home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Crack It!
/
Crack It!.iso
/
CONTENT
/
KKND
/
KKNDEDIT.DOC
< prev
next >
Wrap
Text File
|
1997-05-10
|
11KB
|
284 lines
╔=======================╗
║ KKND-Editor, ver 2.00 ║
╚=======================╝
Unit-Editor for 'Krush, Kill And Destroy!'
****************************************************************************
* Copyright Notice and Disclaimer *
****************************************************************************
* 'Krush, Kill and Destroy'(KKND) is a trademark of Melbourne House,
and is so acknowledged. Any trademarks not mentioned here are still
acknowledged.
* The author of KKND-Editor is in no way affliated with the makers/
publishers of KKND nor is KKND-Editor endorsed by them.
* You use KKND-Editor at your OWN risk. If anything happens as a
result of you using this product, I am in no way accountable for any
damage caused.
* KKND-Editor is freeware and may be distributed freely so long as
its files are not removed or altered in any way.
* As portions of the 'KKNDEDIT.DOC' infofile may be re-written with
each new version of KKND-Editor, you are advised to read the file
THOROUGHLY before using this Editor.
****************************************************************************
What's NEW?
------------
in ver 2.00 :
- KKND-Editor now utilises the KKP-PATCH system, with which stat
values can be exported to an external KKP patch file and easily
retrieved or imported.
- It is now possible to edit the stats of existing unit-weapons
found in KKND.
in ver 1.10 :
- With the DISSECT file-handling engine, KKND-Editor should now be
able to work with almost all versions of KKND regardless of their
filesize differences. It may also work with future versions of KKND.
in ver 1.00 :
- The stats of all 5 classes of units may be edited.
- The 'Save' feature bug has been thoroughly fixed to prevent it
from saving more data than it should.
- all pre-version 1.0 of KKND-Editor are officially disacknowledged.
****************************************************************************
1.Introduction
--------------
KKND-Editor allows you to tip the near-impossible odds by giving you
options to modify your units' default strengths and prowess in
KKND. It also allows a 'no-holds barred' modification of unit weapons.
KKND-Editor is menu-driven and is relatively easy to use as it was
specially designed for the frustrated player to wreak vengeance on the
game that has been touted as a Red Alert/C&C-killer by marketing agents.
Power is now in your hands. Use it, abuse it. Kill with it.
2.Requirements
--------------
You must have a working copy of KKND already installed on your system.
KKND-Editor was only tested in DOS but should have no problems working
on Windows 95 driven-platforms.
3.Installation
--------------
For KKND-Editor to run properly, simply ensure that the files
'KKNDEDIT.EXE' and 'KKNDEDIT.DOC' were copied/unzipped into your
KKND directory.
THIS IS EXTREMELY IMPORTANT OTHERWISE, KKND-EDITOR WILL NOT WORK.
IT MUST FIND THE 'KKND.EXE' FILE IN THE SAME DIRECTORY.
DO TAKE NOTE OF THIS POINT.
4.Selecting a unit-category
---------------------------
In the main-menu, you will be presented with 6 unit-classes.
They are : 1. Infantry
2. Vehicles
3. Aircraft
4. Buildings
5. War Mechs
6. Weaponry
Move the highlight bar with your cursor-keys over an item of your
choice and hit <Enter> to go to that specific unit-editor.
5.Unit-Editing (For Unit-Classes 1-5)
-------------------------------------
In the unit-editor menu, you will be presented with a list of
units belonging to the selected category in a box on the far left.
Use your cursor-keys to move the highlight bar in the list.
You will be see another box on its right with the highlighted unit's
stats displayed in it. This is called the stats-box.
Currently, the following stats of a unit can be edited.
<a> Cost
<b> Hit Points
<c> Speed
<d> Reload Time
<e> Turn Speed
<f> Visual Range
<g> Weapon Range
<h> Accuracy
<i> Production Delay
To edit, press the key (a-i) that corresponds to the bracketed, lower-
case alphabet before each stat-name. Input its new value and press
<Enter> to confirm, or <Esc> to abort entry.
While in the unit-editor menu, pressing <F1> saves all changes.
Changes may also be saved at the main-menu with the same key.
6.Weaponry-Editing (Unit-Class 6)
---------------------------------
In the weaponry-editor menu, you will see a list of ALL available
weapons in the box on the left. You may transverse this list by
using the cursor-keys to move the highlight bar.
The Weapon-Stats box is on the right. In it are the stats of the
currently highlighted weapon. The following Weapon-Stats can
be modified.
<a> Projectile Speed
<b> Infantry Damage
<c> Vehicle Damage
<d> Building Damage
<e> Damage Radius
To edit, press the key (a-e) that corresponds to the bracketed, lower-
case alphabet before each stat-name. Input its new value and press
<Enter> to confirm, or <Esc> to abort entry.
While in the unit-editor menu, pressing <F1> saves all changes.
Changes may also be saved at the main-menu with the same key.
Important: For some weapons, the default Projectile Speed for it
is 0. This means that the damage inflicted on an enemy
is instantaneous - you won't see projectiles shooting out.
Changing this value does not make a difference. However,
weapons with non-zero values for Projectile Speed should not
be changed to 0. This is because the round will go off on the
unit firing this weapon, causing damage instead. A higher
Projectile Speed means the round hits the enemy quicker.
7.Reloading values
------------------
You may reload the game's default(original) stats for a specific
unit by pressing <F2> in the unit-editor menu. However, if you are
in the main-menu, pressing <F2> will reload the default stats for
ALL units in ALL unit-classes.
By pressing <F3> in the unit-editor menu, you will UNDO all un-saved
changes to the stats of a currently selected unit. If <F3> was pressed
in the main-menu itself, this will undo any changes to ALL units in
ALL unit-classes. Note that changes can only be permanently retained
by saving it - press <F1>.
8.Patches
---------
KKND-Editor now allows quick and easy import or export of KKND unit
stat-values via KKP Patch Files which have the '.KKP' extension.
This feature is useful because once you save your own customized
stat-values into a KKP Patch file, it may be retrieved at any time
and ALL your stat-values will be reloaded into the game without having
to re-enter all the values again. It is most useful when your KKND game
has been re-installed or upgraded whereby your customized values may
ALL be lost.
a.Loading a KKP Patch
---------------------
To do this, press <F4> in the main-menu. A message box will be
brought up and you may enter your KKP Patch filename there.
Only enter the first 8 characters of your filename (eg. for
'GEENA.KKP' file, enter 'GEENA'). If the file exists, the values
will be loaded and you will receive the 'Patch Loaded' message.
However, if you got any other messages, the following might be
the cause of the error:
1) The specified KKP Patch file does not exist, or your
spelling of it, might be wrong.
2) Your KKP Patch file may have failed the checksum and
thus, assumed to be corrupted. The checksum routine
incorporated into KKND-Editor was meant to safeguard
the KKP Patch file from tampering/illegal modification.
b.Making a KKP Patch
--------------------
In your main-menu, press <F5>. A message box will appear and will
prompt you for the KKP Patch filename. Enter the first 8 characters
of the name you would want to save your KKP Patch file under.
(eg. typing 'DAVIS' will create a 'DAVIS.KKP' file)
9.Crash-Proofing
----------------
Here are a couple of invaluable tips on how to avoid suffering erratic
game-crashes after using KKND-Editor.
i. Do not edit your unit-stats with exceedingly high/low values.
Doing so may cause the game to crash. So when you suffer your
next crash playing KKND, keep in mind that the chances are, it
is due to the inner workings of KKND and not directly due to
KKND-Editor itself. KKND obviously does not do any proper
range-handling of values and nay, I am not paid by the company
to do it for them either - so I won't. If the crashes are
bugging you real badly, simply RELOAD some or ALL the Default
values in KKND-Editor.
ii. Do not change the Production Delay stat of any units to 0, esp.
if it was, by default, a non-zero value. Note that it is
recommended that new values should be no less than 2. From my
knowledge, Production Delay values that are too small(<2) will
also adversely affect Tech. Level upgrading.
10.Future Improvements
----------------------
The future versions of KKND-Editor may include the following features :
- tech-level editing
- better graphics (and brighter colors)
- mouse-driven
11.Epilogue
-----------
This version of KKND-Editor took longer to complete than I expected
and partly due to exams, I missed the proposed release dead-line on
29th April 1997.
Nevertheless, it is finally out and with new features, I believe
KKND-Editor 2.0 is more flexible than ever before. Even for those
of you who have already completed KKND, feel free to experiment with
the new features, in particular, the Weaponry-Editor which practically
puts pure game-playing power in your hands. So, the enemy mob-attacks
your butt eh? No worries (Be vengefully happy!). :) Now, you will
be able to swipe the lot of them aside like maggots, eyes-closed -
a real good reason to get your money's worth of replay-value from
KKND because the game sorely lacks it.
I would be very interested to receive feedbacks regarding KKND-Editor.
This is one way for me to gauge just how far it goes and suggestions/
bug-reports are most welcome.
Lastly, many thanks to those who have bothered to contact me. I
daresay without their support, I would not have been inspired enough
to do KKND-Editor Version 2.0.
Regards.
Brandon Shen/Pand of ModeXiX, Singapore
- 9th May 1997
email : jotun@audiophile.com
url : http://www.audiophile.com/jotun/index.htm
http://www.trailerpark.com/phase2/pand/index.htm