***********************
1. General
***********************

1.1 Editing heavily built on dialogs. No MDI environment.
1.2 All main dialogs (Item, Monster, Loot & Map editors) modify data locally and capable of Discard or Apply changes into the application memory. After that application memory could be applied to W7 data file(s) by either hitting Ctrl-S anywhere or 'Save changes' button on the main dialog.
1.3 Some values that can be edited have constraints in their values. Others the user should worry about. It it very good practice to check  if the new thing works in the game. The game may crashes often because of invalid values, not because of corrupted data.
1.4 Though I never encountered corrupting the data, please, make backups of your W7 data files (see the current list in the end) often.

**************************
1. Latest Version Features 
**************************

* General
- Does not work without game installed on your machine. Requires game files only, so it is not necessary to be able to launch the game itself. 
- Uses mostly pictures & icons from the game data files to make interface more "alive".
- Uses mostly terms and strings directly from the game.
- Uses "heavily based on dialogs" interface which is not so comfortable, but more easy (and time consuming) to implement.
- Almost in all lists throughout the dialogs you can use double-click to view particular entity from that list.
- Almost every image can be saved as BMP file or placed to clipboard for future use (right-click on the picture to invoke menu).


* Wizardry 6
- Item Editor Dialog which allows to:
	- View/Modify every item's attribute known to me.
	- Get information in what incident or loot you party can get particular item.
	- Direct access to Item Images Modification Dialog (left-click on item's image).
	- Search for a particular item by substring in its name.
- Item List Dialog which allows to:
	- View all items in the scenario and most of their properties.
	- Sort items by any property.
	- Filter out items by many of their properties.
	- Direct access to Item Editor Dialog (double-click on particular item).
- Monster Editor Dialog which allows to:
	- View/Modify every monster's attribute known to me.
	- Get information on what items particular monster can drop.
	- View monster image(s).
	- Direct access to Item Editor Dialog (double-click on particular item in the loot list).
- Monster List Dialog which allows to:
	- View all monsters in the scenario and most of their properties.
	- Sort monsters by any property.
	- Direct access to Monster Editor Dialog (double-click on particular monster).
- Text Editor dialog which allows to:
	- View/Modify scenario texts.
	- Search text by substring.
	- Patch game executable so it will correctly process new modified texts.
- Loot Editor Dialog which allows to:
	- View/Modify loot records.
	- Get information what monsters drop, incidents sell or map locations contain the particular loot.
	- Direct access to Item Editor Dialog (double-click on particular item in the loot list).
	- Direct access to Monster Editor Dialog (double-click on particular monster in the monster list).
	- Direct access to Incident Editor Dialog (double-click on particular incident in the monster list).
	- View on the map where exactly this loot is placed (double-click on particular map location in the location list).
- Incident Editor Dialog which allows to:
	- View/Modify incidents.
	- Get information what incidents sell and what actions it can perform.
	- Direct access to Item Editor Dialog (double-click on particular item in the trade list).
- Picture Editor Dialog which allows to:
	- View frames of every picture.
	- Call Editor Dialog to view picture frames (editing of pictures is not allowed).
- Map Editor Dialog which allows to:
	- View scenario maps.
	- View map events and map terrain features.
	- Filter out certain types of terrain features and map events.
	- Invoke Manage Map Quadrants Dialog which is capable to change map quadrant disposition and monster sets that your party can encounter on particular map.
	- Invoke Manage Map Terrain Dialog which is capable to change map terrain (walls, type of floor, display features such as sconces, niches, stairs and so on).
	- Invoke Manage Map Events Dialog which is capable to change map events, their relationships and their initial states.
- Save Files Viewer Dialog which allows to:
	- View every attribute of your characters from saved file or from guild file (their statistics, resistances, attacks, damages, negative effects and so on).
	- Invoke Character vs NPC Dialog to see how NPCs treat your character.
	- Invoke Character's Items Dialog to see what items your character is carrying now (double-click on particular item will invoke Item Editor Dialog).
	- Invoke Character vs Professions Dialog to see what professions your character can pick now and what attributes he(she) requires to pick yet unpickable professions.
	- Invoke Save File World Dialog in which you can learn about party location, game time passed, global enchantments (power and duration) and list of incidents and live status of incident's NPC.
- Editing of item images.
- Editing of character portraits.
- Editing of background pictures.
- Editing of text font.
- Editing of miscellaneous images.
- Game Info Viewer Dialog which allows to:
	- View Classes and their information (attribute requirement, amount of HP and Skill Points granted during character generation and leveling up, mana regeneration rates, favourite skills, base and per level resistances, experience table, Skills allowed).
	- View Races and their information (minimum attributes, resistance modifiers and additional features).
	- Invoke Game Calculations dialog which allows to see what your character will get during creating and leveling up.
- Modification of character creation algorithm to make better characters (increased ability bonus). 



* Wizardry 7
- Item Editor Dialog which allows to:
	- View/Modify every item's attribute known to me.
	- Get information in what incident or loot you party can get particular item.
	- Direct access to Item Images Modification Dialog (left-click on item's image).
	- Search for a particular item by substring in its name.
	- View text if item is readable.
- Item List Dialog which allows to:
	- View all items in the scenario and most of their properties.
	- Sort items by any property.
	- Filter out items by many of their properties.
	- Direct access to Item Editor Dialog (double-click on particular item).
- Monster Editor Dialog which allows to:
	- View/Modify every monster's attribute known to me.
	- Get information on what items particular monster can drop.
	- View monster image(s).
	- Direct access to Item Editor Dialog (double-click on particular item in the loot list).
- Monster List Dialog which allows to:
	- View all monsters in the scenario and most of their properties.
	- Sort monsters by any property.
	- Direct access to Monster Editor Dialog (double-click on particular monster).
- Text Editor dialog which allows to:
	- View/Modify scenario texts.
	- Search text by substring.
	- Patch game executable so it will correctly process new modified texts.
- Loot Editor Dialog which allows to:
	- View/Modify loot records.
	- Get information what monsters drop, incidents sell or map locations contain the particular loot.
	- Direct access to Item Editor Dialog (double-click on particular item in the loot list).
	- Direct access to Monster Editor Dialog (double-click on particular monster in the monster list).
	- Direct access to Incident Editor Dialog (double-click on particular incident in the monster list).
	- View on the map where exactly this loot is placed (double-click on particular map location in the location list).
- Incident Editor Dialog which allows to:
	- View/Modify incidents.
	- Get information what incidents sell and what actions it can perform.
	- Direct access to Item Editor Dialog (double-click on particular item in the trade list).
- Picture Editor Dialog which allows to:
	- View frames of every picture.
	- Call Editor Dialog to edit picture frames.
- Map Editor Dialog which allows to:
	- View scenario maps.
	- View map events and map terrain features.
	- Filter out certain types of terrain features and map events.
	- Invoke Manage Map Quadrants Dialog which is capable to change map quadrant disposition and monster sets that your party can encounter on particular map.
	- Invoke Manage Map Terrain Dialog which is capable to change map terrain (walls, type of floor, display features such as sconces, niches, stairs and so on).
	- Invoke Manage Map Events Dialog which is capable to change map events, their relationships and their initial states.
- Save Files Viewer Dialog which allows to:
	- View every attribute of your characters from saved file or from guild file (their statistics, resistances, attacks, damages, negative effects and so on).
	- Invoke Character vs NPC Dialog to see how NPCs treat your character.
	- Invoke Character's Items Dialog to see what items your character is carrying now (double-click on particular item will invoke Item Editor Dialog).
	- Invoke Character vs Professions Dialog to see what professions your character can pick now and what attributes he(she) requires to pick yet unpickable professions.
	- Invoke Save File World Dialog in which you can learn about party location, game time passed, global enchantments (power and duration), dropped items locations, list of wandering NPCs and their live status and location, list of incidents and live status of incident's NPC and what items party can buy from that incdent, relationships with different alliances.
- Editing of item images.
- Editing of character portraits.
- Editing of background pictures.
- Editing of text fonts.
- Editing of miscellaneous images.
- Editing of pictures.
- Game Info Viewer Dialog which allows to:
	- View Classes and their information (attribute requirement, amount of HP and Skill Points granted during character generation and leveling up, mana regeneration rates, favourite skills, base and per level resistances, experience table, Skills allowed).
	- View Races and their information (minimum attributes, resistance modifiers and additional features).
	- Invoke Game Calculations dialog which allows to see what your character will get during creating and leveling up.
- Modification of character creation algorithm to make better characters (increased ability bonus). 




***********************
2. Item Editor
***********************

2.1 Allows to edit items.
2.2 Changing item ID feature can be used to arrange loots (loot havily depends on item order). Changing imem ID affects two items as you can understand.
2.3 Last unknown byte has been revealed. A weapon range.
2.3.1 Explanation of the weapong range:
	SHORT - Character can reach two first monster rows from the first character row only (first 3 character slots).
	EXTENDED - Character can reach two first monster rows from any character row.
	THROWN - Character can reach three first monster rows from any character row.
	LONG - Character can reach any monster row from any character row.
2.4 Around 30 new items can be created (those named '?unknown items?), though no new pictures can be made. All picture slots are used for now. And picture byte controls item type, weapon skill, etc. I will eventually make the picture editor, but this will only allow to change existing pictures.
2.5 It is possible to edit Item Images. Just click on the image in Item Editor Dialog.

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3. Monster Editor
***********************

3.1 Allows to edit monsters.
3.2 Does not allow to add new monsters (more than 250). To add a new monster you should change existing one - in that case existing monster will no longer exist.
3.3 Few bytes are not understood.

***********************
4. Loot Editor
***********************

4.1 Allows to edit loots.
4.2 Loots - everything that chests contains or monsters drop after their death or monsters sell or party finds in several places.
4.3 Loot contains of 8 loot entries and trap information. Each entry can hold Gold, Item, Advanced Item, Experience or may be empty. Each entry has its chance to be created when loot is generated (chest is opened, monster is killed).
4.4 Gold entry - generates gold in random amount from min to max. Then amount is divided by character count and each character recieves its share of gold.
4.5 Item entry - the first item specified and the number specified. This means that one of the 'number' items can be generated beginning at selected item.
4.6 Advanced item entry - the same as the Item entry, except it has no chance of being generated, but it has 'item availability level'. 'Item availability level' - is the mysterious number that the game somehow modifies and if party 'Item availability level' reached the Advanced item entry availability level then this entry is accesible. The example is the XEN XHENG's loot.
4.7 Experience entry - just gives every character specified amount of experience.
4.8 Loot may be completely empty (such as the first (zero) loot - it is used for monsters that produce no loot at all).
4.9 Trap - is the mask of traps. When chest is accessed, the random trap is generated (from those checked by the mask). Trap level - greater level means, the harder to disarm, more damage from the trap and more duration from trap effects.
4.10 Explode anyway flag. All 'deadly coffers' in Dane Tower has it. The lockpicking is useless.
4.11 Loot editor allows to name loots as you wish. This is not affects the game, but can make easier the edit process.


***********************
5. Map Editor
***********************

5.1 Allows to edit the maps.
5.2 Main dialog is just a viewer and does not allows to edit anything.

5.3 Use 'manage quadrants' menu to invoke Quadrant Editor.
5.3.1 Quadrant Editor allows to edit quadrants disposition and monster distribution on the particular map.
5.3.2 Map consists of 16 quadrants each of 8x8 cells. You can look existing maps to quickly understand all quadrants things.
5.3.3 Monster distribution: each map has 144 monster slots (12 by 12). Each map quadrants has two numbers - the two indexes of monster collections (by 12 monsters each) from the 144 map monster slots. Also each map quadrant has a chance of monster being generated from the first monster collection. In other words: when the game decides to arrange a battle it take the quadrant's chance and rolls 1d100. If the chance is rolled then it generates a random monster from the first monster collection used by the quadrant (one out of 12 monsters), otherwise it generates a random monster from the second monster collection used by the quadrant (one out of 12 monsters too).
5.3.4 Note that two different quadrants may use the same monster collection, so changing monster collection (12 monsters) can affect several quadrants.
5.3.5 Changes in Quadrant Editor are local. The cannot be discarded or applied. If you press OK then changes applied to Main Map Editor dialog and can be applied or discarded from it. If you press Cancel then changes are forfeit.

5.4 Use 'manage terrain' menu to invoke Terrain Editor.
5.4.1 Terrain Editor allows to edit walls, landscape (battle mask, darkness, fog, etc) and display features on the map.
5.4.2 You must understand that each map (32 maps total) has its own type. I don't know where it is stored or how it is determined. That 'type' regulates what walls and landscapes are valid for this map. In turn Display Features will crash the game if they not 'compatible' with walls and(or) landscape. For example, you can't add secret button, lever or sconce on wood wall. You can't add a portcullis or a window on Map 0 and can't have water there too (except for fake water). Those restrictions heavily limit the editing capability, but I can't see how to avoid them yet.
5.4.3 So, when you changed something, go in game and it crashes - it does not mean that Editor screwed it all up, it means that you've just used invalid wall, landscape of display feature on this map.
5.4.4 Wall is rather staionary (though it can be changed in game).
5.4.5 Landscape is the mask. Each cell can have up to four masks or have no at all. Be free to determine what mask means for each map (I already determined most of those (otherwise how my map viewer could work :) ), but not all of them). I will appreciate any info about that and soon get rid of those '?Unknown' names.
5.4.6 Display features.... Each display feature has a direction. For secret buttons, levers, fontains it is vital, but for statues it is not. Fell free to explore.

5.5 Map events editor (see How_to_edit_map_events.txt)


***********************
6. Image Editor
***********************

6.1 It is possible to Undo operation with following hot key combinations: Ctrl+Z, Alt+Backspace.
6.2 It is possible to Redo operation with following hot key combinations: Ctrl+A, Ctrl+Y.
6.3 For PIC file images their dimensions can be changed, but must be divisible by 8.
6.4 For icon-like images (items, portraits, etc) their dimensions are constant and cannot be changed.
6.5 Not much drawing operations are available now. You can use external editor along with copy/paste functionality.
6.6 It is possible to Copy image being edited into Clipboard either by button of hot key combinations: Ctrl+C, Ctrl+Ins.
6.7 It is possible to Paste bitmap image from Clipboard either by button of hot key combinations: Ctrl+V, Shift+Ins.


*********************************************************************
Version changes
*********************************************************************

Version 0.55
	Fixed small mistakes in displaying Monster's attacks.
	Found and now displayed Monster's Overall Evasion AC.
	Found and now displayed Monster's 'Unique (no respawn)' flag.
	Fixed small mistakes in displaying Items's Weapon Skills.
	Fixed small mistakes in displaying Items's Number of Charges.
	Added and now displayed Items's 'Special Usage' (Not Invoke).
	Now displayed a list of loot where item can be discovered.
	Added Loot Editor which allows to view Loot traps, Loot usage in monsters and on the Map (Combining with 6.7 this feature allows a user to track down the certain item).
	Now displayed 'constant' character states (STONED, UNCONSCIOUS, DEAD, SLAIN, LOST) in Saved Files Viewer Dialog.
	Now displayed Day and Time in Save File World Info Dialog.
	Changes to Map Viewer (now Editor) are Innumerable and continue to grow.

Version 0.67
	Improved Text Retrieval Algorithms. Now text displayed correctly without excess information. Several special symbols are processed correctly for now.
	Weapon Range works correctly now. In previous version it were shown and changed incorrectly.
	Minor map editor bugs were fixed.
	All event types are now available in the map editor, though one of them are not understood and thus not implemented.
	Event Type selection dialog now changed. It uses list control instead of combobox now - it is more usable.
	Few preparations were made to begin development of Text Editor.
	Some minor tweaks.

Version 0.82
	Added Text Editor.
	Added menu to main dialog.
	About dialog now shows correct info.
	Added ability to fix 'Slaying Weapons Bug'.
	Some minor tweaks.

Version 0.83
	Found info and added ability to view/change Monster Slaying Ability.
	Added ability to fix 'Monsters Slaying Ability Bug'.
	Some minor tweaks.

Version 0.90
	Added Incident Editor along with script commands editor.
	36 out of 44 script commands understood and available now.
	Picture Viewer Perfomance and Usability improved.
	Text Editor now fully functional.
	Text Patch was designed to fix game executable to understand text modified by Text Editor. This patch does not affect in any bad way existing game engine functionality. It just extends its slightly. This were necessary to make more or less comfortable text editing.
	Interface feature: Ctrl+Tab (Ctrl+Shift+Tab) can be used to navigate between open edit dialogs.
	Interface feature: Ctrl+M can be used to set focus to main dialog.
	Interface feature (was implemented before): Ctrl+S can be used to save all changes made in memory to game data files.
	Some minor tweaks.

Version 0.95
	Monster Type 'Dark Savant' is now 'Cosmic Lord' - it is more common name.
	Spell level 7 now can be selected when editing utem's casting abilities (max 6 were before that).
	Item's Spells and Charges now showed more correctly. It is impossible to create musical instrument casting Energy Blast using char's Music Skill, but very possible to create 'Rod of Blasting' which casts Energy Blast at non-zero level. In other words my tests shows: 1. Spell Energy Blast & Spell Level 0 are treated as 'No Spell'. 2. Any spell and non-zero Spell Level are treated as magic items capable of casting spells when used. 3. Other than Energy Blast spell and Spell Level 0 are treated as musical instrument and character's Music skill used to determined on what level spell is cast (if not failed).
	View Save Files Dialog now shows Exp requred to next level.
	View Save File World Dialog now shows Wandering NPCs state. A little is shown now: their alive/dead state, their location (map and quadrant).
	Fixed Resource Leak in Incident Editor Dialog (it is rather fatal on W95 & W98).
	Fixed possible crash in View Pictures Dialog.
	It is possible to edit Item Images. Just click on the image in Item Editor Dialog.
	Added Game Info Dialog. Inside you can see some race/classes statistics.
	Skill Test Map Event was resolved, now it is almost 100% usable (except for couple of flags :)).
	Discovered few more monster's bytes: chance to attack enemy's specific body part. Implemented in Monster Editor Dialog. As a result Monster Dialog layout changed slightly to accomodate more controls.
	Image Editor Introduced. Allows to edit item icons, character portraits and PIC files (with monsters and such). Image Editor will also be a part of Picture Editor which also should allow to edit Picture Slide Shows.
	Interface slightly improved in Manage Map Terrain Dialog: cursor now represents current action.
	Image Editor enchanced. Now it can edit fonts and various icons (hand images, trap symbols, state icons, etc).
	Several bugs fixed that appeared on non-NT systems, like W95, W98, W98E, ME. Though some may remain.
	Multilanguage support added. Along with English version also German and Russian versions can be viewed/edited more comfortable now. For this to work, select menu Setup->Settings on the main dialog and change language from there. It seems that ANSI version of Editor can behave incorrect if system's code page does not correspond to the language you selected in the Setup->Settings dialog. In that case you may experience problems with viewing/editing texts. Report me if you have any problems, please. Meanwhile I suggest you to find the way to install NT-system, such as Windows2000 or Windows 2003. With NT-systems you can use UNICODE version of the Editor and avoid all those multilanguage problems.

Version 1.05
	Added almost full support of Wizardry 6 "Bane of the cosmic forge":
		Editor can edit in Bane everything that it can edit in CODS, except for pic files. It only allows to view them. It took 2/3 of all Bane research and development time.
		Also editing text in Bane can cause game to crash, because I have not written text fixer for Bane.
	Fixed small (recently appeared) GDI leak in view object dialog.
	Monster's "Unique (no respawn)" flag renamed to "Is NPC" flag.
	Treating Monster's NPC differently now. Zero now becomes valid NPC ID. Algorithm is now aware of "Is NPC" flag.
	Few small bugs were fixed.
	Improved Game Info Viewer and Game Calculation Sections.
	Various bitmaps now can be copied to clipboard as well as saved to a bmp file.
	Maps again can be saved as bitmaps or copied to clipboard (this functionality was lost in one of previous versions).
	Added near-cheating ability to change attribute bonus generation algorithm during character creation under Cheat menu of Main Dialog
		Original Algorithm (8-26) (You had 1/2400 to get 26; 1/400 to get 21-26; 1/10 to get >= 13-18):
			All		1d6+4
			1/20		+8
			1/20		+8
			<9		1d4+7
		New Algorythm (7-26) (You have 1/20 to get 7-26):
			All		1d20+6
			<9		1d4+7
		This feature works for W7 DOS (english, german, russian), W7 GOLD, W6 (english, german).
	Since Max Spell level in CODS is 7, Monster Dialog was fixed to display "correct" level at which monsters cast their spells.
	Cosmic Forge now can be launched with string parameter. This parameter indicates which registry key will be used to read/write editor settings (game folder, language, dialog settings). This feature is useful when editor used to work with two or more versions of Wizardry: thus two or more shortcuts can be created with different string values and launching each shortcut will read/write all settings from each own registry key.
	Fixed interpretation of "Locked Door" Map Event. Now door can be openable by item and impossible to be lockpicked simultaneously.
	Added ability to show teleports and teleport destinations as numbers of different colors on a single map to ease teleport traking on this map.
		Yellow - two-way teleporters (mountain climb in W6, ladders in W7): it is a pair teleporters on single map having the same number.
		Green - teleporter sources that teleports to the same map (from which cell your party can be teleported): it is a pair to teleporter destination.
		Cyan - teleporter destination (cell to which teleports one of the teleporters on this map): it is a pair to teleporter source.
		White - single teleporter source that teleports to another map (can't be traked - if you go to that map you see different numbers).
		This feature is not 100% correctly works, because single cell can be a source of several teleporters as well as a destination of several teleporters. In that case you will see only one number and others cannot be shown. But in general it works very well.
	One more script command revealed.
	Item List was enchanced.
	Monster List implemented.
	Overload level 5 in BANE means ACTUAL OVERLOAD LEVEL 2, not 3 (2 => yellow CC color + 2 penalty to AC). Fixed.
	Added weight column on character's items dialog.
	Enabled Text Editing in W6.
	Added Global Enchantments information on View Save File World Dialog. It is possible now to see what enchantments are on, how many minutes they will function and what bonus/power they grant.
	Added icons to minster list, just to make it more 'alive',
	Added ability to show small item icons in Item list (to view more items at once)
	It seems that Muramasa Blade and Zatoichi Bo invoke powers do now work in Bane (as well as lynx ring). That strange, but I left intact info displaying algorithm. In CODS it works well, but until next level up (during level up your attacks and swings number will be reduced according your max level, dexterity & speed).
	Bane Map names were fixed (because I'm playing Bane now and became aknowledged about game locations).
	In Loot Editor I added ability to view incidents that sell particular loot.
	CTRL+DoubleClick on monster in Edit Map Quadrants dialog will call Edit Monster Dialog instead of Select Monster Dialog.
	Map Editor Dialog now contains user-friendly information about random encounters. (You need to press Shift+Letter to view particular monster's properties).
	NPC Items concept in View Save File World Dialog was changed. Now there are Incidents, not NPCs - that's how it should be.
	Monster Icons were added in some places were they were not present.
	Once again, ancumbrance AC penalty algorythm was changed. I hope it displays correct AC penalty right now.
	Added ability to view random monster layout when view/edit Fight map incident.
	Sorting in Monster List became little wiser. It now ignores monsters that has no property on which current sorting is on. This allows to see important information always on top.
	Added couple of columns into item list. Removed icons from item list column headers.
	Sorting in Item List is now preserved when you hit refresh button.
03.08.2004
	Save File Dialog now shows poison strength when character is poisoned.
	A bug fixed that caused W98 to hang.
	Trying to include W8 support. Item List implemented, but not finished.
27.08.2004
	Improved item & monster lists. Status bar now shows which item/monster selected. This is useful when you does not see the first column (where names are).
	Item list & Item editor for W8 almost done. 
	

*********************************************************************
Special Thanks
*********************************************************************

1. To Rick Rice aka Llevram for pointing me to the true nature of the weapon range byte that is not the same as weapon type (Weapon can be of EXTENDED type, but can have LONG range - this is nonsence but this way the game implemented).
2. To Sergey Antoshin, Vadim Lopatin, Andrey Schegolev, Andrey Elizarov for their piece of code regarding MISC.HDR which lead me to better understanding the text database. This allowed me to implement multilanguage support more or less.
3. To Dwain Longfeet who granted me aforementioned piece of code.
4. Of course to Sirtech Team that made such an Extremely Interesting Masterpieces.



*************************************************************
All info about bugs, mulfunctions, inaccuracies, etc. is appreciated.
Write me to 'spershin@dev.aelita.com'.
Please, be more specific about the bug: 1. how to reproduce, 2. what happens. 3. screenshots (compress them, please, using any rar or zip).

mad god.


