If you're new to the program:ScriptGremlin is a word processor to assist MUGEN developers with character creation. Gremlin's productivity features are oriented towards the generation of script and modular code, as well as providing syntax highlighting to make code easier to read and debug. Gremlin can do a lot of work for you via templates, variables, and functions.Features * Edits all CMD and state files within a character's .DEF * Common word processing: find, replace, undo, redo, and drag-drop * Syntax highlighting and error browsing (incomplete) * Auto-Complete with help documentation for reference * Automatically inserts required fields when you create a block's Type * Customizable, programmable templates * User-programmable design-time functionsCompatibilityFighter FactoryGremlin works alongside Fighter Factory. You must save in Gremlin to overwrite files whenever you save in FF, but you probably had to do that with Notepad/Textpad too! This way, your taskbar has a lot less on it.Mugen 1.0Script files are version-neutral, meaning Gremlin can read anything it knows how to. If ElecByte creates a new SCtrl, special attribute flag, trigger, or absolutely anything, you can add the new entry to Gremlin's INI files, making you completely independent of updates from me. You will need to add V1.0 language to Gremlin's INI files if you want Auto-complete to make sense of them.WinMugenAgain, script files are neutral. Gremlin comes configured to support the pre-1.0 language.What's new in Beta 3b* Autocomplete works for triggers Const(), GetHitVar(), and Command; learns the Cmd* Autocomplete works for Command and Const file block fields, such as Size and Velocity* Tokenizer's grammar can be previewed with F5* Command annotations: press F2 to see all command sequences for a string* Calltips: press F1 to see field parameter information* Press escape to disable any of the aboveSyntax highlighting is disabled for expressions in this version, as I'm still working on my syntax tree.NOTE: Characters that use the same file for Cmd and Const (check your .DEF) probably will not load with this version.Download ScriptGremlin Beta 3bhttp://www.mediafire.com/?927l143q877rj3qUpdateBeta 3b is out as of 5/25/2011.I need your opinions and feedback on what features would save you guys time and effort.Enjoy!
Hero said, March 19, 2011, 03:52:19 amI would test it, but... eSnips? I have some problems downloading from it.As in, actual problems, or just the fact it's a virus-infested shithole?Ontopic; Please change the host, that way more people will download, and thus provide feedback, on this.
Update: changed the download link to MediaFire. I'm all ears if you want to suggest a file-hosting service.
Welcome back. Also, VirtualTek is working on a new version of Fighter Factory, which is in beta test phase. You may want to contact him to put ideas in common and even work together.
Thanks Cybaster. It's good to be back. I just uploaded the new Beta. Code-generation (hitdefs) for Clsn1 frames is a go. Check first post for details. I read the new FF thread. Hoping I can still make some useful features for Gremlin, though.
Several GUI fixes in this update. This should be the last update before I work on the syntax reader, unless someone finds a crash/bug. Let me know. Feel free to private message me with requests, help, or comments too.
Just to report on progress...Gremlin can now perfectly syntax highlight correct or incorrect Consts and Cmds block fields, as well as template stuff. It has INI files for the new blocks, their fields, and their parameters. Next, I'm going to rewire the Autocomplete and help to support the new stuff, using an optimized block parser which properly detects the current block's type. Making the routine generic enough to handle every situation took some time, but this side of things is pretty much done. Because Mugen expression syntax -- everything to the right of an '=' sign in any field -- requires a custom lexer to properly evaluate and highlight, I'll spend time this week studying this topic.In other news, Gremlin now reports to Debug.txt whenever the Docs do not contain a particular field for an SCtrl, when a character is loaded. This tells us what SCtrls need updating. Also, Gremlin now has a Refactor menu which copies the selected SCtrl into Templates.INI -- with or without triggers, with or without values. This makes it easier to create templates.That's all for now.
Another update with screenies for everyone. I'm having a good time here, and I've managed to quickly get a number of new things working.First, there's the Calltip. You press F1 and you get information for the parameter you're in. Plus, the parameter is boxed so that no one is confused about it. Escape key turns it off. It's lightning fast too, and it works in all files on ALL field types: SCtrls, Constants, Commands, etc.The F1 help also shows the definition of Gremlin variables/functions whenever one is selected in the Template file.The F2 help works a little differently. It displays all the command sequences for the selected command.No new release yet, but these new features are stable. Just wanted to share