I like this idea. I think given the responses you've gotten over the months you've worked on this, it's clear this is a utility people are interested in seeing completed, so while I may have some strong critiques in the lines ahead, keep in mind that I think your initial concept is great and hope you see this project through.
- File size/bloat: The program is over 7MB in size. I'm guessing you're using one of the python dev packages and haven't learned how to streamline your builds. Read up on how to do that, because what you're having the program do should take up only a few hundred kilobytes. This is basic programming stuff that you should learn before releasing stuff to the public, even in "beta" form.
- Lack of polish: Spelling mistakes abound in the Scripter tool. The Find/Replace and Goto Line functions do not work or throw errors.
- Project depth: From what I can tell, the Scripter is little more than an editbox control and a series of menu controls that, when clicked, output the corresponding command at the cursor's position. While I agree with others that this may be very valuable to beginners to D3 scripting, it can also be a bit limiting. Right now, for most items you have defaults set in order to help ensure the correct syntax is displayed. This is useful, but only to a point. For example, when creating an if/then statement with your utility, the user gets this for the output:
Code:
if (function==1){
}
However, if statements can take on many different forms and have very different syntax than what is presented here. Since the tool is intended for newbie scripters, you might imagine that they could assume that your utility is showing them
the way to write/use if-statements. Same thing with your while loop example.
Some "Script Commands" menu items output the function prototype with generic variables. Some output examples with those variables filled in with entities or other game-specific resources. This inconsistency might be confusing.
When you get into things like the entity event syntax, you're probably going to want to generate rather detailed dialogs that will show the user what kind of argument(s) are passed in an entity event function, because that's probably where a beginner is going to get stalled. Getting the syntax right is only marginally useful if they have no idea what it means or how to properly use it. Your utility could help with that, and at that point it would no longer be just a gimmicky lazy-typist's tool that helps maintain proper syntax, but a learning tool that tries to detail (even if slightly) the correct usage of the syntax, or at least help move a newbie scripter in that direction.
Now, you may decide that these things aren't needed, and that the utility should mainly be a way to help new scripters keep their if/then clauses and while loops closed properly, or the parentheses around their function parameters tidy... but I personally wonder (entirely my opinion) if your utility is really helping or hurting a new coder, because often learning the syntax and all the snags that go along with it are what give the person the time they need to start wrapping their head around the concepts of "why" they're coding something in a particular way. In other words, understanding good coding practices and, generally, how to write tidy code is part of the greater process of learning why and what you're coding in the first place.
My two cents.