First off, I'm not Madgod the creator of the editor. Nor do I claim full understanding of the editor and its many quirks and mysteries. But I have worked with the editor since version 1 and I havn't touched another game since the darn thing came out (yes, its that addictive
....)This thread shall (hopefully) be a place for people to post their questions and those of us who use the editor regularly can answer them to the best of our collective knowledge.
First off, its best to get the latest version of Maddgod's editor from his homepage as he updates it when he can and each update adds MAJOR new options (IMO the editor he made and continues to support is the best thing to happen to wiz8 since wiz8 came out! I'd pretty much mention Wiz8, Maddgod and Gary Gygax in the same sentence and feel comfortable doing so
..)
Next, on to our first question 
""deathstalker,
i am playing around with the editor and i was wondering how you changed the monster generators. or how you got your new monsters into the game. i haven't been able to figure it out.
-k ""
Answer:
First off, like before, get the latest version of the editor as previous versions did NOT have the option of adding new monsters and/or monster generators.
Second, go into the monster editor mode when you have the latest version and you'll see 3 options near the monsters name. Apply, Discard and New. Click new and it will prompt you to choose a monster to 'template' your new one off of. (choose a monster very similar...ie if you want a dragon then choose a Gazer type monster, want a new thief type then pick one of the Higardi type Bandits. One thing you won't be able to change when picking a new monster is its composition (ie, ooze, magic, metal, etc) so pick something you want.)).
Then play around with the stats (look at similarly powered monsters to base experience off of.....very important is what the monsters 'model script' is...this controls what the creature will act like when givin attack modes, if you give a creature a beserk attack and its script only calls for swings then your out of luck as the creature will attack in combat but you won't see any type of movement/etc when it does....more importantly if it doesn't have a spell cycle in its script it will boot down to windoz and give you an error saying blah blah monster does not have a spell cycle...)
If you want the characters to be able to talk to the critter then give it an NPC script (take note though, if you give it a unique script like the Savants or Antones then you will generate unpleasant results!!!....and the Mook guards will always get grumpy and attack when spoken too....)
To add treasure you must 'Control' and double click with the mouse to add the item/treasure chest.
The two groups of levels are important too, the top one is the level the creature is encountered on (ie, 4 to 24 means once your 4 th level you will start seeing the monster until your 24th level) the second group of levels is the creatures actual level (important for spell damage and other rolls).
I could go on forever (or a really long time) so I'll get to the meat of the Answer to how to get new monsters into the game.
ONE: (and easist) is the POSSIBLE COMPANIONS options, up to two other creatures can accompany a monster (ie, a group of Higardi Highwaymen can be accompanied by a group of Umpani Renegades as the first companion and a group of Cultists as the second companion....the percentage means the chance that they will show up with the 'host' group....so just browse through the monsters already created and you can just ADD your new monsters as companions!!!).
TWO: and a bit more tricky is the monster generator options, only the latest versions of the editor have it so you can either add your new monsters directly to an already created generator (ie, add your new Trynnie Bandits to the Bandit generator) or replace unwanted monsters in the generator OR create an entirely new generator (templating it off of another current generator, name it what you want and then replace all the monster types on it to the newly created ones or a mix of old and new). Then just enter the Location Editor and either replace a current generator (right click to add in the selected window) or add a new generator, just be careful of the coordinates of the new generator as you may end up generating your new monsters in a wall or off a cliff (or the Monestary sink, not fun). Generally pick an item you know where it is on the item placement generator or a monster where you know where it is and place the coordinates near it.
anything else ;)