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Welcome to the Edit Events screen 
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NOTES:
	1) Whenever you enter this screen, this program will look
		in the Galactic Civilizations\Data folder and load up
		all event files found (.event extension).
	2) The first time it finds a new [filename].event file, it will create a
		backup copy, called [filename].1stEVENT.  This is so you can
		always go back to the original files in case something goes
		horribly terribly wrong.  ONLY APPLICABLE IF YOU HAVE NOT TURNED
		OFF AUTO-BACKUP IN THE OPTIONS SCREEN.
	3) On subsequent entries, a [filename].latestEVENT file will
		be created for each .event file found.  So you'll have a more
		recent copy to restore in case something goes horribly terribly
		wrong.  ONLY APPLICABLE IF YOU HAVE NOT TURNED OFF AUTO-BACKUP 
		IN THE OPTIONS SCREEN.
	4) These backup files can be found in the \BackupData folder, locate it off
		the installation root directory.
	5) By default, your new events will be saved to the file "MyEvents.event".
		You can change this default off the start screen before entering
		the Edit Events screen by going to Tools>>Options.
	6) As of GalCiv v.1.03.054, the GoodOption Value field, the EvilOption Value field,
		and all of the PopChange fields appear to be bugged.  The GoodOption Value
		will always yield a negative number, even if you put in a positive number.
		For example, if you want a Colonial event that grants a 10% bonus to Research
		if the player chooses the Good option, this is an impossibility.  If you
		put in 10%, it will result in a -10% penalty.  The EvilOption Value is
		bugged in the opposite fashion.  It is impossible to assign a negative
		value to the Evil option, it will automatically be converted into a
		positive result. In addition, the PopChange fields consistenly yield numbers
		that are far lower than expected.  Divide the number you put in by 50, and
		you'll be in ballpark of the number you'll get in game.  However, as
		Stardock could fix this at any time, I do not advise taking this divide by
		50 number into account when creating your event.  Otherwise your event will be
		very warped when this bug is eventually fixed.
	7) Special Thanks to BoogieBac of Stardock.  His How-To posts on the forums served
		as the springboard for this project.
	8) Another Special Thanks to my beta-testing team!

REVISION NOTES:
	v.1.0.0
		CHANGE:	Disabled the Colonial Defense Bonus and Star Influence Bonus attributes.
			After extensive testing I'm convinced these don't work.

			Moved the Zoom To: functions to their own menu, Zoom.

	v.0.9.6
		ADD:	Zoom To: Event File function allows you to go to the first event
			in the file you select.  This option is only available if you are
			sorting by file name.
		
		CHANGE:	Lengthened Option field lengths to 200.
	
			Attribute 200, Cash-o-la, is applicable to Colonial events as well as
			Random events.  It is now available from the drop box for Colonial
			Events.

	v.0.9.5
		ADD:	Zoom To: Event Name function allows you to search for an event without
			having to flip through each event in memory.

			Move This Event To A New File function allows you to take the currently
			viewed event and move it to a new file, and you can designate the
			filename to use.  You may not move to/from BonusEvents or CoreEvents.

		CHANGE:	Reworked Good/Neutral/Evil Option entry fields slightly, made what
			effect your choices have more explicitly spelled out.  Thanks to Bill
			Ko for this idea.

			Made event names case-insensitive, as my testing leads me to believe
			GalCiv treats MoNatives and monatives as the same name.

			The Wild Card options "System Name" and "Ship Name" do not work
			in-game (even for Colonial events), and have been disabled.

		FIX:	Single % signs in text caused intermittent crash problems.  Single
			% signs will now automatically be replaced with a double %% character
			grouping after the field loses the cursor.  This has no effect
			on %s and %% character groupings, they are excluded from the test.
				
			Expanded data validation tests to take into account more corner
			cases.

	v.0.9.4
		FIX:	Made prompt to correct event files with text that is too long
			less draconian and more forgiving.  You are no longer forced to fix
			the text, but you really ought to.  Thanks to hut101 for pointing this
			out.

	v.0.9.3
		ADD:	Rename This File.  Will rename the currently displayed event file
			to your chosen name.  You may not rename from/to the base GalCiv
			event file (Core + Bonus), but anything else is fair game.

		FIX:	Leading numeric in an Event name is no longer allowed (1man is bad,
			OneMan is OK, even m1an is OK).  This would cause GalCiv to crash.
				
			Non-alpha/numeric/underscore characters in Event names are no longer
			allowed (A-Event is bad, A_Event is OK, A01Event is OK, A!Event is bad).
			These would cause GalCiv to crash.

			Double quote characters are no longer allowed in Description or Option
			text.  These would cause GalCiv to crash.  Double quotes will
			auto-magically be replaced by single quotes, as they are safe to use.

			To prevent the text being cut off in-game, you are now limited to
			540 characters in the Description field, and 195 characters in the
			Good/Neutral/Evil Option fields.  You could also crash GalCiv by using
			a really long description, no longer a problem with this change.

	v.0.9.2
		ADD:	You may now save events into a different event file than it
			started in, so you can consolidate the files if you choose.
			You may not save to, or move, the events in CoreEvents or
			BonusEvents, however.
					
			Sort Alphabetically available off the File menu
			
			Sort By Filename available off the File menu

		FIX:	As clarified by BoogieBac, Morality Weight of 1 will
			greatly affect the civ's Morality, 5 will hardly affect
			it, this program has been updated to reflect this new information.

	v.0.9.1
		ADD:	Copy As New function to make a copy of the
			currently displayed event.

			When you change one of the drop boxes, you'll get a little
			bit of blurb text to tell you the results of your change.

		CHANGE:	Cleaned up the documentation, added additional
			info supplied by CariElf on the boards.

		FIX:	Status bar should now properly display if the
			event is being Added, Edited, or Deleted.

	v.0.9.0		First Release Candidate.  Install only if you have the
			guts.

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What follows is a breakdown of what each field and function does.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

MENU:
	+ FILE
		+ SORT ALPHABETICALLY	Sorts the loaded events alphabetically by 
			EventName (not Title).
		+ SORT BY FILENAME	Groups the loaded events by the event file
			that contains the event.
		+ EXIT	Exits out of this screen, if you have any
			unsaved work, you will be given the opportunity
			to change your mind.
	+ EDIT
		+ EDIT THIS EVENT	Sets this event into Edit mode,
			once in Edit mode you may not navigate away from
			this event until you either DISCARD CHANGES or 
			COMMIT CHANGES
		+ DISCARD CHANGES	If this was an Edit, discards your
			changes and restores the original event.  If this
			was an Add New, destroys the new event.
		+ COMMIT CHANGES	Saves your work.  Please note that
			nothing has yet been written to the event files on
			the disk!
		+ RENAME THIS FILE	Renames the currently displayed file
			to whatever you choose.  Please note that you can not
			rename from/to BonusEvents or CoreEvents.
		+ MOVE THIS EVENT TO A NEW FILE	Allows you to take the currently
			viewed event and move it to a new file, and you can 
			designate the filename to use.  You may not move to/from
			BonusEvents or CoreEvents.
		+ ADD NEW	Creates a new event.  You will be prompted
			to enter an event name before continuing.  Event
			names will be checked for uniqueness before editing
			is allowed (events must have a unique name).
		+ COPY AS NEW	Creates a new event that is a copy of the
			currently displayed event.  You will be prompted
			to enter an event name before continuing.  Event
			names will be checked for uniqueness before editing
			is allowed (events must have a unique name).
		+ DELETE	Marks this event for deletion.  Until you
			WRITE TO FILE, you may still change your mind and
			UN-DELETE this event.  UN-DELETE takes the place of
			DELETE on the menu when viewing a DELETEd event.
		+ WRITE TO FILE		For each event file that contains
			a changed event, that event file is deleted, and a
			new one is created with your changed events.  Until
			you take this step, nothing has been permanently
			changed and you can change your mind.
	+ ZOOM
		+ ZOOM TO: EVENT NAME	Allows you to search for the event you 
			wish to edit by name.
		+ ZOOM TO: EVENT FILE	Allows you to search for the event you 
			wish to edit by file name.
	+ REVIEW
		+ DESCRIPTION	Pops up a message box that will show how your
			description will show in-game.  It will also show where the 
			wildcards will be swapped in, and what values they will use.
			a) The "\n" character group will add a line break to
			   your text.
			b) To display a "%", you need to put in the character
			   grouping "%%".
		+ GOOD	Pops up a message box that will show how your Good option
			text will show in-game.  It will also show where the 
			wildcards will be swapped in, and what values they will use.
			a) The "\n" character group will add a line break to
			   your text.
			b) To display a "%", you need to put in the character
			   grouping "%%".
		+ NEUTRAL	Pops up a message box that will show how your Neutral 
			option text will show in-game.  It will also show where the 
			wildcards will be swapped in, and what values they will use.
			a) The "\n" character group will add a line break to
			   your text.
			b) To display a "%", you need to put in the character
			   grouping "%%".
		+ EVIL	Pops up a message box that will show how your Evil option
			text will show in-game.  It will also show where the 
			wildcards will be swapped in, and what values they will use.
			a) The "\n" character group will add a line break to
			   your text.
			b) To display a "%", you need to put in the character
			   grouping "%%".
	+ HELP
		+ VIEW INSTRUCTIONS FILE	Displays the file you are
			currently reading.  But you already figured that out,
			didn't you?
EDITING FIELDS:
	+ NAME		The EventName.  You will not be allowed to directly edit
			this value.  When you add an event you set the event name
			at that time, thereafter it is immutable (at least
			through this program).
	+ TITLE		This value does not seem to be used in-game.
	+ DESCRIPTION (untitled)	This is the main body of text that will
			be displayed in-game.  Use it to set up the situation the 
			player will be deciding on.  You can insert up to 4 wild
			cards in the text.  You then set what value is inserted for
			each wild card with the 4 Wild Card Subs fields.
			There is no need to use all 4 wild cards, in fact there's
			no need to use any wild cards at all.  You are limited to 540
			characters in this field.
			a) A wild card is denoted with a "%s" in the text.
			b) The "\n" character group will add a line break to
			   your text.
			c) To display a "%", you need to put in the character
			   grouping "%%".
			d) Double quotes " are not allowed.  They will be replaced
			   with single quotes ' auto-magically.
	+ WILD CARD SUBS	These are the values to swap out for the "%s"
			character groupings in the DESCRIPTION field.  Substitutions
			are made in the order they appear in the DESCRIPTION text.
	+ EVENT TYPE	Either Colonial or Random.  Colonial events are triggered
			when you colonize a planet.  Their effects are specific only
			to the planet colonized.  Random events happen at random
			times (to state the obvious).  Random event effects encompass
			the player's entire civilization.  As such they are quite
			powerful, and their effects should be kept at a reasonable
			level.  In addition, Colonial and Random events effect two
			different types of attributes.  When switching between the
			two, the ATTRIBUTE drop boxes will be destroyed and
			rebuilt, necessitating you to reset their values.
	+ MORALITY WEIGHT	How much will this event effect your morality?
			1 = A lot, 5 = A little.  Please note that some of the original
			event files have MORALITY WEIGHTs that are greater than 5.
			If you set this value higher than 5, Morality will not be effected.
			You can not set this value higher than 5 within my program.
	+ PROBABILITY	Confirmed to be an unimplemented feature by Stardock, you can
			safely ignore this setting.  You will not be able to edit this field.
	+ EDITED	Displays the editing status of this event.  If this
			event has been changed, this field will display a "YES", if
			not it will display "NO".
	+ EVENT FILE	This is the .event file that owns this event.  By default, newly
			created events will save to the file "MyEvents.event".  You
			can change this default off the opening screen's menu OPTIONS.
			You may change the event file that this event will be saved to, with
			a few caveats:
			a) You may not change the event file for events that originate from
		 	   CoreEvents or BonusEvents (the stock GalCiv event files).
			b) You many not save new events into CoreEvents or BonusEvents.
	+ PICTURE (untitled)	This will display the PCX file for this event.  If the program
			is unable to locate the specified picture, it will display
			'Unable to locate picture'.
	+ BROWSE FOR PICTURE	Clicking this button will allow you to browse the
			Galactic Civilizations\GFX directory for a suitable picture to 
			use for your event.  It is possible to browse elsewhere on your
			hard drive for a PCX file, but I *do not recommend* this.  The
			event file saves the path to the PCX file, and the game then
			looks for this PCX file in the Galactic Civilizations\GFX directory,
			it will not go looking around your hard drive for it.  You will
			want to first move your PCX file into the Galactic Civilizations\GFX
			directory, and then browse for it.  The game's going to need it
			there anyhow.
	+ IMAGE PATH (untitled)		This field will always be locked down.  Populate
			it through the BROWSE FOR PICTURE button.  It can be useful
			to know the name of the image file displayed, so I included this
			field.
	+ GOOD		This is the body of text that will be displayed in-game for the 
			Good Option.  Use it to help the goody two-shoes player get a 
			feeling of moral righteousness while he gets screwed by this choice.
			You can insert up to 2 wild cards in the text.  You then
			set what value is inserted for each wild card with the 2
			Wild Card Subs fields.  There is no need to use both wild cards, 
			in fact there's no need to use any wild cards
			at all (but if you don't the player won't have a firm idea of
			what the consequences of his choices are).  Also note that
			while you should to put a "+" in front of "%s" wild cards that
			will represent positive numbers, putting a "-" in front of "%s"
			wild cards that represent negative numbers will result in the 
			figure displaying as "--" (because a negative number is signed
			in-game, while a positive number is not).  You are limited to 200
			characters in this field.
			a) A wild card is denoted with a "%s" in the text.
			b) The "\n" character group will add a line break to
			   your text.
			c) To display a "%", you need to put in the character
			   grouping "%%".
			d) Double quotes " are not allowed.  They will be replaced
			   with single quotes ' auto-magically.
	+ NEUTRAL	This is the body of text that will be displayed in-game for the 
			Neutral Option.  Use it to help the pragmatic Neutral player get an 
			understanding of the difficult moral choice he's weaselling out of.
			You can insert up to 2 wild cards in the text.  You then
			set what value is inserted for each wild card with the 2
			Wild Card Subs fields.  There is no need to use both wild cards, 
			in fact there's no need to use any wild cards at all 
			(but if you don't the player won't have a firm idea of
			what the consequences of his choices are).  Also note that
			while you should to put a "+" in front of "%s" wild cards that
			will represent positive numbers, putting a "-" in front of "%s"
			wild cards that represent negative numbers will result in the 
			figure displaying as "--" (because a negative number is signed
			in-game, while a positive number is not).  You are limited to 200
			characters in this field.
			a) A wild card is denoted with a "%s" in the text.
			b) The "\n" character group will add a line break to
			   your text.
			c) To display a "%", you need to put in the character
			   grouping "%%".
			d) Double quotes " are not allowed.  They will be replaced
			   with single quotes ' auto-magically.
	+ EVIL		This is the body of text that will be displayed in-game for the 
			Evil Option.  Use it to help the diabolical Evil player have a 
			good laugh at the suffering of his hapless minions as he
			wields unchecked and total power over them.  You can insert up
			to 2 wild cards in the text.  You then set what value is 
			inserted for each wild card with the 2 Wild Card Subs fields.
			There is no need to use both wild cards, in fact there's no need
			to use any wild cards at all (but if you don't the player won't
			have a firm idea of what the consequences of his choices are).
			Also note that while you should to put a "+" in front of "%s" wild
			cards that will represent positive numbers, putting a "-" in front
			of "%s" wild cards that represent negative numbers will result
			in the figure displaying as "--" (because a negative number is
			signed in-game, while a positive number is not).  You are limited to
			200 characters in this field.
			a) A wild card is denoted with a "%s" in the text.
			b) The "\n" character group will add a line break to
			   your text.
			c) To display a "%", you need to put in the character
			   grouping "%%".
			d) Double quotes " are not allowed.  They will be replaced
			   with single quotes ' auto-magically.
	+ ATTRIBUTE	This, combined with the VALUE field will determine the
			results of this choice.
	+ VALUE		How much to affect ATTRIBUTE, basically.  This number
			will be converted into a percentage in game.  *Don't* put in decimal
			amounts, the game will divide by 100.  So, if you put in a VALUE
			of 8, you'll get 8%.  *However*, the game will randomize your VALUE
			so think of it as more a seed value than the final answer.  Negative
			numbers work fine, just keep in mind that you don't need to precede
			the "%s" wild card for this value with a "-", for reasons I stated
			two paragraphs above.  The game will treat VALUE as a percent for
			just about everything save the Cash-o-la RANDOM Attribute,
			as this represents how much BCs you have to pay (or receive) 
			if you make this choice.  Once again, it will be randomized.
			Speed and Trade Routes appear to be hard numbers as well.
			a) The formula used to randomize all values is simple, the adjusted
			   value will be between 1 and the absolute value of VALUE, then 
			   turned into a negative number if necessary.
	+ POP +/-	In addition to the ATTRIBUTE, you can also raise or lower
			the population of the target planet.  Be aware that as RANDOM type
			events affect the whole of the player's civilization, so if you
			have a RANDOM event that kills 800 Million people, this will happen
			to *every* planet under that player's control.
	+ WILD CARD SUBS	These are the values to swap out for the "%s"
			character groupings in the GOOD/NEUTRAL/EVIL fields.  Substitutions 
			are made in the order they appear in the GOOD/NEUTRAL/EVIL text.
			You'll want to use these to let the player know what will be the results
			of his choice.
			For example:  NEUTRAL Option
			"Encourage the people of %s to make use of this but don't force 
			anyone. (+%s%% Research bonus)"
			You want the first "%s" to display the Planet name, and the second "%s"
			to display how much of a bonus you'd get by making this choice.
			Set Wild Card Subs #1 to "Planet Name".
			Set Wild Card Subs #2 to "Neutral Value".
			Say the dice gods rolled a 12 for the VALUE to apply.  Your text would 
			display in game as:
			"Encourage the people of Antares IV to make use of this but don't 
			force anyone. (+12% Research bonus)"
	+ BACK and FORWARD (untitled)	Allows you to flip back and forth over the current
			events in memory.  These buttons are disabled during Editing, you'll
			have to either DISCARD CHANGES or CONFIRM CHANGES before being allowed
			to navigate again.
