                      Outlands Tavern IGM Program Codes:
                   -- January 05, 2004 --- Version 1.5a --
                      ==================================

This file lists the program codes for the new built-in Random Happening
Program (RHP) system.  See OUTLANDS.TXT under the section [EXTRA SETUP
INFO] for how to install your RHPs into The Outlands Tavern.  Remember
that if you distribute your programs, please give me credit for writing
The Outlands Tavern!
                                        
Look at SAMPLE.RHP to see how these can be used.

The RHP language uses codes that have a @ on both sides.
New codes are indicated with a *.  Unless otherwise notified, you may
assume that all codes listed here will work with previous versions and
programs.

(1,x) gives version of OUTLANDS TAVERN that the code doesn't work with.

Example: @PROGRAM@ OUTLANDS
Example: @VERSION@ 1.4      -- For July 2002 @DEFENSE@ code usage.
Example: @VERSION@ 1.4      -- For November 2002 version's new RHP Codes.

Example: @;@@VERSION@ 1.5   -- For Jan. 01, 2004, v1.5 IGM.
       Scripts should also work if you use v1.4b on this script line.
       Needed for use of #16+ weapon/armour number access.

-----------------------------------------------------------------
v1.5 @VERSION@ note: The IGM was compiled using 1.5 for the RHP_Version
     variable.  And some new RHP codes were added in June-July 2003.
     Therefore any NEW scripts developed for the IGM should use 1.5.

  For all references to Outlands Tavern 1.5, 1.5a also is applicable.
-------------------------------------------------------------------

These are RHP properties, they tell the IGM various things about
the script.  Remember that these have a @;@ at the start!

@;@@PROGRAM@ xxxxxxxxxxx  What program it is for.  For OUTLANDS,
                          put OUTLANDS 1.4 (or OUTLANDS 1.5, 1.5a)
@;@@VERSION@ xxxx         Version of program the script is compatible
                          with         (1.3e, 1.4, 1.5, 1.5a+)
@;@@PERCENT@ xxx          Optional chance that RHP will run (v1.3+)
@;@@NAME@ xxxxxxxxx       Optional name for RHP (for SETUP), maximum
                          length is 50 characters (v1.4+)
----------------------------------------
@;@@SCRIPTVERSION@ xxxxx  Optional field for Script Version.
                          {RHPTest v1.3+ . Backward-compatible with igms.}
-------------------------------------------------------------------

Note: For an Outlands Tavern Script to use @DEFENSE@, @SKILLUSE@,
@FLIRTED@, @SETHVIOLET@, @BARDSONG@, @KILLSAVE@, @SEENMASTER@, or
@SEENDRAGON@ codes, your VERSION statement should read, as follows:

    @;@@VERSION@ 1.4
-----------------------------------------------------------------

  Example: @;@@VERSION@ 1.4b  -- June-December 2003 v1.4B+ betas.
           @;@@VERSION@ 1.5   -- January 2004 v1.5/v1.5a IGM releases.
       Needed for use of #16+ weapon/armour number access.
================================================================

This set is just random commands.

@;@@VARIABLE1@ xxxxxxxxx  Gives a name to the given user variable
                          number.  If you define a name, it will show
                          up in the stats.  Covers VARIABLE1 - VARIABLE5.
                          Max length is 13 characters.
@;@        Comment, everything on a line with this at the front will be
           ignored (works in recording)
@CLEAR@    Clear the screen (works in recording)
@MORE@     Pause for keypress with "<MoRE>"
@DELAY@    Small delay (250 milliseconds)
@END@      Stop program and pause
@KILL@     Stop program, pause, and kill player (player is notified)
@KILLSAVE@                Same as KILL code, but factors in Fairy.
                          No fairy - player is killed, and notified.
                          Has fairy - (1) It saves them from death,
                          heals wounds, and leaves.  (2) It is on
                          "strike", so player is killed and notified.
                          The Fairy decision is made randomly by the
                          IGM:  "Save player" or "Go on Strike".
           ( RHPTest 1.2+, Lord Cavern v1.5+, Outlands Tavern v1.4+,
             Gateway v1.1+, and Forest Outhouse v2.01+. )

@EXIT@     Stop program, pause, and exit to LORD
@STATS@    Shows the player's stats (1,1.3e)
@RUNRHP@ xxxxxxxx.xxx  Quit current RHP and run xxxxxxxx.xxx (1,1.3e)
-------------------------------------------------------

           RHPTest/Outlands Tavern usage only:
@GETROOM@  Stop program, pause, give the player a room and exit to BBS (1)
@PRISON@   Stop program, pause, puts player in prison and exit to BBS (1)

-----------------------------------------------------------------
Inside the IGM, no special dialogue is shown to the user, so if you use
either code, remember to add some dialogue BEFORE the code is used, so
the user has some idea what has just happened to them. 01/01/04 note.
-----------------------------------------------------------------

This set is for writing to a player's MAIL?.DAT and LORD's LOGNOW.TXT.

@MAIL@      Start writing to mail
@MAILEND@   Stop writing to mail
@NEWS@      Start writing to LOGNOW.TXT
@NEWSLINE@  Stop writing to LOGNOW.TXT and add a line "-=-=-=-"
              centered (on-screen, when file is displayed.)
@NEWSEND@   Stop writing to LOGNOW.TXT
-----------------------------------------------------------------

The following two sets can be used in Mail and News recordings.

  The next set is for designating sections to go to.

  @#xxxxxxxx         Section designation, no maximum length
  @GOTO@ @#xxxxxxxx  Go to section xxxxxxxx after this command

  The one in this section is for writing lengths of spaces.

  @SPACE@ x          Writes x spaces to screen/file
---------------------------------------------------------------------------

This new set is for testing existing information and can be used
in Mail or News recording.

Example: @IF@ FEMALE @GOTO@ @#Help (if player is Female, goto section
                                  @#Help)
Example: @IF@ EXPERIENCE>0 @GOTO@ @#Help (if experience is greater than
                                  0, goto section @#Help)
Example @IF@ FIGHTER `9Good job! (if player is a Death Knight, write
                                  `9Good job! to file/screen)
Example @IFNOT@ MAGIC `9Good job! (if player is not a Magician, write
                                  `9Good job! to file/screen)

@IF@ condition command  Test condition, if True, do command.  Command
                   can be any RHP @ command or one line text.  Condition
                   can have math in it (see variables section). (v1.3a+)

@IFNOT@ condition command  Test condition, if False, do command.
                   Command can be any RHP @ command or one line text.
                   Condition can have math in it (see the Variables
                   section).

Usable conditions for @IF@ and @IFNOT@ statements:
--------------------------------------------------
 FEMALE     : returns if player is Female
 MALE       : returns if player is Male
 FIGHTER    : returns if player is currently a Death Knight
 MAGIC      : returns if player is currently a Magic User
 THIEF      : returns if player is currently a Thief
 HORSE      : returns if player has a Horse
 FAIRY      : returns if player has a Fairy
 MARRIED    : returns if player is married, works with Violet and Seth
              Able marriages as well as player to player.
 SPIRITS    : returns if player is in High Spirits
 WEIRDEVENT : returns if player will have a Weird Event in the forest
              (Note: Weird is intentional spelling of the word.)
 HEALED     : returns if player is healed
 x<y        : returns if number x is less than a number y
 x>y        : returns if number x is greater than a number y
 x<>y       : returns if x is not equal to y
 x=y        : returns if x is equal to y
----------------------------------------

 BARDSONG   : Returns if player has heard Bard Sing in Inn.
              (Outlands v1.4+, RHPTest 1.2+)
 FLIRTED    : Returns if player has Flirted With another Player yet.
              (Outlands v1.4+, RHPTest 1.2+)
 SETHVIOLET : Returns if player has Flirted with Violet or Seth.
              (Outlands v1.4+, RHPTest 1.2+)
 SEENMASTER : Returns if player has Seen Master yet.
              If True, player LOST a master fight challenge.
              And is not allowed to do another challenge that day.
              (Outlands v1.4+, RHPTest 1.2+)
 SEENDRAGON : Returns if player has Seen the Red Dragon yet.
              (Outlands v1.4+, RHPTest 1.2+)
-----------------------------------------------------------------

Any number can be used as X or Y, or you can use player stats.

Player stats that can be used as X or Y:

 DRUNKLEVEL : Level of drunken-ness    {Outlands-specific field}
 FOREST     : Forest Fights
 FIGHTS     : Player fights
 KIDS       : Kids
 DEFENCE    : Defense Points.
 DEFENSE    : Defense Points (Outlands v1.4+, RHPTest 1.2+)
 STRENGTH   : Strength Points
 EXPERIENCE : Experience Points
 LAYS       : Lays
 SKILL      : Current skill type points amount
 HITPOINTS  : Current HitPoints
 HITMAX     : Max HitPoints
 GEMS       : Gems
 GOLD       : Gold in hand
 BANK       : Gold in bank
 CHARM      : Charm
 WEAPON     : Weapon number       { v1.4+: support for #16-#20 range }
 ARMOUR     : Armour number       { v1.4+: support for #16-#20 range }
 LEVEL      : Player's level
 KILLS      : Number of player kills
 ALLGOLD    : Total amount of gold
 WINS       : Number of times player has won
----------------------------------------
 SKILLUSE   : Skill Usage Points amount, for current Skill.
              (Outlands v1.4+, Rhptest v1.2+)
-----------------------------------------------------------------

ALLGOLD can only be displayed in a script, using @*@ALLGOLD@*@
in a text statement.  LEVEL, CLASS, and WINS are display-only
variables, which can't be set by the script writer.

------------------------------------------------------------------
ALLGOLD Note:  Pascal can't handle any integer numbers that exceed
2,147,483,647, so if the Gold in Hand + Gold in Bank result goes
over that value, the ALLGOLD value shown on-screen or used in an
RHP script calculation will be a negative amount.  01-01-2004.
==================================================================

The following set is for prompting for Input (from player).  The
single character section is used to act on the Input data.  The
program runner acts on the first matching section found, so don't
use the same selections nested.

Example: @PROMPT@ CD (prompts for C and D selections.  You MUST
                      have @##C and @##D sections later in script.)

@YESNO@        Prompt for Y/n, Y and N sections
@PROMPT@ xx..  Prompt for selections xx.., selections must be
               capitalized.  The first selection will be the default one.
@RANDOM@ x     Random number between 1 and x, each number a section
@##x           Single character section, can be called with @GOTO@
-----------------------------------------------------------------

The following set has some special properties.  If you put a = before
the number x, it makes that attribute equal to x.  If you put %, it adds
/ subtracts x% of the existing attribute to the attribute.  Ones marked
with a $ can be used in Mail without the = option and may just increment
the attribute by 1.  Player is notified with a 'You LOSE/GAIN x <type>!'
in both Mail and on screen, except not in Mail for those that just
increment.

You can also do one math operation (/,*,+,-) in a line. (1.4+)

NEW: Putting *LEVEL multiplies the number times the player's level.
     Works best if you include a +/-. Ex. @GOLD@ +500*LEVEL  - would
     add 6,000 Gold to Gold in Hand, for Level 12 player.

Example: @EXPERIENCE@ %-15     (Subtracts 15% of experience)
Example: @GOLD@ =0             (Sets gold in hand to 0)
Example: @EXPERIENCE@ 4*LEVEL  (Adds 4 times the player's level of
                                experience)
Example: @GOLD@ 6*GEMS         (adds 6 times the player's gems to
                                gold)
-------------------------
Example: @SKILLUSE@ +1   (Adds 1 to current Skill's Uses)
Example: @SKILL@ -1      (Deletes 1 skill point, of current class)

@DRUNKLEVEL@    Level of drunken-ness   (How drunk is player)
@FOREST@ x      Forest Fights ($)
@FIGHTS@ x      Player fights ($)
@KIDS@ x        Kids  ($ increments number by 1, ignores x)
@DEFENCE@ x     Defence ($)
@DEFENSE@ x     Defense ($)          (Added in July 2002)
@STRENGTH@ x    Strength ($)
@EXPERIENCE@ x  Experience ($)
@LAYS@ x        Lays ($ increments number by 1, ignores x)
@SKILL@ x       Current Skill type (if resulting number is above 40 the
                Skill value is set to 40, no uses are given)
                ($ increments number by 1, ignores x)  {See Note}
@HITPOINTS@ x   Current HitPoints
@HITMAX@ x      Max HitPoints ($)
@GEMS@ x        Gems
@GOLD@ x        Gold in Hand ($)
@BANK@ x        Gold in Bank ($)
@CHARM@ x       Charm ($)(increments number by 1, ignores x, = option can
                be used)
@KILLS@ x       Number of player kills (1:1.3c)
--------------------

@VARIABLE1@ x   RHP variable 1 for math, is forgotten after RHP is done
@VARIABLE2@ x   RHP variable 2 for math, is forgotten after RHP is done
@VARIABLE3@ x   RHP variable 3 for math, is forgotten after RHP is done
@VARIABLE4@ x   RHP variable 4 for math, is forgotten after RHP is done
@VARIABLE5@ x   RHP variable 5 for math, is forgotten after RHP is done
--------------------

@SKILLUSE@ x    For current Skill's Use Points. x - Set field to
                what X is.  ($) - Increments field by 1.  {*SEE NOTE*}
                ($ increments number by 1, ignores x)

Other examples:
  @WEAPON@ - Weapon number.  Changes player's weapon name to one used by
             Skeleton event in L.O.R.D. Cavern IGM.  Weapon # is NOT
             change-able by script.
  @ARMOUR@ - Armour number.  Changes player's armour name to one used by
             Skeleton event.  Armour # is NOT change-able by script.
  @ARMORNUM@  - v1.4+ only. Armour Number - normal spelling.
  @ARMOURNUM@ - v1.4+ only. Armour Number - Old English spelling..
  @WEAPONNUM@ - v1.4+ only. Weapon Number.

             Covers item numbers 1-20. Default name coverage for any
             unknown Weapon/Armour using item # above 20.
              (Outlands v1.4+, RHPTest 1.3+)
-----------------------------------------------------------------

01/01/2004 VARIABLE Code note:
------------------------------
If the sum of two values added together exceeds 32,767 for Integer
format LORD fields, it will be shown on-screen as Zero.  Same thing
applies if the result exceeds 2,147,483,647 for LongInt format stats.
======================================================================

SKILL Points/Skill Use Points Note:  Through v4.00x, LORD limited the
Skill points, and Use Points, to 40 points maximum per Skill class.
v4.02+ allows IGMs to award Skill Points, or Skill Use Points, up to
100, but LORD itself still maintains the 40-point limit.

Since pre-v4.02 LORD versions only handled up to 40 Skill/Skill Use
points, usage of @SKILL@ and @SKILLUSE@ in mail*.dat files *WOULD*
result in either one being reset by LORD, when it re-assumed control
of the player, to 0-40 range values.  And if you are using post-v4.02
LORD versions, they handle skill info in Mail files the same way.

So it is best to AVOID using SKILL or SKILLUSE in a mail file,
unless you are prepared to be blamed by irate players who've lost
hard-earned skill points as a result of your mail message(s).

(Anyone who uses Sherwood Forest LORD IGM has seen this exact
situation occur to their characters that HAD skill/skill use values
above 40.  There are other LORD IGMs that will do likewise -- Lord
Wheel, Free World, etc..)
=====================================================================

Note: Old copies of these CODES.TXT files referred to @FIGHT@
code for Forest Fights.  It is actually @FIGHTS@, so be to sure
to use the ending 's'.
=====================================================================

These codes are special player value changers that don't act like the
earlier ones.  They cannot be used in Mail.  Player is NOT notified.

@FAIRY@       Changes if user has a Fairy.  Takes no parameters.  If user
              has a Fairy, it's taken, else one is given.
@HORSE@       Changes if user has a Horse.  Takes no parameters.  If user
              has a Horse, it's taken, else one is given.
@SEX@         Changes user's sex.  Takes no parameters.
@ARMOUR@      Changed!  Changes Armour Name to built in name.
@WEAPON@      Changed!  Changes Weapon Name to built in name.
@WEIRDEVENT@  Changes if user will have a weird event in the forest, that
              is if they will find gems when entering.
@SPIRITS@     Changes the player's spirits, from high to low or from low
              to high.
@HEAL@        Heal the player.
---------------------------------------------------------------------------

                   For Outlands v1.4+, RHPTest v1.2+ usage:
@BARDSONG@       Indicates whether player has have heard Bard Sing.
@FLIRTED@        Indicates whether player has Flirted with Player yet.
@SETHVIOLET@     Indicates whether player has Flirted with either
                 Violet or Seth Able.
------------
@SEENMASTER@     Indicates whether player has Seen their Master yet.
@SEENDRAGON@     Indicates whether player has Seen the Red Dragon yet.
    -- Neither indicates WHAT happened during meeting, just that there
    was one with either Training Master or The Red Dragon.
-----------------------------------------------------------------

Variables like these work like the older LORD style codes, you put them
in a string to Output, and they get replaced by the corresponding value.
Place the word you want in between @*@ like so:

  Example: `4Hello, @*@NAME@*@!

These all require Outlands Tavern v1.0+ in order to work:

ALLGOLD    : Player's total gold (In Hand + In Bank)
ARMOUR     : Player's Armour Name (same as `a)
BANK       : Player's Bank Gold
CHARM      : Player's charm
CLASS      : Player's class (eg. "Death Knight")
DEFENCE    : Player's defense
DEFENSE    : Player's Defense points        (v1.4+)
DRUNKLEVEL : Player's drunk level      {Outlands-specific field}
             (# of times you can search for stuff)
EXPERIENCE : Player's experience
FIGHTS     : Player's Human Fights left
FOREST     : Player's Forest Fights left
GOLD       : Player's gold on hand
HITPOINTS  : Player's current hitpoints
HITMAX     : Player's maximum hitpoints
KILLS      : Player's number of player kills
KIDS       : Player's number of kids
LAYS       : Player's number of lays
LEVEL      : Player's level
NAME       : Player's name (same as `n lord code)
MARRIED    : Player's Spouse's name (same as `m)
STRENGTH   : Player's strength
SKILL      : Player's skill level for current class
VARIABLE1  : RHP variable 1
VARIABLE2  : RHP variable 2
VARIABLE3  : RHP variable 3
VARIABLE4  : RHP variable 4
VARIABLE5  : RHP variable 5
WEAPON     : Player's Weapon Name (same as `w)
WINS       : Number of times player has won
-----------------------------
SKILLUSE   : Skill Use Points for current Skill. {v1.4+}
------------------------------------------------------------------
ARMORNUM   : Armour Number.                               { 06/18/2003}
ARMOURNUM  : Armour Number.  Alternative spelling.        { 06/21/2003}
WEAPONNUM  : Weapon Number.                               { 06/21/2003}
             {Outlands v1.4+, RHPTest 1.3+}
-----------------------------------------------------------------

Notes for RHPTest v1.2+, the November 2002 LORD IGM releases, and
for Forest Outhouse v2.10+:

Note: Old copies of these CODES.TXT files referred to @FIGHT@
code for Forest Fights.  It is actually @FIGHTS@, so be to sure
to use the ending 's'.
----------------------------------------

CLEANMODE - Used in script to do one set of commands if LORD is
    in Clean Mode.  Second set done if LORD is in normal mode.
    Here are two examples of how to use it:

@IF@ CLEANMODE `1You're naughty!
-- If LORD is in clean mode, it displays the "You're naughty" phrase
on screen.  Can also be used with the @GOTO@ command, etc.

@IFNOT@ CLEANMODE <your statement>
-- If Clean mode NOT in use, then <your statement> content is
displayed on-screen.  Usable with @GOTO@ command, etc.

----------------------------
@IFNOT@ note:  All variables that can be used with @IF@ may also be
used with @IFNOT@.
---------------------------------------------------------------------

Usage of the @VARIABLEx@ Codes:  07/16/2002
    The @VARIABLE1@ through @VARIABLE5@ codes may be used in The
L.O.R.D. Cavern, Outlands Tavern, and The Gateway to store math
computation data that are multi-step.  IOW, the standard RHP scripts
easily handle x*y type mathematics.  But something like A*B/C would
require two separate math computation statement lines in a script.

    You store data in the five VARIABLE codes while getting to your
final result for complex math.

To code GOLD = LEVEL*2*GEMS would be done like this:
  Statement #1: @VARIABLE1@ =0    (Presets variable #1 for data handling)
  Statement #2: @VARIABLE2@ =0    {Presets variable #2 for data handling}
  Statement #3: @VARIABLE1@ LEVEL*2         {Stores result of Level * 2}
  Statement #4: @VARIABLE2@ VARIABLE1*GEMS  {Stores result of Variable1 * Gems}
  Statement #5: @GOLD@ VARIABLE2            {Assign Variable2 to Gold}

  The result of @VARIABLE1@*GEMS is assigned to the @GOLD@ variable.

Notes:  Do not include blanks between values in the math statements.
        You need one blank space before the = sign.
        With statement #5, you may need to include the = sign to get
        such commands to work.
---------------------------------------------------------------------

The following codes can be put anywhere in a line, even in Mail and News
recording.  They are case sensitive, and will output the correct case if
they're at the beginning of a sentence.

`n  Put player's name
`a  Put player's Armour Name
`w  Put player's Weapon Name
`m  Put player's Spouse's name if married
`l  Do NOT perform line feed (put at the end of a line)
`s  Put player's sex (he/she)
`o  Put player's opposite sex (he/she)
`[  Put player's sex possessive (his/her)
`]  Put player's opposite sex possessive (his/her)
`<  Put player's sex (him/her)
`>  Put player's opposite sex (him/her)
-------------------------
      Pre-v1.4b+ -based RHP scripts will have to be rechecked if these
      two codes are used.  IGM was inserting "his/her" incorrectly.
          v1.4b beta - him/her usage is restored.
========================================================================

The following LORD text color codes can also be used:

`1 dark blue            `2 dark green       `3 dark cyan
`4 dark red             `5 dark violet      `6 brown
`7 gray                 `8 dark gray        `9 light blue
`0 light green          `! light cyan       `@ light red
`# light violet         `$ yellow           `% white
-----------------------------------------------------------------

Note: LORD Color Codes section provided by
      Gary Hartzell - gary.hartzell@verizon.net
------------------------------------------------------------

                   June 2003 RHP Language Changes Summary:
1) Corrected error in handling of the sex gender codes <,>.  If
   player is female, script processes the `< code and inserts "her"
   on-screen.  If male, "him" is written. For female player, use of
   the `> code inserts "him" on-screen. The male player sees "her"
   on-screen.  06/18/03 Note.
2) Fixed omission in earlier IGM version releases of GEMS@*@ usage.
   When used, replaces value of @GEMS@ with the LORD stat's value.
3) Created/tested new RHP Codes: ARMORNUM, ARMOURNUM, WEAPONNUM,
   and SCRIPTVERSION.
4) Fixes done to RHP Language handling of VARIABLEx codes.
   They now support lower boundary of -2 billion.
5) Enabled use of various Boolean-type VARs with IF commands.
   Ex. @VARIABLE1@ SKILL*2
       If SKILL is 25 points, then 50 is assigned to the code.
6) KIDS Code now allows adoption, via script, of Kids up to the
   LORD maximum value of 32,000 kids.
7) These RHP Codes are usable with "@VARIABLE1@ FEMALE*2" type commands
   now.  In this context, they are for use with @IF@ commands or in
   assigning their respective value to the VARIABLE code being used.

   Example: If player is female, it multiplies FEMALE's value (5) by 2,
            and assigns result (10) to VARIABLE1.

   FEMALE - value is 5.  FIGHTER - value is 1.  MAGIC - Value is 2.
   THIEF - value is 3.  ARMORNUM, ARMOURNUM, and WEAPONNUM number codes -
   Substitutes the player's item number.
   =====================================

8) JULY 2003 notes:  Usable with VARIABLE codes in math statements,
   as of 07/02/2003:  MALE, FEMALE, HORSE. FLIRTED, BARDSONG, SEENMASTER,
   SEENDRAGON, SPIRITS, FAIRY, WEIRDEVENT, and SETHVIOLET codes.

   If player is Male, value is 1. If female, value is 2.

   Used 0/1 value for Horse, Flirted, BardSong, SeenMaster, SeenDragon,
   Spirits, Fairy, WeirdEvent, and SethViolet.  If code/stat is
   True/activated, its value will be 1.

   ** Requires use of betas - dated July 2003 or later, or of the current
   official release version of each IGM or of RHPTest.

   Usable with Forest Outhouse v2.20, RHP Toolkit v1.3, The Gateway v1.2,
   L.O.R.D. Cavern v1.6;  And with The Outlands Tavern v1.5/v1.5a.
=================================================================

9) December 24, 2003 Note: When you use RHP Code in a script to reduce
   the player's Hitpoints, one result was unforseen previously.  When
   a RHP script being tested, using @HITPOINTS@ %-90 statement, was
   executed repeatedly by player, they ended up eventually with Zero
   Hitpoints.  IGM continued to allow them to stay inside tavern.

   IGM is now adjusted to declare player dead and eject them.

10) Dec. 24, 2003: When executing a proposed reward in RHP scripts,
   the IGM now deals with situations where the affected LORD stat is
   over the allowed LORD limit.  E.g. Seth Robinson said that IGM
   writers were to not raise Experience above 2 Billion points.  But
   some IGMs did not follow that rule.  Free World is one example.

   So when the RHP script reward event encounters an above-range
   LORD stat, the proposed reward now becomes an actual penalty,
   with result that the LORD stat is lowered to its upper limit.

   This is handled internally by the IGM and does not require any
   modification of how you write your RHP scripts.
==================================================================

Codes.txt created by Jason Brown - jmbrown@pcisys.net

Outscode.txt is copyright 2002-2003 by Jason Brown and Donald Tidmore.

Donald Tidmore, maintainer and updater.
Email: ktidmore@bellsouth.net.  OR donald.tidmore@usa.net.
Alt. Email's:  gtidmore@hiwaay.net, donald.tidmore@fidotel.com
---------------------------------------------------------------------

End of OutsCode.TXT file for The Outlands Tavern v1.4b+ IGM.

Updated on:  January 05, 2004 at 01:12 am.

               { Outlands Tavern IGM Docs - Version 1.5a }

