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 Script Editor? 
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Gameop
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Unread post Script Editor?
I have gotten tired of using notepad to edit my twx scripts, and was wondering if there was something out there (hopefully free) that people have been using that is a little bit more friendly for it?

Thanks.

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Thu Jan 24, 2008 11:14 am
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Unread post Re: Script Editor?
V'Ger wrote:
I have gotten tired of using notepad to edit my twx scripts, and was wondering if there was something out there (hopefully free) that people have been using that is a little bit more friendly for it?

Thanks.


ConTEXT (http://www.context.cx/ is the editor I use and it seems pretty good. You can download the keyword file (highlighter) that will help in debugging since it color codes everything. Last I knew it was free for personal use. I believe there is a twxproxy.chl file on grimytrader that you can use to highlight with - you can always modify the highlighter.

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Thu Jan 24, 2008 11:43 am
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Unread post Re: Script Editor?
It is a freeware program :D

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Thu Jan 24, 2008 1:43 pm
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Unread post Re: Script Editor?
Thanks guys, this looks like exactly what I was looking for.

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Thu Jan 24, 2008 3:40 pm
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Unread post Re: Script Editor?
I use Editlite I think its called.
Alexio turned me on to it. It is pretty cool.

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Fri Jan 25, 2008 8:02 am
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Unread post Re: Script Editor?
you remember how to script WS? lmao
just messing with ya...

I use Context as well

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Fri Jan 25, 2008 10:08 am
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Unread post Re: Script Editor?
Wildstar wrote:
I use Editlite I think its called.
Alexio turned me on to it. It is pretty cool.


I used to use Editpad Lite some time ago and liked it until I came across conTEXT. The main draw for me is the highlighter and while it doesn't stop scripting errors - esp the one I seem most prone to, it helps a lot in the debug process. The error I have most often? Using $currentline instead of currentline - not sure why I try to make currentline a var -- doesn't work very well when evaluating it. ;)

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Fri Jan 25, 2008 1:11 pm
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Unread post Re: Script Editor?
heh heh
my most common one is forgetting a quote...

easy to find with the line numbers in context though...

settrigger bust :bust "Suddenly you're Busted!

normally its the last part I added to a script... get in a hurry... laff


but the missing end will always show last line in a file

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Fri Jan 25, 2008 1:18 pm
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Gameop
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Unread post Re: Script Editor?
I have been trying to write some more elegant scripts, using goSub commands and the like to read in files, and other things that may been to be done multiple times, what I keep forgetting to do is initialize the counter variable at the start of the sub, it took me about 2 hours the other night to figure out why something wasn't working, and just reading an EOF char in certain situations. :oops:

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Fri Jan 25, 2008 1:47 pm
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Unread post Re: Script Editor?
I use textpad. But there is a different editor that I'll be using soon. very soon. heh.

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Fri Jan 25, 2008 3:56 pm
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Unread post Re: Script Editor?
V'Ger wrote:
I have been trying to write some more elegant scripts, using goSub commands and the like to read in files, and other things that may been to be done multiple times, what I keep forgetting to do is initialize the counter variable at the start of the sub, it took me about 2 hours the other night to figure out why something wasn't working, and just reading an EOF char in certain situations. :oops:


Remember inserting a pause can be your best friend when debugging. Run, pause, check triggers and variables. Working in modules is the best way to do things. If the module works and then it doesn't act right later, I can track down the problem a lot faster. A script with 1000+ lines written w/o modules can cause you to go crazy trying to figure out what is wrong.

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Fri Jan 25, 2008 9:10 pm
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Unread post Re: Script Editor?
Traitor wrote:
I use textpad. But there is a different editor that I'll be using soon. very soon. heh.


A Compiler, wish I had :mrgreen:

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Fri Jan 25, 2008 9:39 pm
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Unread post Re: Script Editor?
Promethius wrote:
Remember inserting a pause can be your best friend when debugging. Run, pause, check triggers and variables. Working in modules is the best way to do things. If the module works and then it doesn't act right later, I can track down the problem a lot faster. A script with 1000+ lines written w/o modules can cause you to go crazy trying to figure out what is wrong.


Code:
WaitFor (#179 & "Turns")


handy for 'stepping' through code. need only press /


$0.02

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-= QUANTUM Computing 101: 15 = 3 x 5 ... 48% of the time.
-= There are 10 types of people in the world: Those that understand Binary and those who do not
-= If Oil is made from Dinosaurs, and Plastic is made from Oil... are plastic Dinosaurs made from real Dinosaurs?
-= I like to keep my friends and my enemies rich, and wait to see which is which - Tony Stark (R.I.P.)


Fri Jan 25, 2008 9:56 pm
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Gameop
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Unread post Re: Script Editor?
I have a module that is just a delayTrigger, usually set for 15 to 30 seconds, that I use to get a snapshot of the variables and triggers...

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Fri Jan 25, 2008 10:15 pm
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Unread post Re: Script Editor?
LoneStar wrote:
Promethius wrote:
Remember inserting a pause can be your best friend when debugging. Run, pause, check triggers and variables. Working in modules is the best way to do things. If the module works and then it doesn't act right later, I can track down the problem a lot faster. A script with 1000+ lines written w/o modules can cause you to go crazy trying to figure out what is wrong.


Code:
WaitFor (#179 & "Turns")


handy for 'stepping' through code. need only press /


$0.02


I am going to have to use that idea - better than pause and delays as you control it however you want.

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Sat Jan 26, 2008 2:13 am
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