Editor Module For Menzoberranzen
Created by David Melanson w/Universal Game Editor 1.0

        Ah, dear Menzoberranzen.  Fabled city of the Drow in the Underdark.
A city come to life in the works of R.A.Salvatore, and in SSI's 1st-person
perspective game.  But let's face it.  Life in this game is rough.  Some
times, you need some serious help.  Therefore, I've devised another saved
game editor module for Jack Hartman's Universal Game Editor to help out
with this monstrosity of a quest into the Underdark.  Before I go on any
further, let me just say this...I'm confused.  If this game is based on
characters found in "The Legacy," why is Malice Do'urden alive?  She was
killed at the end of "Sojourn," wasn't she?  Oh well, for those of you
who are not well versed with the works of Mr. Salvatore, ignore my ranting.
        Anyway, for those of you unfamiliar with my previous modules, this
is my fifth major game editor module designed with U.G.E.  The other four,
available from Jack Hartman's home page and from a few other selected FTP
sites, are for Clouds of Xeen, Dark Legions, Ravenloft:Strahd's Possession,
and Shadowcaster.  While I ask for no registration, nor fee for my efforts,
I do recommend that anyone who uses my modules DO register Mr. Hartman's
U.G.E. program...it's a damn good piece of work.
        Enough history and advertising...on to the current module.  Those of
you familiar with my Ravenloft:Strahd's Possession module can skip a good
majority of this documentation; SSI used almost exactly the same game format
in Menzoberranzen.  There are a few differences, however, so don't skip
EVERYTHING, please...

        How to use the module:
Fire up U.G.E., of course.  The files you want to edit are in the sub-
directories SAVExx, where xx is a number 01-10.  Since SAVE01 is usually
reserved for the "Quick Start" game w/pre-generated characters, editing
your own characters should be done in the directories starting with SAVE02.
The file name involved should be game.sav.
        You'll note that, once again, I created the capability to edit the
four possible party members you can have in at once, although you start off
with only two.  Once again, while you can use the module to "create" new
characters in the two NPC slots, I really recommend against it; it tends to
crash the game.  I suggest you just use the editing capabilities to modify
NPCs when they join your little group (my God, making Drizzt a BETTER 
fighter?  EEK!)  Anyway, your first two characters should be your initial
focus.
        As for the fields, Name is pretty obvious.  The field "Character 
Dead Status?"  is basically a set flag...if your character dies, jump into 
UGE and check this field.  If it's anything other than 0, the character is 
dead. Set it to 0, and you get an instant resurrection, free of charge.  Be 
sure to set Hit Points back up to normal, of course.
        Portrait is the "picture" of the character that appears on the 
screen.  Experiment with this if you want; there's a good variety of faces
you can get that aren't in the original selection screen (in other words, all
the NPC faces are in available as well).  Sex, Race, Alignment, and the 
three Class fields are all simple numeric codes.  See Table 1, below, for a 
listing of available settings.  And yes, you can be a Drow...or a Centaur!  
Furthermore, the module allows you to break racial restrictions on classes; 
make human multi-classes, Drow Paladins, Paladin/Thief multi-classes...it's 
all up to you.  There IS a problem, however...
        When you create a character  via the standard method (i.e. through 
the character generation program), you can avoid the standard character 
restrictions.  What I mean by this: if you create a Half-Elven Fighter/Mage/
Cleric, you can wear armor while casting Mage spells, and also wield edged 
weapons.  Conversely, if you start off with a human Fighter and add in the 
Mage and Cleric classes via this module, not only will you be limited to 
using blunt weapons, BUT you will also not be able to cast Mage spells while 
wearing armor!  So, for the best possible combinations, I recommend creating 
two Half-Elven Fighter/Mage/Clerics or Fighter/Mage/Thiefs, or whatever, and 
modifying each individual class in terms of XP, Level, hit points, etc. 
later.  Using the module, you CAN change the "Fighter" class to a Paladin 
or Ranger and gain some of their interesting advantages.
        Current and Maximum Hit Points, Class Levels, and Class X.P. should
be self-explanatory.  Note that if your character does not have three 
classes, at least of of each of the "Class," "Class Level" and "Class X.P."
fields will be listed as -1.  This is the flag that Menzoberranzen utilizes
to note that something is "blank."  Therefore, most likely, you'll also see
-1 in some inventory slots to indicate empty slots, and -1 in some spell
slots to indicate that your character doesn't know how to cast that
particular spell...at least, until now.
        There are fields for Current and Maximums for each of the six
major ability scores, and for Exceptional Strength (whatever happened to
Comeliness?  Not like it really matters, though).  These can be set anywhere
from 3 to 19, except Strength, which can SUPPOSEDLY be set to 22 (I tried it
one time with an NPC and got a crash for my efforts).  Special note: If
you set Strength to anything except 18, do not set Exceptional Strength
(Listed as Str+ in the fields) to anything but 255. (For those of you
familiar with AD&D, you know why.  Those of you who aren't, just trust me.)
        Inventory slots 1-12 are for your character's twelve available
inventory positions.  If your character is part Mage when you create him
or her, you'll note that the first slot is occupied by the number 52.  This
is the character's Spell Book.  Do NOT change this number, and do NOT 
attempt to put the number 52 in ANY other inventory slot.  Doing so, in
the words of Egon Spengler, would be bad, if you catch my drift.  Despite
this restriction, there are in fact somewhere over 300 available Inventory
items you can plug into these slots...they are all listed in Table 2, below.
Duplicates are okay, apparently, so every character can fight with Drizzt's
scimitars if you want!  Do NOT attempt to put a number in a slot that is
not listed below; it will cause either: a.) a "blank" item to appear (a
pouch with no weight and no content and no capacity), b.) an unusual image
used to represent one of the "touch" spells that does nothing, or c.)
a game crash with an "attempt to read value out of range" error.  You'll 
also notice there are slots for Head and Body armor pieces, as well as for
two rings and what's in the character's Right and Left hands.  Of course,
PLEASE only put rings in the ring slots, only armor or cloaks in the body
armor slot, and only headgear in the Head armor slot; otherwise, it's 
rather silly and causes all sorts of weird effects.
        Finally, we have the "spells/abilities" section.  Unlike Ravenloft,
abilities, whether class or race-related, are listed separately.  You can
enable any special abilities you like for any character (a Paladin with
back-stabbing ability?).  These "Abilities" are listed between the Mage and
Cleric spells.  For the most part, Spells and Abilities work in the same way,
and everything is based around the number 17.
        In the case of all spells, the number in the slot is either 255
(indicating the character doesn't know the spell), or some multiple of 17.
The number of spells of a particular type that a character has memorized and
ready to cast is indicated by a multiple of 17 in the spell field.  For
example, if the field that reads "Magic Missile Spells" says 34, the
character has two (17x2=34) Magic Missile Spells prepped and ready to go.
So yes, you can "memorize" spells beyond your level, more spells than you
could normally cast, spells your character couldn't normally cast, etc.!
This applies to both Mage and Cleric spells...just remember; unless your
character was a multi-class part Mage when you started initially, you won't
be able to throw Mage spells unless you're not wearing armor.  You can
be using edged weapons when throwing Cleric spells added in by this module,
however.  A 0 in one of the spell fields indicates the character knows the
spell and can memorize/pray for it (provided he or she has the appropriate
class in his/her class types), but doesn't have any spells of that type
currently ready to go.
        Abilities start with "Immunity To Poison" and go up to "Jump."
Some of these, like "Lightning Bolt," work just like spells...a multiple of
17 can be used to indicate how many times you can use the ability.  Others,
like "Backstab," must only be set to 17 to be made available, as the power
is not lost upon utilizing it.  These abilities are found under the "A"
section of the character's spell/ability menu on the adventure screen.  As
to which ones are "one setting makes permanent" and which ones are "17/cast,"
I'm afraid you'll have to work that out for yourself (hey, I can't do ALL
the work for you!)
        An interesting thing about spells...if you set yourself up with 
some you shouldn't be able to cast, and then gain a level, it resets all
the spells to your appropriate level of knowledge...so when you gain a
level, save, go modify 'em again, and go back in.
        That should be it...now, on to the all-important Tables O'Doom.

TABLE 1:
___________________________________________________________________________

Sex:    0=Male          1=Female
Alignment: 0=Lawful Good        1=Lawful Neutral        2=Neutral Good
        3=True Neutral          4=Chaotic Good          5=Chaotic Neutral

Race:   0=Human         1=Half-Elf      2=Halfling      3=Gnome
        4=Dwarf         5=Elf           6=Centaur       7=Kenku
        8=Drow

Class:  0=Fighter       1=Paladin       2=Ranger        3=Cleric
        4=Mage          5=Thief

TABLE 2:
____________________________________________________________________________

1.> Sack        2.> Chest       3.> Sling Pouch         4.> Scroll Case
5.> Key Ring    6.> Quiver      8.> Bag Of Holding      10.> Stone Of Winter
11.> Borgenar's Stone           12.> Jarlaxle's Necklace
13.> Galeb Duhr's Necklace      14.> Gem        15.> Gem Of Infravision
16.> Gem        17.> Gem Of Lolth       18.> Diamond    19.> Blue Gem
20.> Scimitar   21.> "Icingdeath"       22.> "Twinkle"  23.> Crossbow Bolt

(SPECIAL NOTE: For those unfamiliar with R.A.Salvatore's works, "Icingdeath"
is one of Drizzt Do'urden's magical scimitars, and it supposedly confers
partial immunity to fire and does extra damage versus fire-using or dwelling
creatures.  "Twinkle" is his other magical scimitar, which supposedly glows
with a blue light when enemies are near.)

24.> Pick Axe   25.> Crossbow   26.> Sling Of Seeking   
27.> Javelin Of Lightning       28.> Dagger Of Throwing
29.> Axe Of Hurling     30.> Shield Of Lightning Protection
31.> Shield     32.> Wooden Shield      33.> Leather Shield
34.> Steel Shield       35.> Large Shield       36.> Battle Axe
37.> Mace       38.> Quarterstaff       39.> Short Sword
40.> Long Sword 41.> Broadsword 42.> Warhammer  43.> Dagger
44.> 2-Handed Sword     45.> Halberd    46.> Spear      47.> Throwing Knife
48.> Composite Bow      49.> Sling      50.> Lock Picks
51.> Light Pellet       52.> SPELLBOOK  53.> Book       54.> Mage Scroll
55.> Cleric Scroll      56.> Parchment  57.> Arrow      58.> Sling Bullet
59.> Potion Of Levitation       60.> Potion of Extra Healing
61.> Potion Of Fire Resistance  62.> Potion of Giant Strength
63.> Potion Of Healing          64.> Potion of Speed
65.> Oil Of Fiery Burning       66.> Keoghtom's Ointment
67.> Ring Of Feather Falling    68.> Ring Of Fire Resistance
69.> Ring Of Free Action        70.> Ring Of Protection
71.> Ring Of Regeneration       72.> Ring Of Wizardry
73.> Potion of Flying           74.> Rod of Anti-Levitation
75.> Wand-Enemy Detection       76.> Wand of Fireballs
77.> Wand of Frost              78.> Wand of Magic Missiles
79.> Wand of Paralyzation       80.> Dwarven Horn
81.> Bracers of Protection      82.> Tricinia's Gauntlets
83.> Gauntlets of Dexterity     84.> Gauntlets of Stone Giant Strength
85.> Parchment Fragment         86.> Parchment Fragment
87.> Parchment Fragment         88.> Parchment Fragment
89.> Coin       90.> House Do'urden Insignia    91.> Letter     92.> Stone
93.> Magic Stone        94.> Yellow Candle      95.> Yellow Candle (Lit)
96.> Black Candle       97.> Black Candle (Lit) 98.> White Candle
99.> White Candle (Lit) 100.> Red Candle (Tall) 101.> Red Candle (Tall) (Lit)
102.> Red Candle (Medium)       103.> Red Candle (Medium) (Lit) 
104.> Red Candle (Short)        105.> Red Candle (Short) (Lit)
106.> Blue Candle (Tall)        107.> Blue Candle (Tall) (Lit)
108.> Blue Candle (Medium)      109.> Blue Candle (Medium) (Lit)
110.> Blue Candle (Short)       111.> Blue Candle (Short) (Lit)
112.> Music Box Of Healing      113.> Music Box Of Healing (Open)
114.> Bucket (Empty)            115.> Bucket Full Of Water
116.> Torch     117.> Lit Torch 118.> Hold Symbol of Dumathion
119.> Lump Of Fungus    120.> Guenhwyvar Figurine (Read the manual)
122.> Jade Spider       135.> Figurine  136.> Figurine  137.> Figurine
138.> Figurine  139.> Chalice   140.> Silver Circle Key
141.> Siver Clover Key  142.> Silver Star Key   143.> Silver Moon Key
144.> Siver Axe Key     145.> Gold Circle Key   146.> Gold Key w/Red Gem
147.> Gold Key w/Blue Gem       148.> Gold Key w/Black Gem
149.> Gold Key w/Green Gem      150.> Iron Circle Key   151.> Iron Key
152.> Green Key         153.> Green Key         154.> Green Key
155.> Green Key         156.> Green Key         157.> White Circle Key
163.> Helm      164.> Helm      165.> Helm Of Spiders   
166.> Helm Of Disguise  167.> Leather Helm      168.> Padded Helm
169.> Ring Helm         170.> Scale Helm        171.> Chain Helm
172.> Elven Chain Helm  173.> Bronze Helm       174.> Banded Helm
175.> Plate Helm        176.> Adam.Chain Helm   177.> Adam.Plate Helm
178.> Drow Adam. Helm   179.> Gold Plate Helm   180.> Blue Robe
182.> White Robe        184.> Green Robe        186.> Cloak Of Protection
188.> Leather Armor     190.> Padded Armor      192.> Ring Mail
194.> Scale Mail        196.> Chain Mail        198.> Chain Mail
200.> Elven Chain Mail  202.> Bronze Plate Mail 204.> Banded Mail
206.> Plate Mail        208.> Plate Mail        210.> Adamant Chain Mail
212.> Adam.Plate Mail   214.> Drow Adam.Armor   216.> Elf Ghost Plate
218.> Rusted Chain Mail 220.> Rusted Plate Mail 222.> Centaur Armor
224.> Kenku Armor       

(Note: Inventory #s 225-317 are all scroll spells of usable Mage or Cleric
spells)

225.> Armor     226.> Burning Hands     227.> Chill Touch     
228.> Immunity To Adherance     229.> Detect Undead     230.> Light
231.> Magic Missile     232.> Shield    233.> Feather Fall
234.> Protection From Evil      235.> Shocking Grasp    236.> Spook
237.> Ag's Scorcher     238.> Blur      239.> Improved Identify
240.> Spider Venom Immunity     241.> Ice Knife         242.> Darkness
243.> Levitate          244.> Melf's Acid Arrow         245.> Stink Cloud
246.> Web       247.> Dispel Magic      248.> Fireball  249.> Flame Arrow
250.> Haste     251.> Slow      252.> Hold Person       253.> Invis. 10'Rad.
254.> Lightning Bolt    255.> Vampiric Touch    256.> Fly
257.> Protection From Evil 10' Radius   258.> Venom Bolt      
259.> Ice Storm 260.> Stoneskin 261.> Wizard Eye        262.> Acid Bolt
263.> Backlash  264.> Spider Shape      265.> Stop      266.> Enchant Weapon
267.> Cone Of Cold      268.> Hold Monster      269.> Passweb
270.> Spidercloak Armor 271.> Cloudkill         272.> Claws Of The Umber Hulk
273.> Death Spell       274.> Lich Touch        275.> Otiluke's Sphere
276.> True Seeing       277.> Dragon Scales     278.> Disintegrate
279.> Bless     280.> Cure Light Wounds 281.> Cause Light Wounds
282.> Detect Magic      283.> Light     284.> Magic Stones
285.> Detect Evil       286.> Faerie Fire       287.> Protection From Evil
288.> Aid       289.> Flame Blade       290.> Hold Person      
291.> Slow Poison       292.> Draw Strength     293.> Draw Dexterity
294.> Darkfire  295.> Spiritual Hammer  296.> Venom Immunity
297.> Cure Disease      298.> Dispel Magic      299.> Magical Vestment
300.> Prayer    301.> Remove Paralysis  302.> Cure Serious Wounds
303.> Cause Serious Wounds      304.> Fortify   305.> Neutralize Poison
306.> Passweb   307.> Free Action       308.> Prot. From Evil 10' Radius
309.> Cure Critical Wounds      310.> Cause Critical Wounds
311.> Flame Strike      312.> True Seeing       313.> Heal      314.> Harm
315.> Blade Barrier     316.> Fireseed          317.> Raise Dead
318.> Mage Scroll-Drider Wish   319.> Mage Scroll-Comprehend Languages
320.> Dwarven Book      321.> Dwarven Book      322.> Map Of House Do'urden
323.> Map Of Locations  324.> Drow Parchment    325.> Drizzt's Parchment
326.> Vermulean's Parchment     327.> Potion Of Jump
328.> Drizzt's Parchment        330.> Black Candle
331.> Black Candle (Lit)        332.> Black Candle      
333.> Black Candle (Lit)        334.> White Candle
335.> White Candle (Lit)        336.> White Candle
337.> White Candle (Lit)        338.> Yellow Candle
339.> Yellow Candle (Lit)       340.> Yellow Candle
341.> Yellow Candle (Lit)       342.> Potion Of Passweb
345.> Piwafi Cloak      347.> Piwafi Cloak      349.> Chain Mail
351.> Emerald           352.> Citrine
----------------------------------------------------------------------------

        Well, folks, that's about it for this module.  It is, of course,
not foolproof, but I hope you find it useful in your conquest of the Drow
city.  E-mail any comments, questions, flames, or whatever to me at
This email address is being protected from spambots. You need JavaScript enabled to view it., but once again, PLEASE...no requests.  Not every game
is editable, and I don't have every game out there.  In the meantime,
good luck and good hunting!

                                -Dave Melanson


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