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
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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
Files : 3, NeW:NONE, oLD:NONE
uL Node : 1, NFo:NONE, D?Z:NONE