69 lines
3.8 KiB
Plaintext
69 lines
3.8 KiB
Plaintext
Wizardry 7 character editor written by: Huy Nguyen
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6826 Roos
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Houston, TX 77074
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Here it is! after much sleepness nights and trial and error testing,
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this is the final version of the Wizardry 7 character editor. It allows
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modification of all the vital stats as well as inventory editing.
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The command-line invocation of the program is: "w7edit filespec character"
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where "w7edit" is the name of the program, "filespec" is the filespec of
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the Wizardry 7 savefile, and "character" is the name of the character to
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edit. Within the program, these commands are valid:
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1) save - saves the current savefile to disk; it replaces the file which
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was initially loaded
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2) quit - exit without saving; all changes will be lost
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3) items - changes to the screen that allows inventory editing
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4) stats - changes to the screen that allows editing of vital stats
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5) to edit another character, enter the character name preceded by the ~ sign;
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NOTE: the editor assumes the the character name is unique; if the
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character name is not unique (i.e. - there is a similar substring
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in the savefile), then you may be editing the wrong part of the
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file (and hosing up your savefile)
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In the stats editing screen, enter the number corresponding to the statistics
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to modify; then, enter the new value for the statistics; I don't suggest that
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you push the statistics beyond the maximum specified in the play guide since
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I don't know the effect of such a high statistics; this means don't give
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yourself 255 strength or 255 sword skill;
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In the inventory editing screen, enter the number corresponding to the
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slot that you want to give yourself a new item, and then enter the number
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corresponding to the new item; you can also modify the count/charge of an
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item by entering the appropriate number; after you give yourself a new
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item, load the savefile into Wizardry 7; as soon as you load the new
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savefile, immediately drop the new item, and then pick it up again; this
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will will restore all the attributes to the item (so a sword looks like
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a sword and not a dagger); after this, you have to assay the item in order
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to recognize it; the only thing this doesn't do is set the count/charge of
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an item (if an item has magical power or can be merged); you have to set this
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via the count/charge stat in the character editor; if you don't set the
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count/charge for an item, it will be set to 0 by the editor; for magical
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items (potions, magical weapons, etc.), if the count/charge is 0, then
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you will have infinte charge on that item; if you give yourself a healing
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potion and leave the count at 0, that potion will last forever; if you give
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yourself a magical item/weapon and the count/charge is 0, then that
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item/weapon will have infinite charge; if an item is not magical
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(you can usually identify this by the identify spell), and you give it a
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nonzero count/charge, you will get strange results; that is, you can
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give yourself 10 halberds but this is not normal since you cannot merge
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2 halberds to get 2 halberds; again, I don't know the effect of something
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like this, so experiment at your own risk.
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DISCLAIMER: while this program has been throroughly tested, I cannot
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guarantee it to be 100% error free; use of this program is
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at your own risk (this means make a backup of your savefile
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before you modify it).
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This program is public domain so you may use and distribute it without
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any registration fee; however, this file must always be distributed with
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the .EXE; while I do not require you to register this program, if you
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are feeling generous and/or want to reward all my hard work, you may
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send a little fee to the above address; it may help "persuade" me to
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work on editors for other games.
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