

 SKCONFIG.EXE Documentation
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 (C) Michael Preslar, 1998
 
 Intro
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 Theres a lot here, so I didnt put it in sk.doc.. Since its so much, lets get
 started. SKCONFIG uses both lightbar and hotkeys. Ive tried to arrange it so
 that all global variables can be changed from the main menu, while each
 kingdom's variables have to be changed from that kingdom's menu. You can exit
 any menu with either the designated hotkey (usually 'Q') or the ESC key.
 
 If youve just installed Savage Kingdoms, and are running SKCONFIG for the
 first time, itll ask you if you want to make a new game file. Of course you
 do. SKCONFIG will do what it has to do, youll answer what your name is, and
 what your BBS name is, and then on to the main menu.
 
 Granted, Im not listing many maximum and minimum values here. Thats because
 if there are some, they are checked in SKCONFIG.
 
 SKCONFIG.EXE /map will go straight to the map editor menu.
 
 Main
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 Kingdom Editor - Goes to "Pick Kingdom Menu"
 Config Option  - goes to "Config Options Menu"
 Monster Editor - goes to "monster editor"
 Player Editor  - goes to "player editor"
 Register SK    - goes to "resgistration menu"
 On now to off  - no one should be in the game. Anyone marked as in the game
                  is set to offline.
 Reset SK       - resets the game completely.
 NPC Editor     - goes to "NPC Editor"
 Quit           - Quit the program.
 
 Config Options
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 this is pretty self explanatory. Grace period, monster and player fight
 limits, cure limits..
 
 The "xp req'ed for level up".. This value is multiplied by the level the
 player wants to go to. If he wants to go from 2 to 3, and this value is set
 to 100, then he needs 300. These 300 XP points will then be subtracted from
 his current XP total.
 
 The "access for igms" value. Set it all day long. Ive not even touched this
 part of the code. Hell, Ive gotta figure out where I want it. Id like to

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 allow people to have the power to add stuff to the actual game menus instead
 of an "IGM menu".. hrm...
 
 Monster Editor
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 Again.. pretty self explanatory.. "gold" and "xp points" are the values
 gained when the player kicks his ass.  "Strength" is his strength. "death
 string" isnt used in the game yet.
 
 Do the default monsters seem a bit familiar? They should.. Hrm.. i seem to
 remember a menu that looked like..
 (L) look
 (H) healers hut
 (R) return to town..
 
 hrm.. (btw: do you know what game Im talking about? If you do.. This editor
 will work for those monsters! To use it for those, copy my monst.dat to
 something else, and copy his monst.dat to the sk directory. fire up skconfig
 and wal-la!.. WondLering whatO game Ri meanD?
 
 Player Editor
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 Again self explanatory. Sorry if the submenus seem a bit confusing. There are
 many editable options, but they are hard to group together and then name.
 Just about every player value is there.
 
 Register SK
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 Once you get your rego codes, this is where you put them in. If they work,
 then whatever you put in for "reg credit" will be displayed on SK's entry
 screen.
 
 NPC Editor
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 Self explanatory.. Edit the NPC's name, vocabulary, "huh?" statements..
 you get the picture. Whenever you "add an npc".. it only asks for a name,
 all other values will be "zeroed" out - no vocab. one "huh?" ("Your sysop
 didnt edit me."). Make sure you edit your new NPC. Itd be a shame to have
 poorly used NPCs. They can tell the PC stuff, which can majorly help the
 role-playing of the game.
 
 The way the NPC's work.. The pc "says something".. Each word is checked with
 the NPC's vocab.. the first "word" to match is replied to. if there isnt a
 match, then a random "huh?" is said. 
 
 Pick a kingdom
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 Pick a kingdom.. any kingdom.. Once you do, you go to the "edit <blah>" menu.
 Hell, create one. Go ahead. Try it. Okay, fine. dont. See if I care. Just
 because I spent many hours making sure SK's engine was a flexible as it

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 could be, doesnt mean you have to use it. <sniff sniff> BTW.. If you have an
 idea on how the engine could be more flexible, let me know. If I can do it,
 and can work it in without destroying the current game, Ill prolly throw it
 in.
 
 Edit Kingdom menu
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 Map Editor    - goes to a map editor menu.
 Armor Editor  - goes to "armor editor"
 Weapon Editor - goes to "weapon editor"
 Drugs         - goes to "drugs menu"
 Whores        - goes to "whores menu"
 Alley Times   - This is where you set what time the alley opens and closes.
 This kingdom links to map#?? - look in section "creating a kingdom".
 Kingdom Colors - lets you pick the light and dark colors for this kingdom.
 Quit          - quit to pick a kingdom.
 
 Map Editor
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 A full screen map editor..
 The full screen map will be chopped up to 4 sections during game play.
 
 - use the number pad to move around.. if your "numlock" isnt on, the map
   editor will tell you.
 - hit "Alt-H" for help..
 - "Alt-C" chooses the current color.
 - the function keys hold different characters. hit them to insert them into
   the map. Hit "Alt-F" to pick a new set. Uses current color.
 - "Alt-R" resets the current map totally.
 - "Alt-L" for the Link menu. look in section "creating a kingdom".
 - "N" to rename the current map.
 
 Editor hotkeys:
 m - mountain - uses current color
 t - tree     - uses current color
 d - desert/dirt - a full block of brown
 h - healers - uses current color
 w - water - a full block of blue
 a - cave <not used yet> - uses current color
 g - grass - a full block of green
 k - Castle - uses current colors .. look in section "creating a kingdom".
 l - Left/Right Bridge - white on blue
 u - Up/Down bridge  - white on blue
 ESC - Exits and saves. Does NOT ask if you want to save, it just does.
 
 Notes:
 
 Make sure that whatever you have on the map borders that are next to
 another kingdom can be walked on, or on the other map, cant. In other words..
 If Im on Map1, and can walk on the border, but not on the next block on

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 Map2.. Ill be allowed to move there, but not off of that block. Ill be
 stuck there until im edited in the player editor. I could fix this, but I
 dont think the 50k of memory usage needed is worth it.
 
 while on the map.. hit 5. go ahead. do it. all it is a few colors. nothing
 else.
 
 Creating a New Kingdom and/or New Map
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 Now lets describe some of the more advanced features of the SK map engine.
 Im going to name a few skconfig options that you might be unfamiliar with.
 For now, just read over this, and once you get into skconfig, itll all fall
 into place.
 
 I dont advise using any of this until you are basically familiar with the
 game's interface..
 
 To create a kingdom..
   (1) Instead of picking an existing kingdom to edit, pick "Add a kingdom".
   Itll ask for a name, and zero out all other options. Edit the kingdom.
   Fill it all out except "this kingdom links to..".. 
   (2) Then create a "main menu" for this kingdom. It should be named using
   the pattern: main<number>.ans  Where <num> is the kingdom number. If one
   isnt found, then main.ans will be used. 
 
 To create a map..
   Instead of picking an existing map, pick "Add a map".. The new name will
   be "TempName". Edit the map.. rename it, blah blah. everything except
   the "link menu". Dont add any castles yet either.
 
 The links..
   When on the menu that lists either the existing maps or kingdoms, youll
   see a number in front of the name. This number is used for the link info.
 
   Example:
    * The default kingdom "Orcadia".. number 1.
    * The default map "Orcadian Lands".. number 1.
    * The default map "Midland".. number 2.
 
    * On the kingdom editor with Orcadia loaded.. "this kingdom links to:"..
      that value would be 1 (Orcadian Lands).. Now when a player "exits"
      Orcadia, map 1 (Orcadian Lands) will be loaded.
 
     * Map editor.. Orcadian Lands loaded..
      - Add a castle.. When it asks "link this castle to..".. the answer would
        be 1 (Orcadia)..Now when the player hits that castle, he'll go to
        kingdom 1 (Orcadia)..
      - On the link menu.. make the "East" link value 2. Now when the player
        goes as far right as he can on the current map (Orcadian Lands), the
        "East Link" map (#2.. Midland) will be loaded and used.

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 Notes:
 If the option "This kingdom links to:" is zero, then players wont be able to
 "exit" the kingdom.
 
 When you add a castle.. If you link it to 0, the player wont exit the map.
 He'll just walk over the castle. 
 
 On the "Links Menu" of the map editor. The values that are 0 mean that if
 the player tries to go that way.. well.. he wont be able to. 
 
 You dont have to have a castle on each map, and you can have as many castles
 on a map as you want.
 
 if you link a kingdom to a map without a castle, youll have problems.
