Savage Kingdoms Utils
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The files contained in this zip are a quick and dirty way to edit the items.

wcompile.exe
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This will take WEP.TXT and turn it into weapon.dat. The text file must be
named "wep.txt", and the program must be run from the sk directory.
The first 7 lines are ignored. There must be 15 items there, and the
format per item is:
name
cost
offense
offensive bonus
blank

acompile.exe
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This will take ARM.TXT and turn it into armor.dat. The text file must be
named "arm.txt", and the program must be run from the sk directory.
The first 7 lines are ignored. There must be 15 items there, and the
format per item is:
name
cost
defense
defensive bonus
blank

npcc.exe
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This is the npc editor. The format for this is rather complicated and very
hardcoded. I suggest using the editor in skconfig if you dont get it, since
one wrong number can screw it up. It turns NPC.TXT into npc.dat. Again,
the file must be named "npc.txt" and must be run from the sk directory.
Heres an short, example NPC and a following explanation. Again, this can be
messy, so unless you really know what youre doing, use the editor in skconfig.

Available codes/colors.. SANSI codes are valid.
The default color for what the player says is white.
the default color for what the NPC says is the kingdoms light color.

#D the current kingdom's dark color #L the current kingdom's light color
#K the current kingdom's name in white.
#N the player's name in whatever the current color is.

<1>#@Michael
<2>1
<3>What are you trying to say, #N?
<4>2
<5>Savage Kingdoms
<6>5
<7>Ah yes, `%Savage Kingdoms#L. The game Ive been working on for the past
<8>year or so. The different kingdoms each have their own economies, kings,
<9>ownable shops, and currency. NPC's, the map, and the player's house help
<10>to make this one of the better games out today. And the config program is
<11>one of a kind! Edit almost every aspect of the game!
<12>money
<13>2
<14>#DYa know, I hear that here in #K#D, you can buy a shop and
<15>#Dmake some good money from it. Maybe you can stay the night there..
<16>EOF

to begin with, the line numbers - <1> to <16> - arent supposed to be there.
theyre only there to help me point you in the right direction.

line 1: #@ and the npc's name. max 15 chars.
line 2: how many "huh?" statements this NPC has. max 3. Whats a huh? Well,
        when the player types something in, and the npc doesnt have anything
        to reply, the npc will say one of the huh statements.
line 3: the huh statement. If you make line 2 = 3 then, youll have 3
        seperate lines here. only have 2? then youll have 2 lines.
        max 75 characters.
line 4: the number of vocab words this npc will recognize.max 5.

--repeat this part until you get all your words done. Since this npc has
  2 words, Ive done it twice.
line 5: the vocab word. max 15 chars.
line 6: number of lines this reply will take. max 5.
lines 7-11: the reply. if you tell it 1, then youll only use 1. if you say
        3 then youll have 3.

line 16: EOF.. This tells the compiler that its work is done. Its after the
        last NPC that you want compiled. Ive added this so you <and me> can
        add more NPCs a little at a time. In NPCSAMP.TXT, Ive got this
        format layed out again for a reference.

