The DIABLO Universal Game Editor Module
by Dave Melanson, incorporating the use of Enigma's
ULTIMATE DIABLO TRAINER
---------------------------------------------------
	Hello folks...welcome to the 26th module designed by 
me for Jack Hartman's Universal Game Editor (UGE) program.
Other modules include Stonekeep, Anvil of Dawn, Might &
Magic III, IV, V, Swords of Xeen, Heroes of Might & Magic
I & II, and quite a few others including the ever-
frightening Daggerfall.

	All of the modules I've created are free of registration
charge, but I do ask that all users of the modules please register
the base program with Jack Hartman (jhartman@ix.netcom.com).
-----------------------------------------------------

BRIEF HISTORY OF THE DIABLO MODULE (i.e. why it took so long)

	Spring, 1996.  Blizzard releases the Diablo pre-release
demo.  It is lauded as a truly impressive game.  I devised a
UGE module that handled just about everything, but I don't like
to release editors for demos, so I held off, figuring the game
would not change saved-game format...

	January, 1997.  Blizzard releases Diablo.  I immediately
bought it and discovered, to my utter shock, that Blizzard had 
indeed encoded the saved game files beyond UGE's capability to edit.
With a sigh of remorse, I resigned myself to failure on this one
and proceeded to play the game "fairly."

	End of January, 1997.  I discovered the Website of ENIGMA
(http://exo.com/~enigma/diablo.html), who had created "The Ultimate
Diablo Trainer," which, while supposedly serving as a backup/restore
utility, happened to write a dump file in an unencoded format 
in between the save & restore.  And suddenly, I was back in business!

	I'd just like to take a moment here to greatly thank Enigma
for this.  Not only did he create this great program and release it as
freeware, but he has given permission to incorporate it in editors.
Good thing, too, because otherwise, this never would've gotten done.
Enigma, if you're reading this...thanks, guy.  And yeah, you do kinda
look like Trent.  But that's okay; I kinda look like Stephen King.

	Early February, 1997.  Diablo UGE module released!

NOW THEN...to the directions...
-----------------------------------------------------------------
FIRST: How to set up UGE.  To accomplish this, I've lifted a couple
questions from the UGE FAQ I've written:

Q: "How do I set up Universal Game Editor?"

A: First, create a directory on your hard drive to hold the programs. Then use PKUNZIP version 2.04g or
better...or WinZIP ...to uncompress the UGE10.ZIP file into the new directory. If you want to use a plug-in
module, also use the same program(s) to uncompress the zipped module file into the same directory.

Q: "Will Universal Game Editor work in Windows 95?"

A: Yes, it will work in Windows 95 without a problem. Just set up a Shortcut to UGE.EXE.

Q: "How do I install a plug-in module?"

A: Start up UGE. You have to Add the game to the main menu screen (blue) that appears. As that suggests, press
the "A" key. A red box will appear on the right. Type the name of the game in there and press Enter (actually,
you can type anything you like; it won't matter, but typing the name of the game just might be useful for
identifying it later on!) Now a list of files with the extension ".mdl" will appear in a box on the right. (There will
also be one called "**New File**," which you DON'T want to choose right now...later, if you decide to create
your own modules, this will be very useful).

Use the arrow keys to highlight the file that says GAMENAME.MDL, where GAMENAME, once again, is the
name of the game (or an abbreviation or approximation), then press Enter. Now you should see a directory listing
of your hard drive in the box on the right. Use your arrow keys to select the file you wish to edit, in the following
manner:

Use the arrow keys to highlight the directory where the actual GAME (NOT U.G.E!!) is stored on the hard drive.
Press Enter. Now scroll up and down the list and look for a saved game file...usually, the module's instructions will
tell you the name of the file to look for (so read the instructions) but as a general rule, the file formats take one of
several forms: 

     If you saved a game with a specific name, you may see that name followed by a three digit extension (for
     example, you named a saved game WALKING, then you might see WALKING.SAV or WALKING.DAT
     or something similar...that's your saved game file). 
     Maybe there is a separate directory for saved games...usually, this'll be named SAVES or SAVEGAME or
     GAMES or something like that...go into that by highlighting it, then pressing Enter...and then keep looking. 
     Sometimes games are saved with numeric extensions that indicate which "slot" they are saved in...for
     example, let's say a game has a "Save Game" screen with ten available slots for games. When you save to
     the first slot, you create, say, a game called GAME.001, or GAME0.SAV, or something like that. When
     you save the game to the SECOND slot, you create a file called GAME.002, or GAME1.SAV, or
     something like that. Some games start numbering with 1, some with 0. It's a matter of which game you're
     playing. 
     Still other games save a series of game files in a numeric subdirectory...for example, let's say a game has
     ten subdirectories called SAVE01, SAVE02, SAVE03, etc...to SAVE10. Inside THOSE directories are the
     saved game files for the various slots...once again, these work the same way as a numeric extension-ed
     game file...so that, if you save a game in the first "slot" of the saved game screen, the files you want to
     modify would be in the SAVE01 subdirectory. If you save in the second slot, the files would be in the
     SAVE02 subdirectory. 

EXAMPLE FOR THIS MODULE: Diablo

	Diablo is rather particular.  In this case, there is a very
specific method for doing editing.  See the appropriate question and
procedure immediately following...

Q: "So...how do I use this Trainer thingy, anyway?"
A: Follow this procedure EXACTLY: (part of this is lifted from
	Enigma's instructions, as well)

	1.> Start up Diablo
	2.> Choose Single Player Game
	3.> Either create a New Hero or choose a hero you've already
		created.  (NOTE: If you have more than one hero created
		at a single time, keep track of which game file you're
		trying to modify...if it's the first hero you created,
		it'll be called "single_0.sv"  If it was the second
		hero you created, it'll be "single_1.sv"  This DOES
		become important very shortly...)
	4.> If you've chosen a hero you created before, you can either
		choose "NEW GAME" or "LOAD GAME."  Either will be fine.
	5.> Once the playing screen appears, hold down the ALT key and
		hit the TAB key.  This causes Windows 95 to minimize
		Diablo and let it run in the background.  Now start up
		the Ultimate Diablo Trainer.  The executable name is
		DiabloTrainerBeta54.exe, and it should be in the same
		directory you unzipped the UGE module into (i.e. the
		UGE Directory).
	6.> Click the "Save" button on the Trainer's interface panel.
		You should see a list of four "slots," with the first
		one labelled as your character's name and the other
		three grayed out.  Click the "OK" button.  Now a file
		dialog box pops up, asking you for a file name.  Type
		in any name you want (but keep it to 8 characters or
		less, or UGE may have a problem with it).  I usually
		just type in the word EDIT and hit OK.
	7.> After you hit the OK button when the "DUMPED TO FILE"
		message box pops up, shut down Diablo Trainer.  Then
		shut down Diablo.  (NOTE: This is optional; if your
		machine has enough RAM you can keep 'em both running,
		but I'm trying to write this for the lowest common
		denominator machine)
	8.> Start up UGE.  If you haven't registered the program, 
		press any key to bypass the first screen for now (THEN
		GO REGISTER IT!).  When you see a blue screen with a
		list of games, press the A key.  You should see a red
		box appear on the right with a request for a name.
		Type in something akin to "Diablo Module 1" and press
		Enter.  A list of files should appear in a box on the
		bottom right.  Use the arrow keys to scroll down to
		the file labelled "DIABLO1.MDL" or "diablo1.mdl" and
		press Enter.  Now another list will appear on the 
		right; this will be your hard drive directory.  Use the
		arrow keys to scroll down to your UGE directory and
		press Enter.  Use the arrow keys to scroll through 
		the files until you see a file with the extension
		.DMP that has the same name you just gave the "dump
		file."  (For instance, in my example above, the file
		I'd want would be called EDIT.DMP)  Once that file is
		highlighted, press Enter.  "Diablo Module 1" should
		now appear in the list of games on the right.
	9.> Press the  key again.  Repeat the above procedure, except
		substitute "Diablo Module 2" in the first red box, and
		"DIABLO2.MDL" or "diablo2.mdl" in the first orange box
		that appears.  The next choice you make should be 
		exactly the same as it was when installing the first
		module (for instance, in my example above, it's still 
		EDIT.DMP).
	10.> Once both modules are added, you're ready to go.  Use the
		arrow keys to select either module and press Enter.
		(To see what module does what, read the descriptions
		below).  To make changes, highlight the field you want
		to change, press Enter, type in the new value, and
		press Enter again.
	11.> When you're done edition, press ESC two times.  If you
		haven't registered UGE, look at the bottom of the
		screen; it'll tell you which key to press to exit the
		program.  Close the UGE MS-DOS window.
------------------------------------------------------------------
	(NOTE: If you chose not to shut down Diablo or the Trainer 
		<i.e. your machine had tons o' RAM>, skip the next 
		three steps, as you're already there)
------------------------------------------------------------------
	12.> NOW comes the tricky part.  Start up Diablo again.  
		Select Single Player game.  Choose either a New Hero
		or one of your already-created heroes (WARNING: Don't
		overwrite any heroes you want to save!!  This will
		destroy their current status permanently).  If you
		already have a Saved Game in progress for an already-
		created hero, you can Load this game if you wish (or
		start a New Game if you feel like starting over)
	13.> Once your character appears on the screen, hold down ALT
		and press TAB.  Once again, Diablo will minimize.
	14.> Start up The Ultimate Diablo Trainer again.
	15.> Click the RESTORE button.  The Trainer will ask you for
		the file name.  Choose the same one you just modified
		with UGE (for instance, in my example in #6, I would
		choose "EDIT.DMP")  The Trainer should pull up a box
		listing, once again, one character slot with the 
		current name of your character (before modification)
		and the other three grayed out.  Click the OK button.
		You should get another message box that says
		"Retored to memory from file" or something similar.
		(okay, so the guy made a spelling error.  B.F.D.)
	16.> Shut down Diablo Trainer.  Open up Diablo again.
	17.> DO NOT MOVE AROUND!  Click on your character's 
		"Inventory" button.  Unequip, then re-equip one piece
		of equipment (weapon, armor, whatever).  Close your
		Inventory.  Press ESC.  Choose SAVE GAME.  After the
		"Saving" box disappears, press ESC and choose QUIT
		DIABLO.
	18.> Open up Windows Explorer.  Go to your DIABLO directory
		with Explorer.  Look for the file you want to replace
		(the one I mentioned you should keep track of in
		step 3.  If you only have one saved character, the file
		name will be single_0.sv.  Select this file and Delete
		it (i.e. press the Delete key and say "Yes" to the
		question that's asked about sending the file to the
		Recycle Bin)
	19.> Note there is a file in the Diablo directory called 
		single_10.sv  Use Explorer to Rename this file to the 
		name of the file you just deleted. (For example, if 
		you only had one hero before, rename this file to 
		single_0.sv ...if you deleted the file single_1.sv,
		however, rename single_10.sv to single_1.sv)
	20.> Close Explorer and restart Diablo.  Choose Single Player
		game, and your "modified" character's name should
		appear as one of your choices.  Choose that, then 
		either start a New Game or Load your game (doesn't
		matter which) and once you get the playing screen back,
		all your changes made with UGE will be in effect.

Q: "Hey, what's with the delete/rename bit in steps 19 & 20?"
A: Don't ask me.  When the memory is modified via the Trainer, Diablo
	saves the file when you hit "Save Game" to the file 
	single_10.sv, which isn't recognized by the "Choose Hero"
	screen as a valid file name...therefore, you wouldn't be able
	to load a game modified and later saved.  I'm not sure whether
	this is something Enigma built it, or whether it's something
	Diablo does automatically...I just know it's a bit of a pain,
	but it's gotta be done.

Q: "Does this module work on Multiplayer Games?"
A: Yes, it does.  Read Enigma's Help files for the variations.  I
	personally don't approve of editing any game file to give
	yourself an unfair advantage over another player.  An
	advantage over the computer, yes.  Over another player, no.
	But that's just me.  
---------------------------------------------------------------------
	Okay, now that we know how to do what we can do with the
modules, the next logical question is...what can we do with the
modules??  Let's take a look at them one at a time...

MODULE 1: CHARACTER PERSONAL STUFF, SPELLS, EQUIPPED ITEMS
----------------------------------------------------------

First up, you may notice a bunch of things that say "blah blah blah
LEVEL"  These are your Spell Levels.  Whatever you set these to is
what level your character casts the particular spell each variable is
associated with at.  For example: If you set "Town Portal Level" to
8 (and enable your character to cast the Town Portal spell, below),
your character will be capable of casting the Town Portal spell at
level 8.  Note: All spells have a maximum level of 15.  If you set a
spell at a level higher than 15, Diablo will list it (and cast it)
at level 15, no matter how high you set it.

Next, you will see three fields: Spells Known 1, Spells Known 2, and
Spells Known 3.  These three fields control which spells your 
character currently knows.  These are what are called "cumulative"
fields, which work on the precept of powers of 2.  In other words,
setting a field to equal "1" will give you the spell that corresponds
to the value of "1" (if there is any).  Setting it to "2" gives you
the spell that corresponds to the value of "2" (if there is any).
Setting it to "3" gives you the spells that correspond to BOTH the
values of "1" and "2" since 1+2=3.  Setting it to "4" gives you the
spell that corresponds to the value of "4" (if there is any), NOT the
"1" and "2" spells, but setting it to "5" gives you the spells with
the values "4" and "1," setting it to "6" gives you the spells with
the values "4" and "2," and setting it to "7" gives you the spells
with the values for "4," "2," and "1."  Confused?  If not, skip the
next paragraph...

The powers of 2 are as follows (up to a point): 1, 2, 4, 8, 16, 32,
64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768.  Note that
each value in this list is obtained by multiplying the previous value
in the list by 2.  By adding numbers in the list with the stipulation
that any given number in the list can only be used ONCE, you can get 
any number from the values of 1-65,535, but only ONE combination of
the powers of 2 numbers will obtain any particular value.  For 
example: the number 225 can be obtained by adding 128+64+32+1, but
CANNOT be obtained by any OTHER combination of numbers in this series,
provided each number can only be used once.  Therefore, programmers
can use the "powers of 2" to keep track of dozens of possible spells,
items, or whatever in only a couple variables.  If you're into hex
editing with UGE, realize that this trick occurs rather frequently:
it shows up in Descent, Descent II, Heroes of Might & Magic II, and
doubtless several others.  If you're still confused, just ignore the
math and read the next paragraph.

Whether you got it or not, the point is that the easy way to give 
yourself all the spells is to set all three of these variables to the
value 65,535.  Any spell you give yourself with a "level" that was not
set above 0 in the first variables will still appear in your 
spellbook, but with a described level of "0-Unusable."  Math-minded
players who want to know what code does what can check out Table 1:
Spell Lists in the Tables Section below.  And yes, there are certain
spells that are just plain inaccessible to the spellbook: Infravision,
Nova, Resurrect, Apocalypse, and Identify are good examples.

Next up is Character Name.  Duh, this one's tough to figure out... ;-)

Statistics are next, with "Current" and "Base" values for Strength,
Magic, Dexterity, and Vitality.  Base is what you "naturally" have,
while Current is the value you have that takes into account any
spells you may be under, any magical items you have equipped that 
increase or decrease stats, or whatever.  My best advice to you is
this: Unequip any "Stat Modifiers" you may be wearing before you go
through the "Memory Dump" routine with the Trainer.  That way, the
"Base" and "Current" values will be the same, so if you edit any,
you won't have problems when you restore the game (provided you set
Base and Current to the same number).  Then when you go back in,
re-equip your character with any stat modifiers.  Also, don't set
any ability score TOO high...not only does that mess up the "level
up" routine, the game may crash if you set the values too high.  I
don't recommend setting any stat above 250.

Then we have a REAL mess...H.P., E.H.P., M.P., E.M.P., and "80"
factors.  What does all this mean?  Health Points, Enhanced Health
Points, Mana Points, Enhanced Mana Points, and...well, the "80" factor.
Put simply, I've figured it out approximately like this:
	Diablo keeps track of Health & Mana with a base 64 system,
meaning that all values are based on the number 64...for example,
10 Health points=640 points in a value.  The only problem: once 
numbers get higher, the "64" tends to vary a bit...perhaps 64.1667 or
64.333.  If you enter an "incompatible" value, Diablo will crash with
an "invalid page fault" error.  So, what's SAFE?  The answer is:
Multiples of 6.  6 points can be added to your actual Health Point,
Enhanced Health Point, Mana Point, or Enhanced Mana Point numbers by 
adding 385 (64.1667*6) to the appropriate UGE variable.  Once again,
I highly recommend removing all "enhancers" to Health or Mana 
(including indirect enhancers that modify Vitality or Magic stats,
which in turn affect Enhanced Health and Enhanced Mana stats) before 
attempting to modify your Health and Mana stats.  In case you're
wondering if this kind of weird trick with the numbers is unique to
Diablo...well, not quite.  The guys who did Druid (Sir-Tech) pulled
off the same type of trick.  Didn't like it then, don't like it now.
But who ever said this had to be easy?  Anyway, here's a quick table
of safe values you can plug in for H.P., E.H.P., M.P., and E.M.P....

For a value of:			Plug this number in:
----------------		--------------------
60					3850	
120					7700				
180					11550				
240					15400				
300					19250				
360					23100				
420					26950					
480					30800					
540					34650				
600					38500
660					42350				
(etc)

	(NOTE: These may be a little off...maybe 1 or 2 points once
you get up high enough...for example, 42735 yields 667, not 666 as it
should <gee, wonder why I tried THAT value? ;-) > but they'll be 
close enough for government work, as I like to say.)


	Oh yeah, then there's that "80" factor.  What does it do?
Got me.  All I know is the Health "80" factor goes down when you get
hit, and the Mana "80" factor goes down when you use or lose Mana,
but when you're fully healed and fully charged with mana, these values
are ALWAYS set at 80.  So, to regain full Health and Mana, don't just
set the "Current" H.P., E.H.P, M.P., and E.M.P. values equal to the
corresponding "Max" values...also set the "80 Factors" to 80.

Then we have character level.  Straightforward, this one simply 
indicates your character's "level."  This really doesn't affect much,
to tell you the truth, but it does help in getting certain things
from the townspeople...enough said.  Don't want to spoil the game
any more than I already have.

Experience Points and Next Level Points are essentially like "Current"
and "Max" values.  If you set Experience Points higher than Next Level
Points, Diablo will automatically reset Experience Points exactly
equal to Next Level points...go kill something.  ANYTHING.  You'll
go up one Level.  In other words, Diablo designed the game so you can't
go up more than one Level at a time without directly modifying the
Level variable...and directly modifying the Level variable does NOT
allow the benefits of a normal "Level Up" like extra Health and Mana.
Best course of action for using these: Set "Experience Points" equal 
to "Next Level Points," go and kill something, modify your scores as 
you see fit, save, and repeat.

Total Gold Pieces: This value (max value of 200,000) is the number of
Gold Pieces your character is currently carrying.  Now here's the
problem: You must set the amount you're carrying in INVENTORY equal
to this number in order to actually HAVE that amount; otherwise, 
Diablo automatically corrects the discrepancy by going to the lower
number.  Each inventory slot can hold a maximum of 5,000 gold.  So, 
to give yourself 20,000 gold, you have to make sure that not only is
THIS value equal to 20,000, but that you have four slots in inventory
dedicated to 5,000 gold pieces each.  Non-equipped inventory, including
gold pieces, is covered in Module 2.  (Actually, why do you need gold
pieces when you can make yourself most of the items you would want?  But
that's up to you...)

Now we get into the ugly stuff: Inventory Items.  This first module covers
the "equipped" items (namely, the items that appear in the TOP half of the
Inventory screen...the one with the character "shadow picture" showing item
location).  These are specifically assigned: Head (Helmet or whatever),
Left Ring, Right Ring, Amulet, Weapon, Shield, Armor.  Each individual piece
of equipment in these seven slots can be modified in the following ways with
this module:

	Magical Item Flag: If this is set to 0, the item is considered "non
magical" (i.e. lettering is white).  If this is set to 1, the item is
considered "magical" (i.e. lettering is blue) and can be "identified" by
spell or Cain.  If this is set to 2, the item is considered "unique"
(i.e. lettering is gold)  I recommend you do NOT set anything to be a
"unique" item, as this can cause all sorts of trouble.  After all, who
needs an "artifact" when you can make ANY item do nearly anything
you want? (Read on!)

	Identifed Item?: Simple: If this is set to 0, the item is
not identified.  It it's set to 1, the item is identified.  Saves 
you that 100 G.P. you might pay to Cain the Elder...or the waste of
a scroll of Identify you could sell to the Witch.  Note: Just because
you Identify an item means that any additional abilities you've added
to the item will show up in the description window when you move it
from one Inventory space to another.

	Unidentified Name: when an object is "unidentified," this is 
what you know it as.  I've given you up to 40 characters to modify
the name how you see fit.  A hard Return at the end of the last word
signals to Diablo to terminate the name of the item.  

	Full Name: when an object is "identified," this is what you
know it as.  Once again, I've given you up to 40 characters (on two
lines) to modify the name.  Note: If there is no need for an item to
be identified, it'll show up as the Unidentified Name.  Go ahead.  Be
creative.  I think I'll create a weapon...the "Really Nasty Sword Of 
Doom" and will use it as an example as I go along here...

	Graphic For Item: Yes, you can make any item look like anything
at all, if you want.  Of course, you'll probably look kinda dumb 
walking around with a two-handed sword that looks like a Potion of 
Healing, but what do I know?  Actually, this has its purposes, too.
When an item graphic is chosen, the size of the GRAPHIC determines 
how many inventory slots the item takes up, but has NO EFFECT on
anything else the item does, including what the item is described as
when you look at it in inventory!  So...you could effectively carry 
forty Great Axes with you, just by making them LOOK like potions or 
something to that effect! (Why you'd want to is beyond me, but hey,
that's me).  A list of the available graphics for any item is 
shown in Table 2: Item Graphics, below.  No, the Really Nasty Sword
of Doom looks like a normal long sword...

	Unidentified Price: This is how much the item would be bought
for if you tried to sell it while it was unidentified.  

	Full Known Price: This is the base price of purchase of the
item if you tried to buy it identified.  Usually, it can be sold for
a fraction of this price.  For example, your average FireBolt book
will be listed as 1000 here, although the Witch will buy it for only
250 (1/4 the price), but she'll SELL it to you for 1000.

	Min.Damage Done and Max.Damage Done: Ahh, now we get into the
fun stuff.  Please, if it's not a weapon you're modifying, have some
common sense and DON'T modify this.  But if it IS a weapon...well, 
feel free to create the equivalent of Mjolnir if you want.  The
Really Nasty Sword Of Doom does a BASE 100-600 points of damage when 
it hits...ouch.

	Armor Class: Unlike Damage Done, this can be used with weapons.
Diablo takes the "Armor Class" points of every single item you have
equipped and makes your overall AC out of that.  Whatever you set this
to is the base number of points the item adds to your overall AC.  The
Really Nasty Sword of Doom adds 50 to my AC.

	Special Ability: Weapons or armor can have additional "special"
abilities.  For example, the "Bow Of The Bear" knocks opponents backwards
(when it doesn't kill them outright).  To activate this ability, set this
value to 8.  There are other abilities that can be set with this as well
(including additional Lightning or Fire damage...play with it to see what
you can come up with <I've wasted too much time figuring this thing out
already!>)

	Combat Ability: Weapons or armor can have additional combat-related
powers.  Setting this value differently will enable some of them.  Setting
this equal to 4 increases your attack speed with the weapon.  Setting it to
8 increases the attack speed even further, and setting it to 16 increases
it to maximum (so the weapon is nearly impossibly fast).  Setting this to
32 decreases the amount of time it takes for you to recover when you get 
hit by an enemy, and setting it to 128 decreases the hit recovery time
to minimum.

	Special Damage Ability: Not satisfied with inflicting damage yourself?
Want monsters to damage themselves when they dare to hit you?  Set this ability
on your headgear or armor to 4 and whenever an opponent hits you, they damage
themselves (see Special Damage Min and Max, below!)

	Associated Spell: When you have an item that casts a spell (like
a staff or a scroll), you can change the spell it casts by changing
this number.  The name of the object does NOT change, but the spell
changes.  A list of spells is available below in Table 3: Spell Types,
below.  Note that this list gives you access to ALL the spells, 
including those that you can't normally get in your spellbook! (Ooh,
a Staff Of Apocalypse!  Cool!)

	Current and Maximum Charges: If you have a staff with a certain
number of charges, these two variables can adjust how many charges
it has.  Hey, why not give that Staff Of Apocalypse about 10,000
charges?  That ought to give you enough to wipe out a legion or two
of bad guys...

	Current and Maximum Durability: Ahh, always a problem.  Paying
the Blacksmith to repair items can get mighty expensive, can't it?
Not any more.  To make like even simpler on yourself, setting both
Current and Maximum Durability values to 255 makes the item
Indestructible.  Yes, the Really Nasty Sword of Doom is 
Indestructible.

	Damage Bonus (/100): Somewhat misleading, this is actually
damage bonus percentage modifier.  For every 100 points you dump in here 
an extra multiplication factor is added in here.  So, in other words,
if this is 0, the damage multiplier is x1.  If this is 100, the
damage multiplier is x2 (so a sword with a base damage of 2-6 and a
damage multiplier of x2 would do 4-12 when it hit).  If this is
200, the damage mulitplier is x3, and so on.  A value of something like
75 in here would mean +75% to Damage.  Of course, the Really
Nasty Sword Of Doom has a value of 400 in here, so instead of the
100-600 base damage, the sword ACTUALLY does 500-3000 points of damage
when it hits.  DOUBLE ouch!

	To Hit Bonus: Whatever you plug in here is added to your % 
Chance To Hit bonus, plain and simple.  The Really Nasty Sword of
Doom adds a 200% chance to hit any target.

	Armor % Bonus: This is the % of the item's Base Armor Class
that the item adds to your overall AC IN ADDITION to what the item's
Base Armor Class adds.  So, a piece of armor with a base AC of 20 and
an Armor % Bonus of 50 would add 50% of 20 (10) to the base AC of
20, to give a total armor bonus for that item of 30.  I think the
50 AC Bonus for the Really Nasty Sword of Doom is quite enough, so
I leave this one alone...

	Strength, Magic, Dexterity, Vitality Bonuses: These are the 
numbers of points the item adds to your base statistics.  Of course,
the Really Nasty Sword of Doom HAS to enhance the character somewhat,
so it gives the wielder 20 points in all four statistics.

	Fire, Lightning, Magic Resistances:  These are the percentages
of resistance to these three forces that the item provides.  The 
Really Nasty Sword of Doom doesn't much like its wielder being 
vulnerable to these kinds of attacks, so it grants 100% resistance
to all three.

	Mana and Health Points: These values determine how many extra
Mana and Health points the item adds to your character (in ADDITION
to any the character may gain from enhancements to Magic and/or
Vitality from the item).  Each 64 points you plug in here equals
one point of Mana or Health.  The Really Nasty Sword of Doom likes 
its wielder to be tough and magically powerful, so by plugging 1280
in each of these, the sword adds an additional 20 points of health
AND mana to the character.

	Damage Absorption: Certain items reduce the amount of damage you
take when an enemy hits you.  With this field, you can make any equipped
item perform this function.  The number you plug in here is the actual
amount that an enemy's attack is modified by.  For example, the Really
Nasty Sword of Doom likes its wielder to be safe, just in case the
opponent somehow gets through the wielder's defenses, so by plugging the
number -5 into this field, 5 points of damage will be subtracted from any
attack that manages to get through the wielder's defenses.  Strangely
enough, this is ALSO the field for Spell Increase ability.  If you set this
to POSITIVE 1, it enables "Angel" spell increase (character casts all
spells at 1 level higher than normal), and if you set this to POSITIVE 2,
it enables "Archangel" spell increase (character casts all spells at 2
levels higher than normal)...but what's the point of that, as you can
give yourself the maximum level in any spell you have instantaneously with
the first few fields?  So I left this one labelled strictly for the Damage
Absorption function.

	Light Radius: This value can directly affect how far your field of
vision in the dungeon goes.  Every positive point you plug in here increases
your light radius by 10%.  You can also DECREASE your light radius (as 
some of the "darker" artifacts do) by plugging NEGATIVE values in this
field...but why would you want to?  Naturally, the Really Nasty Sword
of Doom increases light radius by 300% (I plugged 30 in here)

	Minimum and Maximum Special Damage: If you enable the "Special Damage
Ability," or enable the additional fire or lightning damage you can activate
using the "Special Ability" field, these two fields determine just how much
damage is done.  Well, the Really Nasty Sword of Doom doesn't really get
hit much, so instead I go to my armor, activate the Special Damage Ability
feature and set these values so that if a monster hits me, it does 100 
points of damage to itself (just set both Min. and Max. values to 100!)

	Prefix and Suffix: These two values indicate which abilities of
the item will be made known when the item is identified.  The only time
these will be useful is if you set the Indentified Item? value to 0, the
Magical Item Flag to 1 or 2, then go and have the item Identified by
Cain or by spell.  At that time, the weapon will display the appropriate
capabilities for the Prefix and/or Suffix you set.  This does not have to
be ALL the abilities that the item has...just the ones the game will 
dipaly when you look at the item in inventory.  For example, let's
say I set the Prefix of the Really Nasty Sword of Doom to 4, which is the
value for displaying percentage bonuses to hit and to damage and the Suffix
of the Really Nasty Sword of Doom to 27, which is the value for displaying
bonuses to all attributes.  I also set the "Identified Item?" flag to 0.
Then I walk over to Cain and Identify the item.  From then on, whenever I
look at the item in Inventory, it displays "Really Nasty Sword Of Doom,
Damage 100-600, Indestructible, +200% To Hit, +400% to damage, +20 to All
Attributes."  Note that the sword still has OTHER abilities, they're just
not displayed. (After all, there's only so much room in that box!)
	This really makes no difference at all to the ability of the item, 
it's just kinda cool to be able to SEE directly on the screen some of the
abilities the item has...
	A list of known Prefixes and Suffixes is found in Table 4: Prefixes/
Suffixes, below.

	Strength, Magic, Dexterity required: Ever been mad because you
couldn't use an item...because you didn't have the required stats?
These three fields adjust what stats are necessary to use the item.
Of course, the Really Nasty Sword of Doom needs an owner who's
strong, smart, AND fast, so it requires a wielder to have 50's in
all three before it can be used!

	Believe it or not, that's everything for module 1...on to the
rest of our program now...

MODULE 2: NON-EQUIPPED INVENTORY ITEMS
----------------------------------------------------------

	This module covers the forty available inventory slots.  There
are a few simple rules to follow to avoid crashes:

1.> Do not attempt to create items from thin air.  If you do, there
everything will most likely go BOOM.

2.> Do not make any item's graphic LARGER than it was before; if you
suddenly have two graphics intruding on the same inventory slot, Diablo
will most likely crash.

3.> Do not attempt to make an item into another KIND of item.  For 
example, if you have a Scroll of Identify and want to change it into
a scroll of Nova, that's fine...change the Associated Spell, and there's
no problem.  But DON'T try to change it into a Staff of Nova, or even
a Staff of Identify.  That capability is beyond what this module's been
designed to do.  Hell, you can easily find a staff of Healing or something
on the first or second floor if you kill enough stuff; just modify THAT!

	All right, that's enough rules...now then...

	You'll notice that all forty items, plus the eight items in your
"belt" here have some of the same fields that the Equipped Inventory items 
do, but quite a few are missing.  Here's why: Unequipped Inventory items 
don't do the same things that equipped Inventory items do.  For example, 
there's no point in modifying damage or AC or any special abilities of an 
item that doesn't use them.  So, to avoid wasting valuable field space, I
didn't put them in.  Now, let's say you pick up a bow somewhere.  You put
it in your inventory while still having your Sword equipped, and you want
to modify the Bow's abilities.  Sorry; can't do it.  Open up your inventory
and put the sword (and probably shield) into inventory (or drop 'em) and
put the bow into your weapon hand, then do the Trainer's "Save" routine
and modify the bow as you see fit with UGE.  Then go through the Restore
process.  Same for any armor piece or jewelry piece or shield or ring you
pick up along the way.  The fields that remain are as follows:

	Identified Item?
	Magical Item Flag
	Unidentified and Full Names
	Graphics for Item
	Unidentified Price
	Full Known Price
	Associated Spell
	Current Charges
	Maximum Charges
	Current Durability
	Maximum Durability
	
	Items 1-40 on the list are your main inventory list.  The last eight items 
(indicated by BELT # in the field name) are the eight items on your "quick belt."

	Now then: Here's the BIG problem.  Diablo, when it saves, remembers items 
that are no longer there, and has SOME code enabled that tells it what's actually
there and what isn't.  As to what that code is, I still haven't figured it out yet.
So...about the best thing you can do is to open your inventory and take stock of
everything you have BEFORE you do the Trainer-Save-modify-Restore routine, and
remember that the items you really DO have will be the first items listed in the
inventory slots.
-----------------------------------------------------------
TABLES SECTION: It should be noted that tables 2, 3, and 4 are 
directly lifted from the tables created by crymson (hku@slip.net) 
and CutiX.  I cannot take any credit for them.  Thanks for all the
hard work, guys!
-----------------------------------------------------------
TABLE 1: SPELL "2-Powers" VALUES
============================================================================
Value		"Spells Known 1"		"Spells Known 2"		"Spells Known 3"
1		Firebolt							Telekinesis
2		Healing							Heal Other
4		Lightning							Blood Star
8		Flash				Inferno			Bone Spirit
16						Golem
32		Firewall			
64		Town Portal			Teleport
128		Stone Curse			
256		
512		Phasing
1024		Mana Shield
2048		Fireball
4096		Guardian			Elemental
8192		Chain Lightning		Charged Bolt
16384		Flame Wave			Holy Bolt
============================================================================


TABLE 2:ITEM GRAPHICS
============================================================================
1-White Scroll	2-Brown Scroll	3-Blue Scroll
4-Small Gold Pile	5-Med. Gold Pile	6-Large Gold Pile
7-Thick Ring	8-Ruby Ring		9-Thorny Ring
10-Sapphire Ring	11-Skull Ring	12-Metal Ring
13-Ebony Ring	14-Orange Gem Ring	15-Thin Rainbow Vial
16-Large Rainbow Vial	17-Ruby Vial	18-Steel Blue Diamond Ring
19-Player Ear w/Steel Earring		20-Player Ear w/o Earring
21-Player Ear w/Gold Earring		22-Hellraiser Orb
23-Hellraiser Box		24-Hellraiser Pyramid	25-Large Ruby
26-Red Ornament	27-Blue Sapphire Cube	28-Orange Pyramid
29-Thin Black Vial	30-Large Black Vial	31-Semen Jar
32-Health Potion	33-Full Rejuvenation Flask	34-Orange Potion
35-Full Health Potion
36-Thick Black Potion	37-Rejuvenation Flask	38-Large Semen Jar
39-Magic Elixir	40-Brain	41-Claw	42-Tooth	43-Brush
44-Blue Ivory Amulet	45-Standard Amulet	46-Black Eye Amulet
47-Bug Broach	48-Ankh	49-Pouch	50-Bastard Dagger
51-Red Handled Dagger	52-Bottle of Beer	53-Jagged Dagger
54-Black Handled Dagger	55-Snap Blade	56-Long Sword
57-Greatsword	58-Jagged Sword	59-Maxe	60-Red Handled Sword
61-Emperor's Greatsword	62-Scimitar	63-Spiked Mace	64-Short Sword
65-Claymore	66-Wooden Club	67-Sabre	68-Legion Sword
69-Bone Club	70-Spiked Club	71-Club with Nail	72-Cutlass
73-Blood Angel Sword	74-Pain Sword	75-Helm	76-Rock
77-Spiked Crown	78-Thanatos' Crown	79-Leoric's Helm
80-Jester's Cap	81-Jeweled Helm 	82-Goggled Helm	
83-Buckler	84-Horned Helm 	85-Great War Helm		86-Black Book	
87-Red Book	88-Blue Book	89-Black Mushroom		90-Skull Cap	
91-Cap	92-Mined Gold	93-Cushioned Skull Cap	94-Red Tunic
95-Gold Crown Of Death	96-Map/Diagram	97-Tome of Knowledge
98-Roman Legion Helm	99-Samurai Helm	100-Greatshield of Lightning
101-Double Bladed Axe	102-Bow	103-Black Dragon Plate
104-Hack Axe	105-Round Shield	106-The Butcher's Cleaver
107-Studded Black Leather Armor	108-Bone Bow
109-Red Striped Staff	110-Blood War Sword	111-Chain Mail Dress
112-Throwing Axe	113-Coat of Arms Shield		114-Chain Mail
115-Thick Shield	116-Grinning Death Shield	117-Devil's Shield
118-Hunter's Bow	119-Ugly One-Horned Mule Bow	120-Fish Bow
121-Hammer	122-Steel Hammer	123-Ruby Staff	124-Hooked Spear/Staff
125-Shaman's Staff	126-Tavern Sign	127-Leather Roman Legion Armor
128-Rags	129-Pajama Armor	130-Three-ball Chain Whip
131-Morning Star	132-Tower Shield	133-Warrior's Bow	
134-Katana	135-Cloth Tunic	136-Samurai Armor	137-White Robes
138-Dark Mage Robes	139-Leather Shirt		140-Anvil
141-Dark Axe	142-Halberd		143-Death Axe	144-Hatchet
145-Mutant Cleaver Thingy	146-Lion Shield	147-Eagle Shield
148-Black Lion Shield	149-Magi Robes	150-Lava Robes
151-Knight's Armor	152-Horned Black Dragon Armor	153-Breastplate
154-Studded Robes		155-Skull Staff	156-Ripper Axe
157-Padded Plate		158-Crossbow	159-Horned Dragon Plate Armor
160-Runed Cleaver		161-Ivory Katana	162-Spiked Baseball Bat
163-Dwarves' Double-Bladed Axe	164-Bow of the Wind
165-Composite Bow		166-Reaper Spear	167-Stone Bow
============================================================================
TABLE 3: SPELL TYPES
1-Firebolt	2-Healing	3-Lightning		4-Flash	5-Identify
6-Firewall	7-Town Portal	8-Stone Curse	9-Infravision
10-Phasing	11-Mana Shield	12-Fireball		13-Guardian
14-Chain Lightning	15-Flame Wave	18-Nova	20-Inferno
21-Golem	23-Teleport		24-Apocalypse (COOL!)	30-Charged Bolt
31-Holy Bolt	32-Resurrect	33-Telekinesis
============================================================================
TABLE 4: (SOME OF THE) KNOWN PREFIXES AND SUFFIXES FOR DISPLAY EFFECTS

PREFIXES:
0-To Hit % Bonus	2-Damage % Bonus	4-To Hit % and Damage % Bonuses
6-AC % Bonus	8-Fire Resist %	9-Lightning Resist %
10-Magic Resist %	11-Resist All %	33- Bonus to Mana Points
255-No Display

SUFFIXES:
19-Bonus to Strength	21-Bonus to Magic		23-Bonus to Dexterity
25-Bonus to Vitality	27-Bonus to all Stats	30-Damage Absorption
31-Bonus to Health Pts	58-Attack Speed Increase	255-No Display
============================================================================

Well, folks, that's about it for this one.  If you have any
questions about SINGLE PLAYER modifications (not Multiplayer;
I'm not supporting ANY questions about multiplayer, so don't bother asking
about duplicating items!), you can e-mail me at overkill@ici.net.  

PLEASE!!  DO NOT REQUEST MODULES!!  I do not have every game,
and not every game is editable!!  Any requests for module
creation WILL BE IGNORED.  

In any case, good luck in your war against the Lord Of Terror!
		See ya next time!

				-Dave Melanson (overkill@ici.net)
				(AKA Mortuai Blackguard)