jordan
Sergeant at Arms
ItemEditor V1.0.0.1
Description:
This utility edits item_kinds1.txt directly and allows for editing, inserting, and deleting items without having to mess with Python scripts. BACK UP YOUR ITEM_KINDS1.TXT FILE BEFORE USING!!!
Features:
-Edit, add, and delete items
-Allows changing of item flags, capabilities, and modifiers
-Limited support for triggers
-Export/Import to/from CSV files - New
-Auto-calculate weapon/armor speed, damage, difficulty and cost (discontinued)
NOTE: THIS REQUIRES .NET FRAMEWORK
File History:
Wed, May-04-2011
Bug fixes for:
-attribute editing - was using the wrong edit control; weight (double) and other controls (ulong) were reversed
-revert item - now reverts unless file saved
-File save prompt should only appear if changes made to current open file
Tue, May-03-2011
Totally reworked version - should work for the original game (later versions) and for Warband. Some minor differences in functionality:
- filtering by flags/capabilities/modifiers/text
- Export/import to CSV file. When you export, it does NOT include factions, meshes, or triggers. You can make edits via a spreadsheet program like Excel, and then import your changes back into the program to apply to the current open items file. You cannot insert new items via this method, only update items. The column names are important when importing, although you can move columns around and resort the items if you wish. The import function keys off the itemNumber column, so as long as it is present, the order of the items/columns doesn't matter, but if that column is missing, the import function will do nothing. Also, you can remove columns you don't wish to update.
-Better multi-language support. The best method to translate the text is to open the editor, open a file, and then select "Languages/Create Language Settings File". This will generate an XML with all translatable text in the editor. You can change what you want by editing the XML. When done, if you save the XML in the same directory as the EXE as ItemEditor.EXE.language.XML, it will load your translations automatically the next time you run the editor. You can also select "Languages/Load Language Settings File" to load your translations at any time.
-"Tools/Clone Item" will clone the current item to the end of the items list (or in Warband it will place it second to last).
-"Tools/Revert Item" will revert the current item back to it's original state as long as you haven't updated the item yet by selecting another item.
FYI, weapon attribute auto-calculation is not included as I don't think anyone was using it anyways
Tue, May-19-2008
-Changed to work for .952. The item modifiers changed. Included in ZIP are 2 language files, english.lang (use for pre .952) and english_.952.lang (for .952). As you can see in the files, there are many more modifiers, although only about half appear to be used.
Sun, May-10-2008
-Fixed bug where using the translation feature for terms "Blunt", "Pierce", and "Cut" could screw up Thrust and Swing damages.
Thu, May-08-2008
-Fixed one more regional setting bug. Some PC's with "." as thousands separator and "," as decimal separator would screw up item weights when saving. Hopefully this will fix that issue
Tue, May-06-2008
-Reverted trigger handling to simpler interface. Triggers show up as text lines that you can edit or ignore to your hearts content. Very few triggers were valid for items anyways, and it makes this compatible with older versions (Possibly even .751?) This also means that there is no control on triggers, you can type whatever you want there, so be careful.
-Added application config file
-Config file has autoSave option. When turned on, every time you use the "Save File" option, it will back up your current file first. For example, saving "item_kinds1.txt" would create "item_kinds1.txt_20080506_095501". Obviously, the date/time stamp varies depending on when you save it
-Added language support. In the config file, you define a language file. Use key "languageFile" and a value pointing to the location of the file. The file layout is pretty simple. Use the "english.lang" file as a template. The file contains entries such as "Save_File=". If you change this to "Save_File=Avesay Ilefay", then the editor will show "Avesay Ilefay" where it originally showed "Save File". Be warned: the variables are case sensitive. So if you change the entry to "save_file=test", "test" will not show up because "save" and "file" were not capitalized. If you mispell an entry, leave it blank, or delete an entry, it will used default values.
Fri, Apr-04-2008
-Should work for older versions (.800+) still. Triggers still will not work for .890+, but the only native items using them are the flintlock and torch. There is some partial language support, but not working totally yet.
-Why a new version? Some foreign (non-US) users could not get it to work. I guess Windows has regional settings, and if you live in a place where a thousands separator is "." as opposed to "," and where the decimal indicator is "," as opposed to ".", the program would die trying to read decimal data. This version forces the numeric parsing to expect US style numbers as is used in the items file.
Tue, Nov-20-2007
-Added item numbers to all items for easier identification when modifying troops/parties
-Fixed bug where editing inserted was quirky (sometimes edits affected item that was cloned).
Mon, Nov-19-2007
-No longer tries to default to :\Program Files\Mount&Blade\Modules\Native, but should remember last folder opened.
-Can now edit .808 version of file with one caveat - the file seems to be the exact same format except for triggers, so if you load up a .808 file and save it, you will loose all triggers. You can add them back in manually if you want, but don't try to add them through the editor or you will probably crash the game.
Nov-2007
-Fixed bug where edited damage values would not save
Description:
This utility edits item_kinds1.txt directly and allows for editing, inserting, and deleting items without having to mess with Python scripts. BACK UP YOUR ITEM_KINDS1.TXT FILE BEFORE USING!!!
Features:
-Edit, add, and delete items
-Allows changing of item flags, capabilities, and modifiers
-Limited support for triggers
-Export/Import to/from CSV files - New
NOTE: THIS REQUIRES .NET FRAMEWORK
File History:
Wed, May-04-2011
Bug fixes for:
-attribute editing - was using the wrong edit control; weight (double) and other controls (ulong) were reversed
-revert item - now reverts unless file saved
-File save prompt should only appear if changes made to current open file
Tue, May-03-2011
Totally reworked version - should work for the original game (later versions) and for Warband. Some minor differences in functionality:
- filtering by flags/capabilities/modifiers/text
- Export/import to CSV file. When you export, it does NOT include factions, meshes, or triggers. You can make edits via a spreadsheet program like Excel, and then import your changes back into the program to apply to the current open items file. You cannot insert new items via this method, only update items. The column names are important when importing, although you can move columns around and resort the items if you wish. The import function keys off the itemNumber column, so as long as it is present, the order of the items/columns doesn't matter, but if that column is missing, the import function will do nothing. Also, you can remove columns you don't wish to update.
-Better multi-language support. The best method to translate the text is to open the editor, open a file, and then select "Languages/Create Language Settings File". This will generate an XML with all translatable text in the editor. You can change what you want by editing the XML. When done, if you save the XML in the same directory as the EXE as ItemEditor.EXE.language.XML, it will load your translations automatically the next time you run the editor. You can also select "Languages/Load Language Settings File" to load your translations at any time.
-"Tools/Clone Item" will clone the current item to the end of the items list (or in Warband it will place it second to last).
-"Tools/Revert Item" will revert the current item back to it's original state as long as you haven't updated the item yet by selecting another item.
FYI, weapon attribute auto-calculation is not included as I don't think anyone was using it anyways
Tue, May-19-2008
-Changed to work for .952. The item modifiers changed. Included in ZIP are 2 language files, english.lang (use for pre .952) and english_.952.lang (for .952). As you can see in the files, there are many more modifiers, although only about half appear to be used.
Sun, May-10-2008
-Fixed bug where using the translation feature for terms "Blunt", "Pierce", and "Cut" could screw up Thrust and Swing damages.
Thu, May-08-2008
-Fixed one more regional setting bug. Some PC's with "." as thousands separator and "," as decimal separator would screw up item weights when saving. Hopefully this will fix that issue
Tue, May-06-2008
-Reverted trigger handling to simpler interface. Triggers show up as text lines that you can edit or ignore to your hearts content. Very few triggers were valid for items anyways, and it makes this compatible with older versions (Possibly even .751?) This also means that there is no control on triggers, you can type whatever you want there, so be careful.
-Added application config file
-Config file has autoSave option. When turned on, every time you use the "Save File" option, it will back up your current file first. For example, saving "item_kinds1.txt" would create "item_kinds1.txt_20080506_095501". Obviously, the date/time stamp varies depending on when you save it
-Added language support. In the config file, you define a language file. Use key "languageFile" and a value pointing to the location of the file. The file layout is pretty simple. Use the "english.lang" file as a template. The file contains entries such as "Save_File=". If you change this to "Save_File=Avesay Ilefay", then the editor will show "Avesay Ilefay" where it originally showed "Save File". Be warned: the variables are case sensitive. So if you change the entry to "save_file=test", "test" will not show up because "save" and "file" were not capitalized. If you mispell an entry, leave it blank, or delete an entry, it will used default values.
Fri, Apr-04-2008
-Should work for older versions (.800+) still. Triggers still will not work for .890+, but the only native items using them are the flintlock and torch. There is some partial language support, but not working totally yet.
-Why a new version? Some foreign (non-US) users could not get it to work. I guess Windows has regional settings, and if you live in a place where a thousands separator is "." as opposed to "," and where the decimal indicator is "," as opposed to ".", the program would die trying to read decimal data. This version forces the numeric parsing to expect US style numbers as is used in the items file.
Tue, Nov-20-2007
-Added item numbers to all items for easier identification when modifying troops/parties
-Fixed bug where editing inserted was quirky (sometimes edits affected item that was cloned).
Mon, Nov-19-2007
-No longer tries to default to :\Program Files\Mount&Blade\Modules\Native, but should remember last folder opened.
-Can now edit .808 version of file with one caveat - the file seems to be the exact same format except for triggers, so if you load up a .808 file and save it, you will loose all triggers. You can add them back in manually if you want, but don't try to add them through the editor or you will probably crash the game.
Nov-2007
-Fixed bug where edited damage values would not save
Hi,
First off, I'm new to the forums but have played this game since .751. And this game is probably my all time favorite, so hats off to the developers.
Secondly, I am trying to write an app in C# that will allow editing of items in the Item_kinds1.txt file. I plan on having check boxes for all flags (like item modifiers, etc), text boxes to change weapon hit points, etc, and even an option to have the app adjust all the weapon stats automatically (calculating speed, damage, strength requirement, and price depending on the weapon type, length, and weight).
I've viewed the file and by looking at the module system, I've figured out all the fields EXCEPT for one field as it pertains to weapons. I do not know what the field prior to the weapon speed attribute is. For example, in this slightly modified line for the bastard sword, the data after the name and animations reads:
4259843 9223635954298781951 279 532 2.250000 100 0 0 0 9 50176 88 0 120 0 35 49
I know what each field is and how it works except for the 11th one of 50176. Each weapon has a different value. It appears to be flags of some sort because converted to hex it is x'C400' in this case. Does anyone know what it is?