for this weekend.

_________________
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Wed Dec 09, 2009 10:21 pm
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