Sorry the editor has not been updated in a while.
I will try to get to it as soon as I can but I can't promise fast return on this.
I have a lot of things that need to be added to the editor but not much time to work on it.
Oh, no hurry, now I know about the problem, I can workaround and do it in old fashioned notepad. If I wasn't using a 64-bit system, I could even do it in DOS-edit.
I just figured the game could use a huge inventory update. I love all the girlpacks here, but don't really have the collection of anime/manga/hentai to make my own. But the selection of items we can equip our girls with starts to bleak in comparison.
Ideally, I'd like to end up with a collection large enough to allow for:
-A "standard" shop in Crossgate with a more or less fixed infinite inventory of basic common items. The bare minimums you'd quickly equip your low-profile girls with.
-An "imports" store in Crossgate with an everchanging selection of rare and uncommon items. Occasionally, it might also have some items from the "standard" shop at a lower price in infinite supply.
-The selection of items that's already defined as dropping from the catacombs only.
So, in time, I'd like to see the store split in two seperate stores. One with all the items defined as common and having them always available, the other with a random selection of the items defined as occasionally available. Splitting up the store itself is a different matter. Maybe I'll try to figure that part out myself sometime (and the whole scripting involved), or maybe you can figure out a way to do that.
But for now, I'm just keeping myself amused with making items and maybe rebalancing some existing items. Some common items seem extremely powerful, while some of the rare ones seem extremely "meh". When most of my girls wear Wool Slippers, then that means to me that most other shoes are simply bad, and/or too rare. So I'm trying to create options. Maybe I'll even think up some system or equation for item budgetting, that allows me to quickly assign an item to some sensible rarity category, based on its positive/negative stat/skill/trait allocation.