	Sark Support Mutator v2

	by Kyrexus Dragellus

	Copyright: February 8th, 2002
	
	Updated: February 20th, 2002

	email: KyrexDragell@yahoo.com

	site: www.clawofthesark.cjb.net

Sark Support Mutator:

	This mutator gives players the ability to play as sarks and use the Sark HUD.
	It replaces weapons with exact copies. These copies are necessary to generate
	blood effects for when your weapon hits the sark. The weapons are set up in
	the SarkSupportMutator.ini file. The Weapons[#] category is for weapons that
	you wish to replace. You simply put in the class name of the weapon. The second
	set, PluginWeapons[#] is the class that you wish to replace that particular 
	class with. The # has to be the same for the replacement and the replaced.
	If you prefer that a different weapon is the Default Weapon, you may change it
	there as well.

Features:

	* Can change the Default Weapon. (May be altered by the presence of other 
	mutators).
	* Can replace any weapon with another weapon of choice, using the .ini file.
	* Gives Sarks the SarkHUD (this does not include the Sarks from the RuneI file)
	* Creates the Sark Blood when a Sark is hit (this does not include the Sarks from 
	the RuneI file)
	* When a Sark becomes bloodlusted, the "Sark Eyes" appear.
	* Sarks get the added benefit of the Air Bar. This can be disabled in the .ini

Bugs:

	* You can't make replacement classes sub-classes of the replaced classes. 
	This causes a recursion error in the game and immediately crashes.
	* In some arenas, weapons disappear in certain zones. If you go into your map and
	find that weapons are missing and the mutator is running, please tell me of the
	map and I will update the list.
	The current maps that have this issue:
		DM-1on1ArenaV2.run
	* There's not much way around this. You need all of the files that come with the
	zip. Otherwise you might get "missing class" errors.

Fixes/Changes:

	v1-1.3 Fixes
	* Made a change to the replacement code. Did not seem to make any difference.
	* Fixed an issue with the sark eyes not appearing after a death.
	* Fixed a problem with the HUD not appearing when joining a server.
	* Argh... problem with the air bar...
	v2 Fixes
	* Cleaned up the code for a smoother run.

Installation:

	If you have any of the previous versions of the mutator installed, I ask that you
	remove them entirely before beginning. Also remove them from the server packages
	section.

	Unzip all files from the zip into your Rune\System directory.
	Find your Runei.ini file, do a search for "ServerPackages", and 
	by the others, add the lines:

ServerPackages=SSM_Players
ServerPackages=SSM_WPlugins
ServerPackages=SSM2

Making New Weapon Plugins:
 
	You need to open up RuneEd, find the weapon that you wish to replace, export it
	to a .uc file by selecting the particular class and clicking the "Export" button.
	Create a directory in the Rune directory that you want to be the name of the
	.u file. Create a sub-directory in there called Classes. Find the file of the
	weapon that you want to convert. Copy it to the Classes directory that you just
	created. This part can be tricky, so be careful. Edit the line that says 

'class (Name of the original Weapon) expands (One of the Weapon types);

	to...

'class (Name of the converted Weapon) expands (One of the Weapon types);

	Now, go back to RuneEd, and load up SSM_WPlugins. Find a weapon of the same type
	with the prefix 'SSM_'(This only applies for people modifying InvisibleWeapons
	and of the 3 normal groups, swords, axes and hammers). Go in there and find the
	SpawnHitEffect function and copy it in it's entirety to your .uc file. It is also 
	possible to create a weapon by making it a sub-class of a weapon already created, 
	but this requires a bit more explaining that I can currently muster... Next, close
	the .uc file, saving of course. Rename the file to the new name that you put in
	the class line. Go to the system directory and edit RuneI.ini. Find the section
	for EditPackages and add the line

EditPackages=(Package name)

	where the Package Name is the name of the directory that it is in. Save it, and
	close. I recommend that you create a shortcut of a file called UCC.exe. Edit the
	shortcut and have the command line say

(Drive Letter):\Rune\System\UCC.exe make

	Double clicking this shortcut will attempt to create the package. Once the DOS
	Window goes away, check for the package. If you don't see it, then it is safe to
	assume that you made a mistake. Check the UCC.log for errors. It will run with
	Notepad.

	If you didn't end up with any errors, you can use the SarkSupportMutator.ini file
	to replace weapons of your choice with your new class.

Making Players with Sark Support:

	I recommend that people only with a somewhat higher understanding of the Unreal
	Code do this. You can create the class as a sub-class of one of the SSM classes
	in SSM_Players. I have added things such as variables that you can edit for the
	arms and head dropped. Before you make any changes though, make sure you
	understand what I added. Be careful, lest you be forced to reinstall the package
	or the game...

Legal Mumbo-Jumbo:

	Personally, I consider Unreal-Script public property, since the source code is open.
	However, with the time and effort that I put into getting this to work, I ask that
	you do not steal it and call it your own.

Lastly:

	If you have any questions, comments, suggestions or even bugs, tell me. My email
	address, for those of you too lazy to scroll back to the top is 
	KyrexDragell@yahoo.com. If you spam me, flame me, etc... Well, I think Yahoo has
	a nifty little block device...