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By nacerbaaziz
hello all, and welcome to this tool
the NB-Password_generator is a small tool which allow you to create a strong passwords
with this tool you can create a random passwords using :
1. capital letters
2. small letters
3. numbers
4. symbols
be sure that you can check any option that you want and uncheck what you don't want to use
this tool allow you to create a password from 6 letters to 150 lettersNB-Password_generator.zip
at the end please accept my greetings
am waiting for your commants
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By Triblade
Hi folks!
First off, yeah this may be the lamest title. But it made you look anyway!
Edit: Now updated! With step-counter, reset button and a few GUI-tweaks. (the step-counter is cheating! It's calculated in advance...)
I recently thought a screenshot of a finished maze may be smart to show, instead of only my long story and code. o=path, x=wall. Here it is:
I started making my own implementation of the A* pathing script in a larger project, inspired by Toady's work. (But made one from scratch myself anyway )
After the A* pathing script was working (not cleaned up yet) I wanted to test it. Unfortunately I got no good, randomized, maze lying around that also had the format I needed. So I made my own maze generator!
I did a few hours of research on the matter and then a few evenings of scripting.
For the people who are interested, one of my problems was that I needed 'one-cell' thick walls. Most maze generation have 1 pixel thick walls drawn by a line, that could be opened if a path is needed. The solution is so simple, I needed this guy to tell me. Click here for my inspiration source.
This generator can be used with different sizes maze, even uneven ones! Just set the width and height settings. FYI, it must be odd numbers for this maze to work with it's containment walls.
It's the 'simple' Depth-First Search, with backtracking. And without further ado; my a-maze-ing generator!:
#cs ---------------------------------------------------------------------------- AutoIt Version: 3.3.12.0 Author: A-maze-ing generator Script Function: Generates a maze. In the $xy[$i][4] is the maze in array form. Don't forget to take the size with it, else it's just a string of o's and x's It does not generate an entrance or exit! #ce ---------------------------------------------------------------------------- ; Script Start - Add your code below here #include <Array.au3> #include <GUIConstantsEx.au3> #include <StaticConstants.au3> ; Set various variables ; width and height must be odd numbers to have a closed, functioning maze. Global $height = 27 ; demo height = 27 Global $width = 43; demo width = 43 ; Check if width & height are an odd number (to get the outer edge an odd number is required) If mod($height, 2) = 0 Or $height < 5 Then msgbox(0,"","Height is not an odd number or a minimum of 5 tall !") Exit ElseIf mod($width, 2) = 0 Or $width < 5 Then msgbox(0,"","Width is not an odd number of a minimum of 5 wide !") Exit EndIf ; Set various variables when script is not exited Global $grid_size = $height * $width Global $numberofsteps = (Ceiling(($height-2) / 2) * (($width-2) - Ceiling(($width-2) / 2))) + (($height-2) - Ceiling(($height-2) / 2)) ; long formula to check the number of steps this maze will take, this is a mathematical given with a fixed number of cells. And yes, I am aware I'm taking a shortcut in this formula. ;) Global $curpos Global $backtrack[1] Global $bt = 0 Local $grid_pixel = 20 ;How many pixels per square ; Initialize main array with all grid data Global $xy[$grid_size + 1][5] Global $reset_xy = $xy ; set the reset array $xy[0][0] = $grid_size ; first entry is the total number of nodes, rest is set with a header name for easy reference in _ArrayDisplay if needed. $xy[0][1] = "ID" $xy[0][2] = "Row" $xy[0][3] = "Column" $xy[0][4] = "Type" ; Fill the grid array with 'walls' For $i = 1 To $xy[0][0] $xy[$i][4] = "x" Next ; Start GUI and create standard buttons Local $gui = GUICreate("A-maze-ing generator", 180 + ($width * $grid_pixel), 80 + ($height * $grid_pixel)) ; Set the main window to the minimum width (IF) needed for the msgbox Local $aPos = WinGetPos($gui) If $aPos[2] < 696 Then $aPos[2] = 696 WinMove($gui, "", $aPos[0], $aPos[1], $aPos[2], $aPos[3]) EndIf GUICtrlCreateLabel("This is a-maze-ing!", 30, 19) Global $progress = GUICtrlCreateLabel("Standing by... " & $numberofsteps & " steps to go.", 150, 15, 550, 30) Local $iOKButton = GUICtrlCreateButton("Start", 45, 50, 60) Local $iResetButton = GUICtrlCreateButton("Reset", 45, 90, 60) Local $iExitButton = GUICtrlCreateButton("Exit", 45, 130, 60) GUICtrlSetFont($progress, 15) GUICtrlSetColor($progress, 0x00AA00) GUICtrlSetState($iResetButton, $GUI_DISABLE) ; Create label-grid and fill the xy array with the positions Local $squarenr = 0 For $i = 0 To ($height * $grid_pixel) - $grid_pixel Step $grid_pixel ; Row For $j = 0 To ($width * $grid_pixel) - $grid_pixel Step $grid_pixel ; Column $squarenr = $squarenr + 1 $xy[$squarenr][0] = GUICtrlCreateLabel('x', 150 + $j, 50 + $i, $grid_pixel, $grid_pixel, BitOr($SS_SUNKEN, $SS_CENTER)) ; if you want debugging numbers, replace 'x' with $squarenr GUICtrlSetBkColor($xy[$squarenr][0], 0x5E87C9) ; lightblue-ish $xy[$squarenr][1] = $squarenr $xy[$squarenr][2] = ($i / $grid_pixel) + 1 $xy[$squarenr][3] = ($j / $grid_pixel) + 1 Next Next $reset_xy = $xy ; Show GUI GUISwitch($gui) GUISetState(@SW_SHOW) ; Start looping and waiting for input Local $aMsg = 0 While 1 $aMsg = GUIGetMsg(1) Select Case $aMsg[0] = $iOKButton GUICtrlSetState($iOKButton, $GUI_DISABLE) GUICtrlSetState($iResetButton, $GUI_DISABLE) GUICtrlSetState($iExitButton, $GUI_DISABLE) GUICtrlSetColor($progress, 0xFF8C00) ; orange GUICtrlSetData($progress, "Running - Creating maze. Please stand by... " & $numberofsteps & " steps to go.") make_maze() GUICtrlSetColor($progress, 0xFF0000) ; red GUICtrlSetData($progress, "Maze complete!") Sleep(1000) ; Just a small sleep for dramatic effect GUICtrlSetColor($progress, 0x00AA00) ; green-ish GUICtrlSetData($progress, "Maze completed in " & $numberofsteps & " steps.") GUICtrlSetState($iResetButton, $GUI_ENABLE) GUICtrlSetState($iExitButton, $GUI_ENABLE) Case $aMsg[0] = $iResetButton GUICtrlSetData($progress, "Resetting maze...") reset_maze() GUICtrlSetState($iResetButton, $GUI_DISABLE) GUICtrlSetState($iOKButton, $GUI_ENABLE) GUICtrlSetData($progress, "Maze reset!") Sleep(1000) ; Just a small sleep for dramatic effect GUICtrlSetData($progress, "Standing by...") Case $aMsg[0] = $GUI_EVENT_CLOSE Or $aMsg[0] = $iExitButton ExitLoop EndSelect WEnd Exit ; Resetting the maze to default state Func reset_maze() $xy = $reset_xy ; Set the $xy array back to it first-run values For $i = 1 To $xy[0][0] $xy[$i][4] = "x" ; set everything to 'x' GUICtrlSetBkColor($xy[$i][0], 0x5E87C9) ; reset the background color GUICtrlSetData($xy[$i][0], "x") ; (re)set the label to 'x' Next EndFunc ; Main function Func make_maze() Local $heading Local $stepcount = $numberofsteps ; Reset the step counter. Local $timed = TimerInit() ; Start the timer to see how long the maze generation took. $backtrack[0] = 0 $curpos = $width + 2 ; This is the starting position, second row, second column - aka top-left, one in from the sides. open_maze($curpos) ; Set the starter cell to 'open / white' ; Main maze generation loop While 1 Do $heading = direction($curpos) Until $heading <> 0 If $bt = 1 Then $bt = 0 ; reset backtracking-tracker, else the backtracking array keeps adding the current position GUICtrlSetData($progress, "Running - Creating maze. Please stand by... " & $stepcount & " steps to go.") Sleep(50) ; Slow maze creation down to look at it - relax! (or don't and comment out the sleep) If $heading = -1 Then ExitLoop $stepcount -= 1 ; Count down the steps to finish. ; We got the heading - now which way do we go? After that, set the current position to the last known heading. Switch $heading Case 1 ; north open_maze($curpos - $width) open_maze($curpos - ($width * 2)) $curpos = $curpos - ($width * 2) Case 2 ; east open_maze($curpos + 1) open_maze($curpos + 2) $curpos = $curpos + 2 Case 3 ; south open_maze($curpos + $width) open_maze($curpos + ($width * 2)) $curpos = $curpos + ($width * 2) Case 4 ; west open_maze($curpos - 1) open_maze($curpos - 2) $curpos = $curpos - 2 EndSwitch ;msgbox(0,"","Turn pause") ; for debugging, click every turn. WEnd ConsoleWrite("Maze completed in " & Round(TimerDiff($timed) / 1000, 1) & " seconds." & @CRLF) ; Show the generation time in seconds, rounded up with one decimal Return EndFunc Func open_maze($dest) ; Function set inputted cells to 'open' instead of being an uncool wall. $xy[$dest][4] = "o" GUICtrlSetData($xy[$dest][0], 'o') ; If you want debugging numbers, replace 'o' with $dest GUICtrlSetBkColor($xy[$dest][0], 0xEEEEEE) EndFunc Func direction(ByRef $curpos) ; Insert current position, output next heading for path generation. Local $nesw Local $open_directions[5][2] $open_directions[0][0] = 0 $nesw = $curpos - ($width * 2) ; north side checking If $nesw > $width + 1 Then fill_open_dir($nesw, 1, $open_directions) $nesw = $curpos + 2 ; east side checking If mod($nesw - 1, $width) <> 0 Then fill_open_dir($nesw, 2, $open_directions) $nesw = $curpos + ($width * 2) ; south side checking If $nesw < $grid_size - $width Then fill_open_dir($nesw, 3, $open_directions) $nesw = $curpos - 2 ; west side checking If mod($nesw, $width) <> 0 Then fill_open_dir($nesw, 4, $open_directions) ; Check which (if any) direction(s) are already opened, if so, discard them from the results-array For $i = $open_directions[0][0] To 1 Step -1 If $xy[$open_directions[$i][1]][4] = "o" Then $open_directions[0][0] -= 1 _ArrayDelete($open_directions, $i) EndIf Next ; If there are any results left... If $open_directions[0][0] > 0 Then If $open_directions[0][0] = 1 Then Return $open_directions[1][0] ; Random does not work with min 1 and max 1 (output = 0), so in this case, return only with the only one result. Else If $bt = 0 Then ; If there is not backtracking active, add this crossroad to the backtrack-array. This is only needed if there are two or three possible sides. $backtrack[0] += 1 _ArrayAdd($backtrack, $curpos) EndIf Return $open_directions[Random(1, $open_directions[0][0], 1)][0] ; Random choose between all possible directions and return with the outcome direction. EndIf ElseIf $backtrack[0] > 0 Then ; If there are no results ánd there are entries in the backtrack list, then visit those entries to see if there still is a path possible. $curpos = $backtrack[$backtrack[0]] _ArrayDelete($backtrack, $backtrack[0]) $backtrack[0] -= 1 $bt = 1 Return 0 ; Return with a new current direction ($curpos), from the backtrack array. Else Return -1 ; If there are no paths to explorer, in the pathing, or backtracking, then return with the message that we are finished. EndIf EndFunc Func fill_open_dir($nesw, $direction, ByRef $open_directions) ; Fill the $open_directions array with a new possible way $open_directions[0][0] += 1 $open_directions[$open_directions[0][0]][1] = $nesw $open_directions[$open_directions[0][0]][0] = $direction Return EndFunc
P.S. The 'slow' generation is intended because it looks cool. Comment out the Sleep line on line 157 for a fast generation.
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By TheDcoder
Hello!
After watching a whole day of "Journey into cryptography" at Khan Academy, I have got to know the secrets behind some sneaky things! . This is one of em', A PRNG (Pseudo Random Number Generator). Its features (atleast what I believe) are:
Simple, short and crappy. Great for beginners who are baffled by the mechanics of random number generation in computers! Support for custom seeds! EIGHT DIGITS OF RANDOMNESS!!! Unlike all other PRNGs, This one is predictable 1000 possible PRNs when using @MSEC as the seed. No option for min or max, the min is 10000000 and the max is 99999999. The Unlicensed . #cs LICENSE This is free and unencumbered software released into the public domain. Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. For more information, please refer to <http://unlicense.org/> #ce LICENSE ; #FUNCTION# ==================================================================================================================== ; Name ..........: MiddleSquareRandom ; Description ...: Pseudo-random number generator based on the infamous "Middle Sqaure" method. ; Syntax ........: MiddleSquareRandom([$iSeed = @MSEC]) ; Parameters ....: $iSeed - [optional] A seed for generation of the random number. Default is @MSEC. ; Return values .: A pseudorandom 8 digit integer. ; Author ........: John von Neumann ; Modified ......: Damon Harris (TheDcoder) - Conversion into AutoIt and simplification + further crappification. ; Remarks .......: Fun Fact - The output is based on the $iSeed passed, Same $iSeed = Same pseudo-random number. ; Related .......: Random() ; Link ..........: https://en.wikipedia.org/wiki/Middle-square_method ; Example .......: ConsoleWrite(MiddleSquareRandom() & @CRLF) ; =============================================================================================================================== Func MiddleSquareRandom($iSeed = @MSEC) Local Const $TURNS = 8 Local $sRandomNumber, $sSeed For $iTurn = 1 To $TURNS $iSeed = $iSeed * 2 $sSeed = String($iSeed) $sRandomNumber &= StringMid($sSeed, Ceiling(StringLen($iSeed) / 2), 1) Next Return Int($sRandomNumber) EndFunc
Enjoy your numbers, TD .
P.S NEVER USE THIS FUNCTION IN A REAL WORLD IMPLEMENTATION OF SOMETHING WHICH USES RANDOM NUMBERS!!! THIS ONE IS VERY UNSUITABLE FOR THAT PURPOSE! READ THE POSTS BELOW FOR MORE INFORMATION.
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By Echbiahn
Hi everyone!
It's been a long time since I wrote anything in AutoIt, but I wanted to get back into it. Here's a simple UDF that generates random sword names to use in a game. Enjoy
; #FUNCTION# ==================================================================================================================== ; Name...........: _GenSword ; Description ...: Generates random RPG sword names ; Parameters ....: $Type - The type of name to generate ; $Amount - [optional] value to be used for generating more names (default: 1) ; Return values .: Success - Return Value of the name generated or an array of names generated with index[0] = number of names ; Failure - Return Value 0, @error set to 1 ; Author ........: Echibahn ; Modified.......: ; Details .......: You can select one or multiple generator types by separating the types with a semi-colon. ; When selecting the amount of names to gen, the number reflects how many of a selected type will gen. This means ; selecting multiple types will generate the amount of names per type. ; Type 1 = Single Generator #1 ; Type 2 = Single Generator #2 ; Type 3 = Double Generator #1 ; Type 4 = Double Generator #2 ; Type 5 = Double Generator #3 ; Type 6 = Triple Generator #1 ; Type 7 = Triple Generator #2 ; ; Example .......; _GenSword(1) ; _GenSword("2;4") ; _GenSword("1;5;6", 2) ; _GenSword("1;2;3;4;5;6", 10) ; =============================================================================================================================== #include-once #include <Array.au3> Global $nm1[] = ["Shadowfang","Azurewrath","Assurance","ForgetMeNot","Red Obsidian","Abyssal Shard","Aetherius","Agatha","Alpha","Amnesia","Anduril","Anger’s Tear","Apocalypse","Armageddon","Arondite","Ashrune","Betrayal","Betrayer","Blackest Heart","Blackout","Blade of a Thousand Cuts","Blade of the Grave","Blazefury","Blazeguard","Blight's Plight","Blind Justice","Blinkstrike","Bloodquench","Bloodweep","Broken Promise","Brutality","Cataclysm","Catastrophe","Celeste","Chaos","Cometfell","Convergence","Corruption","Darkheart","Darkness","Dawn","Dawn of Ruins","Dawnbreaker","Deathbringer","Deathraze","Decimation","Desolation","Despair","Destiny's Song","Devine","Devourer","Dirge","Divine Light","Doomblade","Doombringer","Draughtbane","Due Diligence","Early Retirement","Echo","Piece Maker","Eclipse","Endbringer","Epilogue","Espada","Eternal Harmony","Eternal Rest","Extinction","Faithkeeper","Fallen Champion","Fate","Final Achievement","Fleshrender","Florance","Frenzy","Fury","Ghost Reaver","Ghostwalker","Gladius","Glimmer","Godslayer","Grasscutter","Grieving Blade","Gutrender","Hatred's Bite","Heartseeker","Heartstriker","Hell's Scream","Hellfire","Hellreaver","Hollow Silence","Honor's Call","Hope's End","Infamy","Interrogator","Justice","Justifier","King's Defender","King's Legacy","Kinslayer","Klinge","Knight's Fall","Knightfall","Lament","Last Rites","Last Words","Lazarus","Life's Limit","Lifedrinker","Light's Bane","Lightbane","Lightbringer","Lightning","Limbo","Loyalty","Malice","Mangler","Massacre","Mercy","Misery's End","Morbid Doom","Morbid Will","Mournblade","Narcoleptic","Needle","Nethersbane","Night's Edge","Night's Fall","Nightbane","Nightcrackle","Nightfall","Nirvana","Oathbreaker","Oathkeeper","Oblivion","Omega","Orenmir","Peacekeeper","Perfect Storm","Persuasion","Prick","Purifier","Rage","Ragespike","Ragnarok","Reaper","Reaper's Toll","Reckoning","Reign of Misery","Remorse","Requiem","Requiem of the Lost","Retirement","Righteous Might","Rigormortis","Savagery","Scalpel","Scar","Seethe","Severance","Shadow Strike","Shadowsteel","Silence","Silencer","Silver Saber","Silverlight","Skullcrusher","Slice of Life","Soul Reaper","Soulblade","Soulrapier","Spada","Spike","Spineripper","Spiteblade","Stalker","Starshatterer","Sting","Stinger","Storm","Storm Breaker","Stormbringer","Stormcaller","Storm-Weaver","Striker","Sun Strike","Suspension","Swan Song","The Ambassador","The Black Blade","The End","The Facelifter","The Light","The Oculus","The Stake","The Untamed","The Unyielding","The Void","Thorn","Thunder","Toothpick","Tranquility","Treachery","Trinity","Tyrhung","Unending Tyranny","Unholy Might","Valkyrie","Vanquisher","Vengeance","Venom","Venomshank","Warmonger","Widow Maker","Willbreaker","Winterthorn","Wit's End","Witherbrand","Wolf","Worldbreaker","Worldslayer"]; Global $nm2[] = ["Massive","Military","Amber Infused","Ancient","Anguish","Annihilation","Antique","Arcane","Arched","Assassination","Atuned","Oathkeeper's","Bandit's","Baneful","Banished","Barbarian","Barbaric","Battleworn","Blazefury","Blood Infused","Blood-Forged","Bloodcursed","Bloodied","Bloodlord's","Bloodsurge","Bloodvenom","Bone Crushing","Bonecarvin","Brutal","Brutality","Burnished","Captain's","Cataclysm","Cataclysmic","Cold-Forged","Corroded","Corrupted","Crazed","Crying","Cursed","Curved","Dancing","Decapitating","Defiled","Demonic","Deserted","Desire's","Desolation","Destiny's","Dire","Doom","Doom's","Dragon's","Dragonbreath","Ebon","Eerie","Enchanted","Engraved","Eternal","Executing","Exiled","Extinction","Faith's","Faithful","Fancy","Fearful","Feral","Fierce","Fiery","Fire Infused","Fireguard","Firesoul","Firestorm","Flaming","Flimsy","Forsaken","Fortune's","Fragile","Frail","Frenzied","Frost","Frozen","Furious","Fusion","Ghastly","Ghost-Forged","Ghostly","Gladiator","Gladiator's","Gleaming","Glinting","Greedy","Grieving","Guard's","Guardian's","Hailstorm","Hateful","Haunted","Heartless","Hollow","Holy","Honed","Honor's","Hope's","Hopeless","Howling","Hungering","Improved","Incarnated","Infused","Inherited","Isolated","Jade Infused","Judgement","Knightly","Legionnaire's","Liar's","Lich","Lightning","Lonely","Loyal","Lustful","Lusting","Mage's","Malevolent","Malicious","Malignant","Mended","Mercenary","Misfortune's","Misty","Moonlit","Mourning","Nightmare","Ominous","Peacekeeper","Phantom","Polished","Possessed","Pride's","Prideful","Primitive","Promised","Protector's","Deluded","Proud","Recruit's","Reforged","Reincarnated","Relentless","Remorseful","Renewed","Renovated","Replica","Restored","Retribution","Ritual","Roaring","Ruby Infused","Rune-Forged","Rusty","Sailor's","Sapphire Infused","Savage","Shadow","Sharpened","Silent","Singed","Singing","Sinister","Skullforge","Skyfall","Smooth","Solitude's","Sorrow's","Soul","Soul Infused","Soul-Forged","Soulcursed","Soulless","Spectral","Spectral-Forged","Spiteful","Storm","Storm-Forged","Stormfury","Stormguard","Terror","Thirsting","Thirsty","Thunder","Thunder-Forged","Thunderfury","Thunderguard","Thundersoul","Thunderstorm","Timeworn","Tormented","Trainee's","Treachery's","Twilight","Twilight's","Twisted","Tyrannical","Undead","Unholy","Vengeance","Vengeful","Venom","Vicious","Vindication","Vindictive","Void","Volcanic","Vowed","War-Forged","Warlord's","Warp","Warped","Whistling","Wicked","Wind's","Wind-Forged","Windsong","Woeful","Wrathful","Wretched","Yearning","Zealous"]; Global $nm3[] = ["Adamantite","Bronze","Copper","Diamond","Glass","Gold","Iron","Mithril","Obsidian","Silver","Skeletal","Steel"]; Global $nm4[] = ["Blade","Broadsword","Claymore","Defender","Deflector","Doomblade","Greatsword","Guardian","Katana","Longsword","Mageblade","Protector","Quickblade","Rapier","Reaver","Sabre","Scimitar","Shortsword","Slicer","Spellblade","Swiftblade","Sword","Warblade","Skewer","Carver","Etcher","Sculptor","Razor","Crusader"]; Global $nm5[] = ["Annihilation","Betrayer","Blade","Blessed Blade","Blood Blade","Bond","Boon","Breaker","Bringer","Broadsword","Butcher","Call","Carver","Champion","Claymore","Conqueror","Crusader","Cry","Cunning","Dark Blade","Dawn","Defender","Defiler","Deflector","Destroyer","Doomblade","Edge","Ender","Etcher","Executioner","Favor","Ferocity","Foe","Gift","Glory","Greatsword","Guardian","Heirloom","Hope","Incarnation","Jaws","Katana","Last Hope","Last Stand","Legacy","Longblade","Longsword","Mageblade","Memory","Might","Oath","Pact","Pledge","Promise","Protector","Quickblade","Rapier","Ravager","Razor","Reach","Reaper","Reaver","Runed Blade","Saber","Sabre","Savagery","Scimitar","Sculptor","Secret","Shortsword","Skewer","Slayer","Slicer","Soul","Spellblade","Spine","Swiftblade","Sword","Terror","Token","Tribute","Vengeance","Voice","Warblade","Warglaive","Whisper","Wit"]; Global $nm6[] = ["of Agony","of Ancient Power","of Anguish","of Ashes","of Assassins","of Black Magic","of Blessed Fortune","of Blessings","of Blight","of Blood","of Bloodlust","of Broken Bones","of Broken Dreams","of Broken Families","of Burdens","of Chaos","of Closing Eyes","of Conquered Worlds","of Corruption","of Cruelty","of Cunning","of Dark Magic","of Dark Souls","of Darkness","of Decay","of Deception","of Degradation","of Delusions","of Denial","of Desecration","of Diligence","of Dismay","of Dragonsouls","of Due Diligence","of Echoes","of Ended Dreams","of Ending Hope","of Ending Misery","of Eternal Bloodlust","of Eternal Damnation","of Eternal Glory","of Eternal Justice","of Eternal Rest","of Eternal Sorrow","of Eternal Struggles","of Eternity","of Executions","of Faded Memories","of Fallen Souls","of Fools","of Frost","of Frozen Hells","of Fury","of Giants","of Giantslaying","of Grace","of Grieving Widows","of Hate","of Hatred","of Hell's Games","of Hellish Torment","of Heroes","of Holy Might","of Honor","of Hope","of Horrid Dreams","of Horrors","of Illuminated Dreams","of Illumination","of Immortality","of Inception","of Infinite Trials","of Insanity","of Invocation","of Justice","of Light's Hope","of Lost Comrades","of Lost Hope","of Lost Voices","of Lost Worlds","of Magic","of Mercy","of Misery","of Mountains","of Mourning","of Mystery","of Necromancy","of Nightmares","of Oblivion","of Perdition","of Phantoms","of Power","of Pride","of Pride's Fall","of Putrefaction","of Reckoning","of Redemption","of Regret","of Riddles","of Secrecy","of Secrets","of Shadow Strikes","of Shadows","of Shifting Sands","of Shifting Worlds","of Silence","of Slaughter","of Souls","of Stealth","of Storms","of Subtlety","of Suffering","of Suffering's End","of Summoning","of Terror","of Thunder","of Time-Lost Memories","of Timeless Battles","of Titans","of Torment","of Traitors","of Trembling Hands","of Trials","of Truth","of Twilight's End","of Twisted Visions","of Unholy Blight","of Unholy Might","of Vengeance","of Visions","of Wasted Time","of Widows","of Wizardry","of Woe","of Wraiths","of Zeal","of the Ancients","of the Banished","of the Basilisk","of the Beast","of the Blessed","of the Breaking Storm","of the Brotherhood","of the Burning Sun","of the Caged Mind","of the Cataclysm","of the Champion","of the Claw","of the Corrupted","of the Covenant","of the Crown","of the Damned","of the Daywalker","of the Dead","of the Depth","of the Dreadlord","of the Earth","of the East","of the Emperor","of the Empty Void","of the End","of the Enigma","of the Fallen","of the Falling Sky","of the Flame","of the Forest","of the Forgotten","of the Forsaken","of the Gladiator","of the Harvest","of the Immortal","of the Incoming Storm","of the Insane","of the King","of the Lasting Night","of the Leviathan","of the Light","of the Lion","of the Lionheart","of the Lone Victor","of the Lone Wolf","of the Lost","of the Moon","of the Moonwalker","of the Night Sky","of the Night","of the Nightstalker","of the North","of the Occult","of the Oracle","of the Phoenix","of the Plague","of the Prince","of the Protector","of the Queen","of the Serpent","of the Setting Sun","of the Shadows","of the Sky","of the South","of the Stars","of the Storm","of the Summoner","of the Sun","of the Sunwalker","of the Talon","of the Undying","of the Victor","of the Void","of the West","of the Whispers","of the Wicked","of the Wind","of the Wolf","of the World","of the Wretched"]; Global $nm7[] = ["Aetherius","Agatha","Alpha","Amnesia","Anduril","Apocalypse","Armageddon","Arondite","Ashrune","Betrayal","Betrayer","Blackout","Blazefury","Blazeguard","Blinkstrike","Bloodquench","Bloodweep","Brutality","Celeste","Chaos","Cometfell","Convergence","Darkheart","Dawn","Dawnbreaker","Deathbringer","Deathraze","Decimation","Desolation","Destiny's Song","Dirge","Doomblade","Doombringer","Draughtbane","Due Diligence","Echo","Eclipse","Endbringer","Epilogue","Espada","Extinction","Faithkeeper","Fate","Fleshrender","Florance","Frenzy","Fury","Ghost Reaver","Ghostwalker","Gladius","Glimmer","Godslayer","Grasscutter","Gutrender","Hatred's Bite","Heartseeker","Heartstriker","Hell's Scream","Hellfire","Piece Maker","Hellreaver","Honor's Call","Hope's End","Infamy","Interrogator","Justifier","Kinslayer","Klinge","Knightfall","Lament","Lazarus","Lifedrinker","Light's Bane","Lightbane","Lightbringer","Lightning","Limbo","Loyalty","Malice","Mangler","Massacre","Mercy","Misery","Mournblade","Narcoleptic","Needle","Nethersbane","Night's Edge","Night's Fall","Nightbane","Nightcrackle","Nightfall","Nirvana","Oathbreaker","Oathkeeper","Oblivion","Omega","Orenmir","Peacekeeper","Persuasion","Prick","Purifier","Rage","Ragespike","Ragnarok","Reckoning","Reign","Remorse","Requiem","Retirement","Rigormortis","Savagery","Scalpel","Scar","Seethe","Severance","Shadow Strike","Shadowsteel","Silence","Silencer","Silver Saber","Silverlight","Skullcrusher","Slice of Life","Soul Reaper","Soulblade","Soulrapier","Spada","Spike","Spineripper","Spiteblade","Stalker","Starshatterer","Sting","Stinger","Storm","Storm Breaker","Stormbringer","Stormcaller","Story-Weaver","Striker","Sun Strike","Suspension","Swan Song","The Ambassador","The Black Blade","The End","The Facelifter","The Light","The Oculus","The Stake","The Untamed","The Unyielding","The Void","Thorn","Thunder","Toothpick","Tranquility","Treachery","Trinity","Tyrhung","Unending Tyranny","Unholy Might","Valkyrie","Vanquisher","Vengeance","Venom","Venomshank","Warmonger","Widow Maker","Willbreaker","Winterthorn","Wit's End","Witherbrand","Wolf","Worldbreaker","Worldslayer"]; MsgBox(0, "Name Gen", _GenSword(4)) $Gen = _GenSword("1;2;3;4;5;6;7", 3) _ArrayDisplay($Gen) Func _GenSword($Type, $Amount = 1) If StringInStr($Type, ";") Then;Run multiple $String = StringSplit($Type, ";") Local $Size = $String[0] * $Amount Dim $Name[$Size+1] $x = 1 $z = 1 $Name[0] = $Size While $x <= $String[0] $String[$x] = Int($String[$x]) Switch $String[$x] Case 1 For $i = 1 To $Amount $r1 = Floor(Random(0, UBound($nm1))) $Name[$z] = $nm1[$r1] If ($z + 1) <= $Size Then $z += 1 Next Case 2 For $i = 1 To $Amount $r7 = Floor(Random(0, UBound($nm7))) $Name[$z] = $nm7[$r7] If ($z + 1) <= $Size Then $z += 1 Next Case 3 For $i = 1 To $Amount $r2 = Floor(Random(0, UBound($nm2))) $r4 = Floor(Random(0, UBound($nm4))) $Name[$z] = $nm2[$r2] & " " & $nm4[$r4] If ($z + 1) <= $Size Then $z += 1 Next Case 4 For $i = 1 To $Amount $r1 = Floor(Random(0, UBound($nm1))) $r6 = Floor(Random(0, UBound($nm6))) $Name[$z] = $nm1[$r1] & " " & $nm6[$r6] If ($z + 1) <= $Size Then $z += 1 Next Case 5 For $i = 1 To $Amount $r3 = Floor(Random(0, UBound($nm3))) $r5 = Floor(Random(0, UBound($nm5))) $Name[$z] = $nm3[$r3] & " " & $nm5[$r5] If ($z + 1) <= $Size Then $z += 1 Next Case 6 For $i = 1 To $Amount $r2 = Floor(Random(0, UBound($nm2))) $r3 = Floor(Random(0, UBound($nm3))) $r4 = Floor(Random(0, UBound($nm4))) $Name[$z] = $nm2[$r2] & " " & $nm3[$r3] & " " & $nm4[$r4] If ($z + 1) <= $Size Then $z += 1 Next Case 7 For $i = 1 To $Amount $r7 = Floor(Random(0, UBound($nm7))) $r5 = Floor(Random(0, UBound($nm5))) $r6 = Floor(Random(0, UBound($nm6))) $Name[$z] = $nm7[$r7] & " " & $nm5[$r5] & " " & $nm6[$r6] If ($z + 1) <= $Size Then $z += 1 Next EndSwitch $x += 1 WEnd Return $Name ElseIf IsInt($Type) And $Type >= 1 And $Type <= 6 Then;Run Single Local $Name = "" Switch $Type Case 1 For $i = 1 To $Amount $r1 = Floor(Random(0, UBound($nm1))) $Name = $Name & $nm1[$r1] & @CRLF Next Case 2 For $i = 1 To $Amount $r7 = Floor(Random(0, UBound($nm1))) $Name = $Name & $nm7[$r7] & @CRLF Next Case 3 For $i = 1 To $Amount $r2 = Floor(Random(0, UBound($nm2))) $r4 = Floor(Random(0, UBound($nm4))) $Name = $Name & $nm2[$r2] & " " & $nm4[$r4] & @CRLF Next Case 4 For $i = 1 To $Amount $r1 = Floor(Random(0, UBound($nm1))) $r6 = Floor(Random(0, UBound($nm6))) $Name = $Name & $nm1[$r1] & " " & $nm6[$r6] & @CRLF Next Case 5 For $i = 1 To $Amount $r3 = Floor(Random(0, UBound($nm3))) $r5 = Floor(Random(0, UBound($nm5))) $Name = $Name & $nm3[$r3] & " " & $nm5[$r5] & @CRLF Next Case 6 For $i = 1 To $Amount $r2 = Floor(Random(0, UBound($nm2))) $r3 = Floor(Random(0, UBound($nm3))) $r4 = Floor(Random(0, UBound($nm4))) $Name = $Name & $nm2[$r2] & " " & $nm3[$r3] & " " & $nm4[$r4] & @CRLF Next Case 7 For $i = 1 To $Amount $r7 = Floor(Random(0, UBound($nm7))) $r5 = Floor(Random(0, UBound($nm5))) $r6 = Floor(Random(0, UBound($nm6))) $Name = $Name & $nm7[$r7] & " " & $nm5[$r5] & " " & $nm6[$r6] & @CRLF Next EndSwitch Return $Name Else SetError(1) Return 0 EndIf EndFunc
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