Editor Module For Ravenloft: Stone Prophet
Created by David Melanson w/Universal Game Editor 1.0
Welcome to the land of Har'Akir, a desert filled with magic, mayhem,
and all sorts of wonderful creatures who are not exactly alive, but not
exactly dead, either. In other words, a suburb of Ravenloft. Wonderful
place, really, provided you don't mind being chased around by invulnerable
undead and such things.
For those of you who are unfamiliar with my previous UGE work,
check out my Website at http:\www.ici.netcustomersoverkilloverkill.htm,
and choose the "UGE Page Option." There are modules up there for...well,
a lot more games, and more are being added as time goes on. Also, I charge
no registration fee for these modules, but I do ask that you register UGE;
Jack put quite some effort into it, and I believe it's worth the investment.
Now on to the current module. Those of you familiar with my
Ravenloft:Strahd's Possession or Menzoberranzen modules can skip a good
majority of this documentation (I just copied most of the text file); SSI
used almost exactly the same game format in this one. There are a few
differences, however, so don't skip everything...
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. Please note that your "first"
character you start with is actually in the Character 2 slot, and the
"second" is in the Character 3 slot. This is because they start in the
"front rank," with slots 1 and 4 open for NPC's.
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. 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
Commoner (barf)...or a Wemic...or even a Desert Troll!
Furthermore, the module allows you to break racial restrictions on
classes; make human multi-classes, Desert Troll 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 Prophet 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 38. This
is the character's Spell Book. Do NOT change this number, and do NOT
attempt to put the number 38 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 400 available Inventory
items you can plug into these slots...they are all listed in Table 2, below.
Duplicates are okay, apparently, to an extent.
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.
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. You may notice, when you
enable some abilities, they appear in the spell/ability menu in a different
color; this indicates that you are not SUPPOSED to be able to use it...but
you can anyway. Ha, ha, ha...
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. If you don't have the appropriate class in your
class list, you can't memorize it or pray for it...but still throw it.
Weird, huh?
Abilities start with "Backstab" and go up to "Turn Undead."
Some of these, like "Change Form," 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
section of the character's spell/ability menu on the adventure screen with
the medallion symbol (the leftmost button on the spell 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=Commoner 7=Wemic
8=Jackalwere 9=Desert Troll
Class: 0=Fighter 1=Paladin 2=Ranger 3=Cleric
4=Mage 5=Thief
TABLE 2:
____________________________________________________________________________
1. Sack 2.Chest 3. Sling Pouch 4. Ivory Scroll Case 5. Key Ring
6. Quiver 7. Recipe for Mummification 8. Bag of Holding
9. Scimitar 10. Crossbow Bolt 11. Pick Axe
12. Sling of Seeking +2 13. Javelin Of Lightning
14. Dagger of Throwing 15. Axe of Hurling 16. Shield of Lightn. Prot.
17. Shield 18. Wood shield 19. Leather Shield 20. Steel shield
21. Shield 22. Battle Axe 23. Mace 24. Quarterstaff
25. Short Sword 26. Longsword 27. Broadsword 28. Warhammer
29. Dagger 30. 2-Hand Sword 31. Halberd 32. Spear
33. Throwing Knife 34. Composite Bow 35. Sling
36. Lock Picks 37. Light Pellet 38. Spellbook (Don't Use!)
39. Book 40. Mage Scroll 41. Cleric Scroll 42. Parchment
43. Arrow 44. Sling Bullet 45. Potion of Jump
46. Potion-Xtra Healing 47. Potion of Fire Resist 48. Potion-Giant Str.
49. Potion-Healing 50. Potion of Speed 51. Oil Of Fiery Burning
52. Keoghtom's Ointment 53. Ring of Featherfall 54. Ring of Fire Resist
55. Ring of Free Action 56. Ring of Protection +1 57. Ring of Regener.
58. Ring of Wizardry 59. Potion of Flying 60. Rod of Anti-Levitation
61. Wand of Enemy Detect 62. Wand of Fireballs 63. Wand-Frost
64. Wand-Magic Missiles 65. Wand-Paralyzation 66. Bracers of Defense
67. Gauntlets of DEX 68. Gauntlets-Stone Giant Str. 69. Coin
70. Letter 71. Stone 72. Magic Stone 73. Empty Bucket
74. Full Bucket (Water) 75. Unlit Torch 76. Lit Torch
88. Silver Circle Key 89. Silver Clover Key 90. Silver Star Key
91. Silver Moon Key 92. Silver Axe Key 93. Gold Circle Key
94. Gold Key-Red Gem 95. Gold Key-Blue Gem 96. Gold Key-Black Gem
97. Gold Key-Green Gem 98. Iron Circle Key 99. Iron Shield Key
100. Demon Key 101. Dragontooth Key 102. Thorn Key 103. Tree Key
104. Serpent Key 105. White Circle Key 106. Helm of Disguise
107. Leather Helm 108. Padded Helm 109. Ring Helm
110. Scale Helm 111. Chain Helm 112. Elven Chain Helm
113. Banded Helm 114. Plate Helm 115. Plate Helm
116. Adamant Chain Helm 117. Adamant Plate Helm 118. Gold Plate Helm
119. Blue Robe 120. White Robe 121. Green Robe 122. Cloak Of Prot +1
123. Leather Armor 124. Padded Armor 125. Ring Mail
126. Chain Mail 127. Chain Mail 128. Chain Mail 129. Elven Chain Mail
130. Bronze Plate Mail 131. Banded Mail 132. Plate Mail
133. Plate Mail 134. Adamant Chain Mail 135. Adamant Plate Mail
136. Gold Plate Mail 137. Har'Akiri Lt.Armor 138. Har'Akiri Heavy Armor
139. Har'Akiri Red Robe 140. White Robe 141. Har'Akiri Heavy Helm
142. Mask of Hathor 143. Helm of Telepathy 144. Helm of True Seeing
145. Helm of Brilliance 146. Gold Whistle 147. Eye of Neferti
148. Special Scroll Of Return (wanna end the game fast? Use this!)
149. Feline Figurine 150. Falcon Figurine 151. Jackal Figurine
152. Lioness Figurine 153. Scorpion Figurine 154. Vulture Figurine
155. Scarab Figurine 156. Ram Figurine 157. Frog Figurine
158. Crocodile Figurine 159. Magical Watering Urn 160. Thought Bottle
161. Calcite Wish Cup 162. Large Chain 163. Scroll of Retirement
164. Stone of Good Luck 165. Signet of Dying Villager
166. Air Spore 167. Powder of Coagulation 168. Dust of Disappearance
(Items 169-178 are Teleport Keys)
169. Shrine of Neferti 170. Village of Muhar 171. Obelisk
172. Temple of Set 173. Temple of Harvest 174. Temple of Ra
175. Sphinx 176. Pharoah's Rest 177. Burial Catacombs
178. Royal Burial Hall
(Back to regular itmes)
179. Gem of Seeing 180. Periapt of Wound Closure
181. Periapt-Proof vs Poison 182. Periapt of Health
183. Vistani Dagger 184. Empty Water Skin 185. Full Water Skin
186. Canapic Jar 187. Iron Set Idol Key 188. Bracers of Archery
189. Short Sword of Quickness +2 190. Scimitar of Speed
191. Sword of Wounding 192. Staff of Thunder & Lightning
193. Staff of Swarming Insects 194. Har'Akiri Battle Axe
195. Khopesh Sword 196. Har'Akiri Shield 197. Har'Akiri Shield
198. Tekhen's Lute 199. Coffer of Ra 200. Ring Of Protection +2
201. Ring of Prot. +3 202, 203, and 204. Periapt-Proof vs Poison
205. Water Skin 206. Mallet 207. Wemic Armor 208. Troll Armor
209. Wemic Quiver 210. Fire Beetle Gland 211. Map of Har'Akir
212. Tear of Ra 213. Hero's Heart 214. Villager's Sack
215. Gold Ankh Key 216. Gold Sun Key 217. Ring of Prot. +4
218. Scroll of the Sage 219. Scroll 'On The Desert Troll'
(Items 220-274 are Mage Scrolls)
220. Armor 221. Burning Hands 222. Chill Touch
223. Detect Undead 224. Featherfall 225. Jump 226. Light
227. Magic Missile 228. Prot. From Evil 229. Shield
230. Shocking Grasp 231. Spook 232. Aganazzer's Scorcher
233. Blue 234. Detect Invisible 235. Flaming Sphere
236. Ice Knife 237. Improved Identify 238. Knock 239. Levitate
240. Melf's Acid Arrow 241. Stink Cloud 242. Summon Swarm
243. Wizard Lock 244. Dispel Magic 245. Fireball
246. Flame Arrow 247. Fly 248. Haste 249. Hold Person
250. Hold Undead 251. Invis-10'R 252. Lightning Bolt
253. Prot.From Evil-10'R 254. Slow 255. Vampiric Touch
256. Venom Bolt 257. Acid Bolt 258. Detect Scrying
259. Enchant Weapon 260. Ice Storm 261. Remove Curse
262. Stoneskin 263. Wizard Eye 264. Cloudkill 265. Cone of Cold
266. Hold Monster 267. Teleport 268. Claws of the Umber Hulk
269. Death Spell 270. Disintegrate 271. Dragon Scales
272. Lich Touch 273. Otiluke's Sphere 274. True Seeing
(Items 275-314 are Cleric Scrolls)
275. Bless 276. Cause Lt. Wnds 277. Create Water
278. Cure Lt. Wnds 279. Detect Evil 280. Detect Magic
281. Detect Pits 282. Invis. To Undead 283. Light
284. Magical Stone 285. Prot. From Evil 286. Aid
287. Draw DEX 288. Draw STR 289. Flame Blade 290. Hold Person
291. Slow Poison 292. Speak W/Animals 293. Spiritual Hammer
294. Cure Disease 295. Dispel Magic 296. Magic Vestment
297. Negative Plane Protect 298. Prayer 299. Remove Paralysis
300. Summon Insects 301. Cause Ser Wnds 302. Cure Ser Wnds
303. Fortify 304. Free Action 305. Neutralize Poison
306. Prot. Evil 10'R 307. Cause Cri Wnds 308. Cure Cri Wnds
309. Flamestrike 310. Raise Dead 311. True Seeing
312. Fire Seeds 313. Heal 314. Harm
(Regular items)
315. Page 1-Guide To Ancient Dead 316. Page 2-Guide To Ancient Dead
317. Page 3-Guide To Ancient Dead 318. Handwritten Scroll
319. Chain Mail +2 320-324. Pouches 325-327. Chests
328-333. Sacks 334-345. Chests (Note: Chests & Sacks have various contents)
346-352. Sling Pouches 353. Chest 354. Bag Of Holding
355-360. Ivory Scroll Case 361. Quiver 362. Scroll-Mask of Hathor
363. Scroll of Gifts 364. Key Ring 365. Scroll-Ankhtepot's Touch O'Death
366. Sack 367. Vistani Woman's Clothing 368. Scroll-Hierophant Tale
373-381. Quiver 382. Book-The Nature of Set 383. Book-The Nature of Ra
384. Book of Arcane Items 385. Book of Isu and Senment
386, 387. Staff of Thunder & Lightning 388, 389. Staff of Swarm. Insects
390, 391. Wand-Enemy Detection 392, 393. Wand-Fireballs
394, 395. Wand-Frost 396, 397. Wand-Magic Missiles
398, 399. Wand-Paralyzation 400. Battle Axe +1 401. Battle Axe +2
402. Mace +1 403. Mace +2 404. Mace +3 405. Quarterstaff +1
406. Quarterstaff +2 407. Quarterstaff +4 408. Short Sword +1
409. Short Sword +2 410. Short Sword +3 411. Long Sword +1
412. Long Sword +2 413. Broad Sword +1 414. Broad Sword +2
415. Warhammer +1 416. Warhammer +2 417. Dagger +1
418. Dagger +2 419. 2-Hand Sword +3 420. Halberd +1 421. Halberd +2
422. Spear +3 423. Throwing Knife +1 424. Arrow +2 425. Sling Bullet +3
426. Har'Akiri Battle Axe +1 427. Har'Akiri Battle Axe +3
428. Khopesh +2 429. Khopesh +3 430. Shield +1 431. Shield +2
432. Shield +3 433. Leather Helm +1 434. Leather Helm +2
435. Leather Helm +3 436. Padded Helm +2 437. Ring Helm +2
438. Plate Helm 439. Chain Helm +1 440. Plate Helm +1
441. Plate Helm +2 442. Gold Plate Helm +1 443. Leather Armor +1
444. Leather Armor +2 445. Padded Armor +2 446. Ring Mail +1
447. Ring Mail +4 448. Chain Mail +1 449. Chain Mail +3
450. Bronze Plate +2 451. Banded Mail +1 452. Plate Mail +1
453. Gold Plate +3 454. Cloak Prot. +2 455. Cloak Prot +3
456. Blue Robe +2 457. White Robe +1 458. Green Robe +4
459. Scimitar +1 460. 2-Hand Sword +2 461. Cloak
462. Arrow +1 463. Shield +1 464. Ancient Elven Plate Helm +1
465. Arrow of Slay Undead +3 466. Ancient Elven Plate Mail +2
467. Ancient Elven Shield +1 469. Ba'al Verzi Dagger +2
470. Paladin Sword +3 471. Paladin Dagger +2
(Items 472-481 are informational scrolls)
472. Beauty of Neferti 473. Tragedy of Neferti 474. Sacrifice
475. Tears Of Ra 476. Hero & Falcon (1) 477. Hero & Falcon (2)
478. Teleportation in Har'Akir 479. Gateway of Pharaoh's Rest
480. Gateway of Temple of Ra 481. Dreams of Ankhtepot
482-489. Fragments of the Stone Prophet Prophecy Parchment
490-493. 1/4, 1/2, 3/4, and whole Ankhtepot Seal
494-497. 1/4, 1/2, 3/4, and whole Hierophant Seal
498. Scroll-Awakening Ankhtepot 499. Book-The Wall Of Ra
500. Book-The Secret of the Sphinx
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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 the
Desert of Har'Akir. E-mail any comments, questions, 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! (And remember, always be good to your mummy).
-Dave Melanson (This email address is being protected from spambots. You need JavaScript enabled to view it.)
Files : 3, NeW:NONE, oLD:NONE
uL Node : 1, NFo:NONE, D?Z:NONE