CURRENT CHARACTER RECORD ACCESS UPDATE — V265 / V258 BASE
---------------------------------------------------------
The V258 fixed slot law is preserved. The Character Record icon and portrait
right-click now both use the local owner's fixed slot. Player N can open only
Slot/Portrait N. The icon selects the owner's portrait first; right-click opens
the normal main Character Record screen instead of Inventory. Foreign portraits
remain denied. Native BG2 Export behavior remains unchanged.

See V265_V258_BASE_OWNER_SLOT_CHARACTER_ICON_RIGHTCLICK_MAIN_RECORD_NORMAL_EXPORT_NO_BACKUPS.txt.

CURRENT IN-GAME ACCOUNT / MULTIPLAYER UPDATE — V258
---------------------------------------------------
Close BG2 and run SETUP_IN_GAME_ACCOUNTS.bat, then restart BG2.

V258 makes multiplayer character ownership numeric and permanent: Player 1 can
select/manage/export only Character Slot/Portrait 1, Player 2 only Slot/Portrait 2,
and so on through Player 6. Other players' portraits are unselectable and party
portrait drag/reordering is disabled in multiplayer. Export has a second guard in
the Character Record and Export panel, so a player cannot export another slot even
if that record was already open.

This fixed slot law remains in force after a player leaves. The departed player's
live party character is still removed through BG2's native Character Arbitration
delete behavior, and the now-empty numbered slot is not inherited by Player 1 or
any other player. A later network Player N can use only Character Slot N.

V257's one-shot leave cleanup, V254's Join protection, and V256's disabled standard
Auto-Save / Auto-Save-TOB rows are preserved. Account CHR/BIO files are not deleted
when a live multiplayer character is removed. No automatic character backups,
restores, duplicate histories, or respawns are added.

See V258_FIXED_PLAYER_CHARACTER_SLOTS_NO_CROSS_SELECT_EXPORT_NO_AUTOSAVE_NO_BACKUPS.txt.

Older version notes below are historical; the V258 instructions above apply.

V124 NOTE: BG2's normal `characters` directory is now treated as a permanent engine working folder and is never renamed. SAVE moves only the newly exported CHR/BIO files into characters_<full account name>. LOAD temporarily moves that account's CHR/BIO files into `characters` while BG2's native import list is open, then moves them back on Done/Cancel. No character backup copies, automatic restoration, merge, synchronization or respawn are used.


ALL EDITORS 110: IN-GAME ACCOUNTS
Read READ_ME_FIRST_IN_GAME_ACCOUNTS.txt.
Run SETUP_IN_GAME_ACCOUNTS.bat once, then launch BG2 normally.
Account Save/Load only; no character backups or automatic restoration.

LATEST: V4.8.8.109 — No automatic backup files.
Based on V4.8.8.108, including dialogue continuity and multi-speaker support.
Read V4_8_8_109_NO_AUTOMATIC_BACKUPS.txt for the changes.

TILESET WORKBENCH V4.8.8 UPDATE
-----------------------------
Select/create an exit, then save its own entrance on the displayed map.
See V4_8_8_SELECTED_EXIT_ENTRANCES.txt for the corrected workflow.
Launch with START_TILESET_WORKBENCH.bat.

DRAKHYSYS CHITIN.KEY EDITOR V1
===============================

Purpose
-------
Standalone structured editor for Infinity Engine KEY V1 files such as Baldur's Gate II chitin.key.

Main workflow
-------------
1. Run INSTALL_REQUIREMENTS.bat once.
2. Run START_CHITIN_KEY_EDITOR.bat.
3. Open your CLEAN backup chitin.key.
4. Edit BIF archives and/or resource entries.
5. Validate.
6. Save As to a test location first.
7. Only overwrite the game's chitin.key after your test copy is correct.

Safety
------
- Opening a KEY never writes to it.
- Save/Save As rebuilds the KEY structure and resource locators from the tables.
- Save updates the selected file directly, without creating automatic backup copies.
- Removing a BIF entry does NOT delete the BIF file from disk.
- Removing a resource entry does NOT delete data from a BIF.
- Moving a BIF automatically remaps every resource's source/BIF index.
- Original game BIFs are never rewritten by this editor.

Features
--------
BIF Archives tab:
- Add / edit / remove BIF entries
- Reorder BIF entries safely
- Refresh declared BIF file sizes from a selected game root

Resources tab:
- Add / edit / remove / duplicate KEY resource entries
- Search/filter 60,000+ resources
- Edit ResRef, type, BIF, file index, tile index
- Automatic locator generation
- Automatic file/tile index assignment helper

Import / Export:
- Open/import an existing .KEY
- Create an empty KEY from scratch
- Save / Save As rebuilt .KEY
- Import/export BIF CSV
- Import/export Resource CSV
- Import/export editable JSON project

Custom BIF Builder:
- Select loose Infinity Engine resources
- Build a new uncompressed BIFF V1 archive
- Supports ordinary BIFF file entries and TIS tileset entries
- Registers the new BIF and its resources in the current KEY project
- Recommended for NEW custom content; it never rewrites stock BIF archives

Important limits of KEY V1
--------------------------
- ResRef: max 8 bytes
- BIF source index: 12 bits (0..4095)
- TIS tileset index: 6 bits (0..63)
- Ordinary file index: 14 bits (0..16383)

Recommended new-area workflow
-----------------------------
A. First test a new area as loose files in override.
B. Once it works, use Custom BIF Builder to package its ARE/WED/TIS/MOS/BMP/PVRZ/etc.
C. Validate the KEY project.
D. Export a rebuilt chitin.key.
E. Keep your clean backup untouched.

Note about BCS
--------------
KEY/BIFF stores compiled .BCS scripts. A .BAF source script must be compiled before it can be used as a BCS resource.

V1.1 - Custom BIF Builder folder filtering
------------------------------------------
- Add Folder and Add Files now accept only valid Infinity Engine resource files whose ResRef is 1-8 Latin-1 bytes.
- Workbench artifacts such as DR0001_PREVIEW.png and *_CREATE_REPORT.json are skipped automatically.
- Build BIF re-checks the list and silently removes invalid artifacts before building, so one preview file cannot abort the archive.
- Valid PNG/PVRZ/etc. resources are still accepted when their ResRef is legal (1-8 bytes).

V4.4 WALKABILITY UPDATE
-----------------------
Use the new WALKABILITY / SR.BMP EDITOR tab to paint non-walkable walls and obstacles.
See README_V4_4_WALKABILITY.txt for the full workflow.

V4.5 WED WALL UPDATE
--------------------
Use WED WALL / OCCLUSION EDITOR to draw optional wall/cover polygons. SR.BMP remains the main movement collision map.

V4.6 AREA TRANSITIONS UPDATE
----------------------------
Use AREA TRANSITIONS / ENTRANCES to draw normal travel-region exits and named arrival entrances without BCS scripts.
See README_V4_6_TRANSITIONS.txt for the full workflow.

V4.7 UI INTERFACE / NEW GAME FLOW UPDATE
----------------------------------------
Use UI INTERFACE / NEW GAME FLOW EDITOR to replace the start image, rename options, visually place buttons, choose button destinations, and choose the post-character-creation starting ARE/entrance.
See README_V4_7_UI_EDITOR.txt.

V4.8 MULTI-AREA TRANSITIONS
---------------------------
The Area Transitions / Entrances editor now loads multiple ARE files as one route network. Source area names are locked to their ARE filenames. Each area may have unlimited exits and entrances, each exit chooses its destination area + named arrival entrance, and destinations with multiple incoming routes can create a different arrival entrance for each source exit. See README_V4_8_MULTI_AREA_TRANSITIONS.txt.

V4.8.8 BAF / BS / BCS COMPILER FIX
----------------------------------
The Near Infinity compiler bridge now initializes correctly when launched as a
separate process from the workbench. TEST COMPILER CONFIGURATION performs a
real temporary BAF -> BCS compile, and opening a BAF preserves its filename for
BCS/BS output suggestions. See V4_8_8_BAF_BS_BCS_COMPILER_FIX.txt.


V4.8.8.12 CREATURE ANIMATION CREATOR
See V4_8_8_12_CREATURE_ANIMATION_CREATOR.txt and the new CREATURE ANIMATION CREATOR tab.

V4.8.8.52 IWD2 AREA RENAME CONVERTER
-------------------------------------
Use START_IWD2_RENAME_CONVERTER.bat or the IWD2 AREA CONVERTER button in the
CHITIN.KEY editor to copy IWD2 ARxxxx area families into a collision-safe
IWxxxx namespace before testing them in BG2 override. The tool also patches
equal-length area references in IWD2 scripts/resources, creates DRAKIWD2 in
IW1000 at 2390,861, and reports links to IWD2 areas that still need conversion.
See V4_8_8_52_IWD2_AREA_RENAME_CONVERTER.txt.

V4.8.8.53 IWD2 COMPLETE AREA DEPENDENCIES
-----------------------------------------
The IWD2 AREA CONVERTER now has CHECK REQUIRED BIFS and extracts direct ARE
creatures, scripts and dialogs into area_dependencies/IWxxxx. It reads IWD2
ARE V9.1 actor/spawn references, follows IWD2 CRE V2.2 script/dialog references,
and patches ARxxxx -> IWxxxx inside the extracted structured resources.
See V4_8_8_53_IWD2_COMPLETE_AREA_DEPENDENCIES.txt.


V4.8.8.55 IWD2 FULL BIF-READY / ALL RESOURCE FORMATS
-----------------------------------------------------
The IWD2 converter now builds a recursive all-format dependency closure into a
single flat BIF_READY folder. ARE/WED/TIS/MOS/BMP/PVRZ, CRE/DLG/BCS and
referenced ITM/SPL/STO/BAM/WAV/WMP/2DA/INI/SRC/etc. are supported when indexed
by the source IWD2 CHITIN.KEY. BIFF tile payloads are rebuilt as valid loose TIS
files before export. The report lists every missing source BIF/resource and
remaining ARxxxx link. See V4_8_8_55_IWD2_FULL_BIF_READY_ALL_FORMATS.txt.

V4.8.8.59 CAMPAIGN EDITOR STOCK SAFETY
- Verified directly against the supplied Patch2.bif.
- Stock BG2EE CAMPAIGN.2DA has 29 columns and zero campaign rows.
- Original SoA/ToB/Black Pits launch modes are not represented as rows in that stock table.
- Adding DRAKHYSYS is additive; existing custom rows are preserved unless explicitly changed.
- Exact stock reference included: STOCK_CAMPAIGN_BG2EE_PATCH2_VERIFIED.2DA


V4.8.8.60 UNIFIED BUILT-IN + CUSTOM CAMPAIGN VIEW
---------------------------------------------------
- Campaign Editor now always displays the three BG2EE built-in campaign choices:
  Shadows of Amn, Throne of Bhaal, and The Black Pits II.
- Built-ins are protected virtual rows because the verified stock CAMPAIGN.2DA contains no rows.
- The displayed engine actions match the existing UI editor:
  OnSoAButtonClick / OnToBButtonClick / OnTBPButtonClick.
- Custom CAMPAIGN.2DA rows such as DRAKHYSYS are displayed below the built-ins and remain fully editable.
- Saving writes ONLY the physical custom 2DA rows; no fake SOA/TOB/BP2 rows are generated.
- User-provided CAMPAIGN.2DA and DRAKCAMP.2DA reference copies are included under CAMPAIGN_REFERENCES.
See V4_8_8_60_UNIFIED_CAMPAIGN_EDITOR.txt.

V4.8.8.109 ACCOUNT / CAMPAIGN LAUNCHER ADDITION
-----------------------------------------------
Run START_ACCOUNT_CAMPAIGN_LAUNCHER.bat for the account -> campaign -> video -> multiplayer-character -> ready/play flow.
Each logged-in account owns DRAKHYSYS_ONLINE_DATA/accounts/<ACCOUNT>/characters. BG2's normal characters path is linked directly to that account folder; characters are not copied and no automatic character backups/restores are created.
See DRAKHYSYS_ACCOUNT_CAMPAIGN_FLOW.txt.


V111 ACCOUNT CONNECTION / PASSWORD PASTE FIX
- Password and Confirm now each have a PASTE button. The password may remain hidden while pasting.
- Historical V111 used a Windows URL protocol. V116 no longer uses that transport; it uses the integer-only Baldur.lua mailbox.
- Setup performs an end-to-end Windows protocol test and will not silently report success if the helper cannot answer.
- REPAIR_ACCOUNT_CONNECTION.bat reruns the setup/connection test.
- No character backup, copy, restore, sync, or resurrection behavior was added. Deleted CHR files remain deleted.

V112 DIRECT LOCAL ACCOUNT FLOW
- CREATE ACCOUNT is enabled by the entered name/password fields; it no longer waits for a preliminary helper handshake.
- Creating an account creates C:\DRAKHYSYS_BG2_ONLINE\<AccountName>\account.json and stays logged out.
- After creation, enter the password again and press LOG IN. Successful login points BG2's normal characters folder directly at that account folder.
- LOAD ACCOUNT CHARACTER reads only that logged-in account folder. SAVE ACCOUNT CHARACTER writes only to that same account folder.
- Each account has its own direct folder. No character copy, backup, restore, sync, cache, or automatic resurrection is used.
- The local helper is still used only for folder/password operations; the game itself launches normally after one-time setup.


V116 IN-GAME LOCAL ACCOUNT FIX
- Use SETUP_IN_GAME_ACCOUNTS.bat, then launch BG2 normally.
- Do not use the V114/V115 external local-account launcher.
- Account create/login stays inside BG2.
- Integer-only Baldur.lua mailbox replaces the failed string mailbox.
- No character backups or restoration.


V119 NOTE: direct local create/login is retained. SAVE ACCOUNT CHARACTER now uses BG2 native export after login. Per-account folder routing remains intentionally disabled until a safe filesystem method is chosen.

V120 NOTE: local CREATE ACCOUNT / LOG IN remains inside BG2. V120 adds a hidden local folder router (not a network server) that points BG2's characters directory directly at the authenticated account folder, normally F:\DRAKHYSYS_BG2_ACCOUNTS\<Account>\characters. SAVE ACCOUNT CHARACTER and LOAD ACCOUNT CHARACTER use BG2 native export/import against that routed folder. Existing loose characters are moved/renamed once to _DRAKHYSYS_NO_ACCOUNT_CHARACTERS beside Baldur.lua; no automatic backup, restore, sync, or respawn is performed.


V123 SAVE/LOAD ACCOUNT FOLDERS
- SAVE temporarily exposes characters_<account> as characters, uses BG2 native export, then renames it back immediately.
- LOAD temporarily exposes characters_<account> as characters, uses BG2 native import, then renames it back on Done/Cancel.
- No character copy, backup, restore, merge or synchronization.

V125 NOTE: SAVE ACCOUNT CHARACTER now uses BG2 native export first, with no pre-save staging or hiding. After BG2 writes the selected 1-8 character export stem into the normal `characters` folder, the local mover physically moves only that .CHR and matching .BIO into `characters_<full account name>`. Other loose characters are untouched during SAVE. LOAD temporarily stages only the logged-in account's CHR/BIO files into `characters`, opens BG2 native import, then moves them back on Done/Cancel. No character copies or automatic backups are used.
