Special thanks: AdmiralAlkex, Melba23, MrCrearoR, Dragon Warrior 3, SDL
MapIt is a tile world editor. MapIt was built around the concept of reversing Dragon Warrior map images. MapIt can take image input and produce a tile and world array.
Changing and replacing tile / world data is easy. B/c tile world editor.
CTRL+R in image above to signal replace tile action and I use "G" to Get the tile under mouse.
A full list of hotkeys can be assigned in the: Help Menu\Hotkeys
MapParser is a C++ project that scans images for unique tiles.
MapIt can be downloaded without MapParser. MapParser can be toggled off in the Scan_Image dialog. Without MapParser, MapIt will use the Scan_Tiles() function written in AutoIt ; which is 100 * slower Idk. If MapParser.exe will not run for you: Installing Visual C++ Redistributable for Visual Studio 2015 should fix it: https://www.microsoft.com/en-us/download/details.aspx?id=48145
You can start with example world and tiles.
Example world was made following these steps:
Started with a tile map image of DragonWarrior3 town of: Reeve From MapIt World Menu \ New \ Scan_Image dialog, I set the area to exclude the key legend to the far right of image. After scanning the map image to world and tile array. I removed a few of the map artifacts. More work could be done on this world; removing unwanted tiles, but it is fine for now. I saved my world to disk. This creates folder: Worldname: Containing folder of Tiles and a Worldname.txt. Using The Gimp, I edited some tiles to have a transparent color: Stairs, Trees, Desk Tables, Chest-of-drawers, chairs, Signs, Doors, Beds. I changed the world layers to 2: Help Menu \ Settings \ eSETTING_WORLD_L = 2 F9 Finds all selected tile on current layer and changes to a new selected tile on new layer. I used F9 to change all Trees on layer: 0 to Trees on layer: 1. Then I used F9 to change all Trees on layer: 0 to Grass on layer: 0
In this video you can see how I used the Tile Menu \ Replace From Disk option to remap tile images to my custom tiles. Conveniently my tiles already have a transparent pixel.
See video for how that was done:
To use the example world:
First unzip the world save file: http://songersoft.com/programming/mapit/worlds/Reeve_Swapped.zip From the World Menu: choose \Load Navigate to the Reeve_Swapped.txt located in the extracted zip. Or you can scan any image.
The map images I used are here: http://www.realmofdarkness.net/dq/games/nes/dw3/maps/world
For download, videos, and example of created world file data; please visit the MapIt webpage: http://songersoft.com/programming/mapit/mapit_about.phtml
Here is the bare bones of a UDF I have started work on.
Mostly just a proof of concept at this stage, and still need to add some functions and dress the UDF up a bit ... to look like a UDF ... though it has my own distinct styling, especially as I have never really developed a UDF before now .... used plenty and modified plenty though. I've even invented my own UDF variable naming convention, which I am sure some of you will be aghast at. I work with what feels best for me, but others are free to adapt if they wish.
The idea is to emulate the simplicity of INI files, but gain the benefits of SQL.
Two scripts are provided.
(1) The UDF, a work in progress - SimpleSQL_UDF.au3
(2) An example or testing script - UDF_Test.au3
Another first for me, is creating a 2D array from scratch, never done that before, that I can recall ... never had a need, and even for 1 dimension arrays, for a long time now, I have just used _StringSplit to create them. So I needed a bit of a refresher course, which my good buddy @TheDcoder assisted me with ... not without some angst I might add. LOL
Program requires the sqlite3.dll, not included, but easily enough obtained.
Hopefully the usage is self-evident ... just change the Job number variable in the UDF_Test.au3 file to check the existing functions out.
P.S. This is also related to a new program I have just finished and uploaded - INItoSQL DB
as a start in Autoit i tried something i was missing since im using Autoit.
I build a custom MessageBox which has a large amount of custom options and which scales its size on the parameters you set.
-Text Color (Buttons, Text)
-Background Color (Msgbox, Buttons, Label)
-Icon (Default, No Icon, Custom)
-Label/ Button Style.
I tried to keep this as close as i could to a Msgbox i was used too on my batch times.
After i was ready i realised, @Melba23 probably build a way better msgbox which would have suit my needs enterly, anyway thanks to @Melba23 because i use his Stringsize UDF.
local $Message = _sMsgBox("Test", 6, "Continue?") if @extended <> -1 Then MsgBox(0, @extended, $Message&" Button pressed")
I am working on a project where, emails from outlook are to be read and moved to various folders within the mailbox, based on the content of the emails.
I used the below code for moving mails. It works fine when I run it against individual mail ids. But when I run it on Shared mailbox, the mails are not moved to respective folders.
_OL_ItemMove($oOutlook, $sEntryId, Default, $sDestinationFolder) The value of $sEntryId is saved in an excel report initially. The current process reads the $sEntryId from the excel and passes it to "_OL_ItemMove" statement.
Requesting the guidance of the forum members in this issue.
Good evening everyone
I am working with Word UDF ( thanks @water! ), and, especially, with the function _Word_DocFindReplace().
The replace does work everywhere in the document, but, it does not work in Headers or Footers.
Am I missing something or am I forced to use the code below?
I have already looked in the Help file ( about _Word_DocFindReplace() ), but there are no mentions about replace text in Headers/Footers.
Sub FindAndReplaceFirstStoryOfEachType() Dim rngStory As Range For Each rngStory In ActiveDocument.StoryRanges With rngStory.Find .Text = "find text" .Replacement.Text = "I'm found .Wrap = wdFindContinue .Execute Replace:=wdReplaceAll End With Next rngStory End Sub Thanks everyone in advance