    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    DOS LORD IGM: WereWolf II   **FREEWARE**
    Version v1.00 -- DOCUMENTATION

    ** IGM creation process started Apr. 13, 2005. **
    ** IGM development process ended on Oct. 31, 2007. **
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    IGM Compile date:  October 31, 2007.  v1.00

    WOLFEDIT Compile Date:  October 31, 2007.  v1.10

    Docs Update:  January 17, 2010.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    ** WereWolf II v1.00 and WolfEdit v1.10 are both
       officially released as of Oct. 31th, 2007.    **
=======================================================

AUTHOR:  Donald Tidmore

Email:   ktidmore@bellsouth.net (primary email),
         gtidmore@hiwaay.net    (primary email #2),
         donald.tidmore@usa.net  -- Permanent address. Use only
         if the others don't work for you.

Web:     http://camelot.legendarydragons.com/camelot5.htm
         Castle Camelot LORD Links Page

         --  http://camelot.legendarydragons.com/lordapps.htm
         Castle Camelot LORD Apps Page

         --  http://camelot.legendarydragons.com/camelot6.htm
         Castle Camelot LORD IGMs Page

Fidonet: 1:123/450
         http://www.filegate.net/camelot/
         Camelot LordNews FDN. Official Fidonet distrbution site.

Address: 1111 Berenice Street, Tuscumbia, Alabama 35674-3503
         United States of America.
=================================================================

01/17/10 note: IGM needs a Delete Player option added so that
sysops can remove records of players who hide out in the igm,
making them hard to kill.  Problem reported by Chris Gosse.
==============================================================


1.0  Usage Notes, DISCLAIMER, Etc.:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The Werewolf II IGM is a rewrite from scratch, based upon template
used from my Doofus The Gnome IGM.  This IGM is a recreation of
my friend Jay Hodges' original Werewolf IGM.

The IGM works in most ways similarly to how Jay's original IGM
worked, but it has its own way of doing things in various IGM
events.  I hope that everyone likes my version of the Werewolf.
------------------------------------------------------------------

IGM Uses:  The werewolf player may kill other warriors, either
in the Forest or in the Lord Inn's Bar, provided that they have
enough Player Fights and Forest Fights to pay for each attack.

==============================================================
06/18/05: Whether the werewolf attack is successful or fails,
in regards to attacking other Warriors in the Forest or in the
Inn, the Werewolf Attacks counter will accurately indicate how
many attacks are made by each werewolf each day.
===============================================================

The amount of Player/Forest Fights required for 1 Human Kill is
sysop-configurable.  Players who are visiting other IGMs can not
be attacked using this IGM.  Players who are online in the LORD
game are also immune from attack, to avoid conflicts with LORD
itself.
---------------------------------------------------------------


Stalk Warriors Events:  Forest attacks and LORD Inn attacks.
----------------------------------------------------------------
In each event, the requested victim must be asleep either in
the LORD Inn, or in the LORD Forest.  Warriors who are alive,
in another igm, or who are online in LORD are not eligible
for attack.  A warrior must be within 3 Lord Levels of the
werewolf to be an eligible victim.

The werewolf is never guaranteed an automatic kill except when
they attack a Horse or a Child.  There is a 33 percent chance
in each attack that the attack will be successful.

If the attack fails, the werewolf is always injured losing 20%
of their HitPoints, based on their Max Hitpoints level;  and
either 2.0% or 3.25% of their Strength Points.  The Strength
Loss is higher in the LORD Inn attacks.  In either the Forest
or the Inn, the maximum Strength Loss is 125 points per attack.

Following a failed attack, if the werewolf player's HitPoints
drop to ZERO, they are killed by the other warrior.  That person
then gets 10 percent of the dead werewolf's Experience, and
10% of the dead werewolf's Gems.

Fairy Rescue from Death is allowed to occur ONE time per day,
when the werewolf dies and he/she has a Fairy.  Whether the
Fairy Rescue occurs or not, the dead player or the resurrected
player is immediately evicted from the IGM.
------------------------------------------------------------

Successful Werewolf attacks that result in the death of a
warrior are recorded in the LORD News File anonymously.  In the
failed attacks where the werewolf is killed, the News notice
identifies the werewolf.

The sleeping warrior after winning the fight is notified of
the results of the Werewolf Fight in their LORD Mail.  He or
she is granted the following rewards:

1 LORD Kill Point.  10% of the dead Werewolf's Experience Points.
10% of the dead Werewolf's Gold Coins.  And 10% of the dead
Werewolf's Gems.

Getting saved from death by the Fairy does not prevent the loss
of Experience, Gold and Gems. The Fairy Rescue event is recorded
in the LORD News file, as is the Fairy Freedom event.  The latter
occurs when the Grim Reaper prevents the Fairy from saving a
dead warrior a second time in a day from Death.

The IGM does not allow a player to escape the consequences of
a death by use of BBS Inactivity Timeout, or disconnecting the
phone/internet connection.  The records of each warrior involved
in the Werewolf Fight are recorded immediately after an attack
ends, in both the IGM's data files, and the LORD game's files.

The IGM limits the Experience Points gain from a successful
Stalk Warrior attack to 10 million points per attack.  It also
limits players to a maximum gain of 500 Million Exp points
per day from Werewolf attacks.   There is no similar limit
on Experience LOST each day by the werewolf.

If the igm is not able to award the Werewolf Experience from
a successful attack, it will grant a substitute reward in
Charm or Defense Points instead.  It decides randomly which
alternative reward is selected.  If the reward is in Charm,
and the werewolf is maxed out in Charm Points, he/she gets
nothing.  The same applies to the alternate Defense Points
reward, if the werewolf's Defense is maxed out.

The Alternate Charm/Defense reward is level-based.  Level 1-3
player gets 12 Defense or 15 Charm points. Level 4-6 player
gets 24 Defense or 30 Charm points.  Level 7-9 player gets 36
Defense or 45 Charm points.  And the Level 10-12 player gets
48 Defense or 60 Charm points.   These alternate rewards are
applicable to the two Stalk Warriors events, the Kill Horse
event, and the Kill Child event.
                                         
Once the werewolf runs out of Player Fights or Forest Fights
no further attacks are allowed during the current visit.
---------------------------------------------------------------

Why are rewards limited?  Because an IGM that offers unlimited
rewards will always have a serious impact on the outcome of a
LORD game.  I don't believe in writing IGMs that people can
abuse.  Plus it is not fair to the victims of Werewolf attacks
if you don't limit how much they can lose in each attack event.
#################################################################


Kill Child Event and Kill Horse Event:
--------------------------------------
A warrior can only be attacked in Kill Child Event if he/she
has Children.  Only warriors with Horses can be attacked in
the Kill Horse event.

Warriors are off-limits if they are online or are in another IGM.

Once you run out of Forest Fights or Player Fights, no further
attacks of any kind are allowed during the current visit.

The sysop chooses the number of Forest/Player Fights that each
type of Werewolf attack will cost, when they configure the
IGM during program installation or IGM Config Update process.
-------------------------------------------------------------

Both the Kill Horse event, and the Kill Child event, as of
Oct. 26th, 2007 are revised.  The werewolf gets 5% of the
victim's Experience Points, limited to 5 Million points maximum,
for either kind of attack.  I don't think it is reasonable to
grant the same amount of Experience for killing Children as
the IGM does for killing other Warriors.

The two attacks are recorded in the LORD News notices
anonymously, since that is how the original IGM worked.

If the Experience reward can not be granted due to the Max
Experience per Day limit being reached, the werewolf is
granted the Alternate Defense or Charm Points reward instead.

LORD Kill Points are not granted for killing Horses or Children.
#################################################################


GEMS THEFT:        {Added 05/26-27/05}
---------------------------------------------------------
When you kill a player as a Werewolf, whether they are in the Forest
or asleep in the Inn, you receive 10% of the victim's Experience as
usual.  New event that was not done in the original igm.

You are allowed to steal 10% of the victim's Gems in this IGM,
but all thefts are limited to 50 gems per player kill.  You
get 1 LORD Kill point for each warrior that you kill as a
Werewolf.
#################################################################


DESECRATIONS Information:
-------------------------
Players who have been killed, either by werewolf attack or other
means, are subject to Desecration, where the Werewolf mutilates
and eats their corpses.  The sysop configures the cost in player
fights and Forest Fights for each desecration attack.

As of 06/18/2005, the IGM no longer will grant Experience Points
for a Desecration.  Instead the werewolf gets up to 2.5% of one
of their victim's LORD stats.  Which one is chosen randomly, and
the three stats are Max Hit-Points, Strength, and Defense points.

Each desecration reward is limited to a maximum of 100 points.

If the werewolf has a LORD stat maxed out - e.g. it is at 32,000
points - they do not get any reward from a desecration at all, if
that LORD stat is the one randomly selected by the IGM.  The
victim however will lose 2.5% of the affected LORD stat at all
times.

As of Oct. 04, 2005, each dead warrior can only be desecrated FIVE
times per day.  Once that limit is reached, that corpse is off-limits
for rest of the day to everyone.  Added report that lists desecrations
status to the Find Sacrifice event menu.

NOTE: If a warrior has been desecrated while dead, and has been
resurrected, the igm won't allow further desecrations until that
warrior has been killed again.

Desecrations data is stored in the igm's WOLFCORP.DAT data file.

The WOLF-USE.TXT file was revised on 10-05-2005 to include the
Desecrations Status Report.  It lists Victim Name and Desecrations
Count for each warrior who has been Desecrated in the IGM.
#################################################################


HOWLING AT THE MOON:
--------------------
When the werewolf Howls at the Moon, any wounded hitpoints they
have is healed for free by the IGM -- as long as the player
uses the Howling event from the Main Menu.  The event also
heals NEW Max Hitpoints that the player has gained during
use of the IGM, through Corpse Desecrations.

Access to Howling is allowed after a Stalk Warrior attack is
over, provided the player is willing to pay 10 Forest Fights
for access to the event.  This is a new feature that did not
exist in the original IGM.
#################################################################


** NEW option: ** Commit Suicide.  Requires v1.00.
------------------------------------------------------------
Once selected, player can not change their mind.  The igm
kills them, and frees any fairy that the warrior has.  Then
it runs the Fast Exit process, evicting the player from the
igm.  Added on 10/25/2007 for use by warriors who wish to
protect their Experience, Gold, and Gems from seizure if
a stronger warrior tracks them down and kills them.

This is a new feature that did not exist in the original IGM.
#################################################################


IGM Usage Limitations:
======================
(1) This igm can only be used a maximum of 10 times per day.
    The Max Visits per Day amount is chosen by the Sysop during
    IGM installation or IGM Config Update.

(2) Once the player runs out of Player Fights, or out of Forest
    Fights, no further Werewolf attacks are allowed during the
    current visit.

(3) A warrior is only eligible for attack in the Stalk Warrior
    in Forest/LORD Inn events when he/she is within 3 LORD
    game levels of the werewolf player.

    This is to protect players at lower levels from being abused
    by a high-ranking warrior.  And it also prevents the werewolf
    from attacking someone at a much higher Level, who logically
    can kill you if you were in a LORD player fight.

(4) The Max Experience Reward limits are 10 Million Exp points
    per successful Stalk Warrior attack, and 500 Million Exp
    points per Day.  These limits are not sysop-configurable.

    The werewolf is limited to 5 Million Exp points per attack
    when the victim is a Horse or a warrior's Child.

(5) Other warrior's children can only be attacked one at a time.

(6) The IGM uses these factors in determining eligibility of
    victims in the Kill Horse, Kill Child, or Desecrate Corpse
    events:

    (A) Warriors who don't have a Horse are not eligible
        victims in the Kill Horse event.

    (B) Warriors who have no Children are not eligible
        victims in the Kill Child event.

    (C) A warrior can only be desecrated if they are DEAD.
        Each warrior can only be desecrated a maximum of
        5 times per day, to prevent abuse of the event.

(7) When a warrior is killed by a werewolf, either in the Forest
    or in a LORD Inn room, they can only lose up to 50 Gems;  up
    to 10% of their Experience;  and up to 10% of their Gold Coins.
    Their Gold in Bank is off-limits to the werewolf.

(8) The werewolf is not allowed to use Special Skills in any way
    in the IGM.  E.g.: They can't use Offensive or Defensive
    Magic since their victim is not able to use their magic.

(9) If killed in the IGM, the werewolf player is only allowed
    to use the Fairy Rescue from Death event ONE time per day.

    If they are killed as a werewolf in a subsequent visit,
    after having used the Fairy Rescue privilege, they will
    stay dead regardless of whether they have a Fairy or not.

The werewolf is only guaranteed success in an attack when they
use the Kill Horse or Kill Child events.  He/she risks death
during each Stalk Warrior attack if they allow their HitPoints
to drop to Zero.

-------------------------------------------------------------------
Starting May 27th, 2005, access to the five Werewolf Attack events will
be denied if player can not pay the required Player Fights AND Forest
Fights costs required by each event.  Those costs are determined
by the sysop/end-user while they are installing the IGM, or updating
the configuration file.  Access to Howling in the Moon will remain
a free service.  If you are injured, the IGM will always heal you.

The maximum allowed cost for each Werewolf Attack event is set
at 100 for both Player Fights and for Forest Fights.

The minimum setting is 1 for both Player and Forest Fights,
for each type of Werewolf Attack's cost.
------------------------------------------------------------

My IGMs limit the space allowed for BBS Name and Sysop Name
so that they show up properly on screen during the IGM
Config/Install processes.  Each one is limited to 50 spaces
in length.  Sysop Handle is limited to 20 spaces in length.

Lord Path and IGM Path are not limited by the IGM, but the
Pascal compiler limits the total length of those entries to
255 spaces in length.
------------------------------------------------------------

All of my IGMs are written to prevent players from losing their
hard-earned Experience Points due to the LORD stat going negative.

They protect the player's LORD stats from Negative values and
Over-Range values at IGM entry, and at IGM exit.  This is
necessary because LORD reacts badly to either situation, and
is known to crash when you return from an IGM with a numeric
stat that is outside its allowed range.  Example:  You can't have
more than 32,000 Children.  LORD v4.07 and v4.08 beta both
will crash if Children has say 32,100 for its value.  My igms
are *ALL* written to prevent those kind of situations from
occurring.
#################################################################


The Disclaimer:
---------------------------
This is a BBS game written as a hobby.  The only warranty given is
that the program will take up a small amount of disk space on your
computer's hard drive, and will run under all versions of Legend of
the Red Dragon that support IGMs.
=========================

NO OTHER WARRANTY IS HEREBY EXPRESSED, IMPLIED, OR SUGGESTED.
USE OF THIS PROGRAM IS AT YOUR OWN RISK.

WereWolf II IS A *FREEWARE* 'IN GAME MODULE' (IGM) FOR
LEGEND OF THE RED DRAGON (LORD).
------------------------------------------------------------


Copyright Info Section:     {Updated 12/26/2008}
------------------------------------------------------------

    Legend Of the Red Dragon (LORD) is copyright (C) by Seth Able
    Robinson of Robinson Technologies.  And by Metropolis Gameport,
    the current owner.  It is now developed by Michael Preslar.
    -------------------------------------------------------------

    Turbo Pascal and Borland Pascal are copyrighted programs
    created and owned by Borland International.

    ANGEL (or A.N.G.E.L.) stands for Atlantis Networking Game
    Engine Library.  ANGEL version 1.00 is copyright 2002-2010
    Atlantis Software by Jimmy Rose and Andy Stewart.
    ------------------------------------------------------------

    LORD, L.O.R.D., and LORD II program names were copyrighted by
    Robinson Technologies.  Those copyrights were transferred to
    Metropolis Gameport, in respect to BBS games.  The terms LORD/32
    and LORD/X are also copyrighted by Metropolis Gameport.

    The LordMenu program referred to in this program's documentation
    files is copyrighted by Donald Tidmore.  Its former versions
    were copyrighted by Robert Fogt and Lloyd Hannesson.
------------------------------------------------------------

The original IGM "The WereWolf" is/was copyrighted by Jay Hodges,
who authorized my creation and development of this newer
version.  I also created and support the RTE200 patched version
of The Werewolf v3.00 which Jay Hodges makes available on
his web-site.

WW301P-1.ZIP - The WereWolf v3.01p RTE200 patch update.
    http://www.filegate.net/camelot/lordfile/ww301p-1.zip
------------------------------------------------------------

All copyright protection for WEREWOLF.EXE is fully applicable
to any and all files distributed with the program.

The WOLFEDIT.EXE utility is also copyrighted and freeware.
--------------------------------------------------

LORD (Legend of the Red Dragon) is a multi-player battle game
created for Bulletin Board Systems (BBS).

     (c) Copyright 1992-1997 Robinson Technologies
     (c) Copyright 1998,1999 (2000-2010) Metropolis, Inc.
     Created by Seth Robinson.  Developed by Michael Preslar.
     All rights reserved.
--------------------------------------------------

Violation of my rules for IGM usage immediately cancels your
right to request IGM technical support from me.

Technical support is only available for DOS LORD usage of
this igm.  No LORD/32 version is planned for this IGM.

DOS LORD v4.07 was officially released on June 07th, 2006.
--------------------------------------------------

I am gradually testing all of my IGMs under a Synchronet BBS
setup done for me by a friend using DOS LORD v4.07.  So far,
this IGM has not been tested in that environment using the
MTelnet program.

This IGM has been fully tested under LORD v3.55 through
v4.08 Beta's Sept. 2006 compilation.  Michael Preslar does
not allow any LORD IGM authors access to newer compilations
of any version of LORD.  There is nothing known in the LORD
community via the Fidonet BBS echoes, as of late Dec. 2008,
as to when LORD v4.08 will ever be officially released.

End of 12/26/2008 section rewrite.
============================================================


2.0  INTRODUCTION:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  Program Description/Setting:
  --------------------------------
  Visit the IGM "WereWolf II", where you become a werewolf and hunt
  humans, horses, and children.  You can also use it to get Free
  Healing incidentally if you're too cheap to pay the Healers in LORD <G>.

  Stats screen - Shows most of the LORD stats one usually wants
  to know about, including actual numbers for Skill Points.

  IGM Usage Reports:  Is automatically shown as the player exits
  the IGM.  The end-user/Sysop can also view the Three IGM Usage
  Reports by using the WEREWOLF REPORT command.

  Do NOT use the WEREWOLF REPORT command, or the WOLFEDIT utility,
  while the IGM is in use.  That can cause various problems!!
==================================================================


  IGM Installation, Configuration Change, and IGM Removal Notes:

  WEREWOLF INSTALL - Runs the IGM Installation process.

  WEREWOLF CONFIG  - Allows user to change Sysop Handle or
                     Max Visits/Day to different settings.

  WEREWOLF REPORT  - Generates new/updated IGM usage reports disk file.

  WEREWOLF REMOVE  - Runs the IGM un-installation process.
  =============================================================


  WereWolf II -- Configuration Process:
  ======================================
  1) Run WEREWOLF Config.  Follow on-screen instructions.

  -- Max Visits per Day.  Range is 1-10.

  -- Sysop's Lord name - Limited to 20 characters maximum.  Do
     NOT use LORD color codes!

  -- BBS Name or Web-Site Name.  If you have neither one, just
     invent something.  Field is limited to 50 characters maximum.

  -- The IGM's 3RDPARTY.DAT entry should look like this, minus
     LORD Color codes:            WereWolf II v1.00

  -- Always double-check the values in WEREWOLF.DAT to be sure you
     are using the correct values for each LORD game you have, if
     there is more than one.

  -- The CONFIG process will NOT update WEREWOLF.DAT until you
     specifically agree to have it updated. Otherwise, the IGM
     continues to use the old config file and its variable values.
  ------------------------------------------------------------

  Advisory:  Regarding the prompt dialog boxes used in the IGM's
  INSTALL, CONFIG, and UN-INSTALL processes, if you click on
  CANCEL or the CLOSE icon, it only cancels that specific prompt.
  It does NOT cancel the process that is running.

  If Cancel is used, the respective field in WEREWOLF.DAT will
  then be EMPTY, unless a default value is specified. In that
  case, the field will contain that value.  02/10/07 note.
  ====================================================================


  IGM Removal Notes:

  Run WEREWOLF REMOVE and follow the on-screen instructions.

  Since I have no idea if you intend to re-install the igm later,
  or not, the un-install process does not try to delete every data
  file used by the program.  None of my IGM's un-install programs
  ever delete documentation or program files used by that IGM.
  ==================================================================


  Brand new installation:

  This igm is stand-alone from the original Werewolf IGM.  However,
  it also uses WEREWOLF.EXE as the program name.  So do NOT try to
  run my IGM in the same directory as the original IGM.  Otherwise,
  the data files I have chosen for the IGM are ones the original
  Werewolf igm does not use:

  WOLF-USE.TXT, WOLFPLAY.DAT, WOLFBACK.DAT, WEREWOLF.DAT,
  WOLFTIME.DAT, WOLFEDIT.CFG, WEREWOLF.ANS, and WOLFCORP.DAT.

  None of those 8 files, or the two EXE files, may be renamed
  by the user while the IGM is in use, for any reason.

  The IGM uses WEREWOLF.DIZ and WOLFEDIT.DIZ, and associated
  file_ID.diz files, for BBS files databases usage.

  Preferably, you should run this IGM in its own sub-directory,
  but it should work from a directory shared by other IGMs - as
  long as there is no data files names conflicts.  You can also
  run the IGM from the LORD directory, but I think most sysops
  and end-users will prefer not to do that.
  -------------------------------------------------------

  Run WEREWOLF INSTALL and follow the instructions shown on-screen.
  Verify entries made to 3RDPARTY.DAT and lognow.txt files.

  If you use my LordMenu utility, remember to update its
  data files whenever you change version numbers, or install
  igms, or remove igms entries in the 3rdparty.dat file.
  That prevents surprises such as reqesting one IGM to be
  run by LORD, and having it actually execute something else.

  Then start playing LORD with the IGM.

  ===============================================================
  This IGM was created primarily because I figured I could do the
  job, and because I wanted at least one of Jay Hodges' original
  IGMs to have a new place in the LORD "universe".
  ===============================================================


  Usage of WEREWOLF REPORT command.
  ===================================
  When executed, the igm's WOLFPLAY.DAT file MUST be present, or the
  process will terminate immediately.  It will create or update the
  WOLF-USE.TXT report file, then after a few seconds delay, automatically
  display the report on-screen.  There is no way to show the data
  in color, that I am aware of.

  If you don't currently have an WOLFCORP.DAT file, the Desecrations
  Status Report is written with text lines indicating that situation
  existed at the time the WOLF-USE.TXT file was updated.
#################################################################


2.5  LORDMENU Information:    {Added 12/26/2008}
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The LordMenu program is currently developed and supported by me.
I took over its development and support when it stopped working
correctly in 2006, and needed to be fixed.  Which was done with
assistance from Dennis Collins.  LordMenu v1.40 was officially
released on July 29th, 2007.  Distribution was done on July
31th, 2007.  And LordMenu v1.50 was offically released on
August 29th, 2008.

   * http://camelot.legendarydragons.com/LordApps/lrdmnu15.zip

   * http://www.filegate.net/camelot/lordfile/lrdmnu15.zip
=============================================================


3.0  FILES:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The following files are included within the the WereWolf II archive:

WEREWOLF   DIZ   WereWolf II DIZ file
WEREWOLF   EXE   WereWolf II v1.00 IGM
WEREWOLF   TXT   WereWolf II - IGM documentation

WOLFEDIT   DIZ   WereWolf II Databases Editor DIZ file
WOLFEDIT   EXE   WereWolf II Databases Editor v1.10
WOLFEDIT   TXT   Usage notes for WOLFEDIT utility.

FILE_ID.DIZ  - Description file (WEREWOLF.diz)
CCL-APPS.TXT - Info on previous/current LORD Programming projects.
CCL-PROJ.TXT - Info on future programming projects.

WW2_Info.txt - Expanded version of Werewolf.diz with more details.
    It contains the normal DIZ files for both the IGM and
    for the WolfEdit utility.

WWE_Info.txt - Expanded version of the Wolfedit.diz file.


* - Files created during IGM installation, or after each usage in LORD:
=======================================================================
* WEREWOLF.DAT -   Created by IGM when it is installed.  Stores
      LORD Path, IGM path, Sysop Name, Sysop Handle, BBS Name,
      and Max Visits/Day fields.  IGM will NOT run without
      this file.  Its presence is mandatory.

      Once they have been coded, there will also be variables
      covering the Player/Forest Fights costs for each werewolf
      attack.  Those are: Forest Costs, Inn Costs, Desecreation
      Costs, Horse Costs, and Kids Costs.

* WOLFTIME.DAT - Used to keep track of change in Day, Month or
      Year, so IGM knows internally when to reset its data files
      for a new day's game usage.  If file does not exist when IGM
      starts execution, a new one is automatically created.

* WOLFPLAY.DAT - Binary player database. Tracks all activity
      inside IGM by every player.  Automatically deleted, then
      recreated when the first player user of a new LORD game
      day enters the IGM.

* WOLFBACK.DAT - Binary file.  Player Database Backup file used
      to restore the WOLFPLAY.DAT file it is is deleted during
      igm usage.  If file does not exist, then the IGM would
      create a new database file that only covers the current
      player.  Records for other players would be lost if the
      Restoration process fails to work.

* WOLF-USE.TXT - Disk file listing content of WOLFPLAY.DAT.
      Created automatically when IGM is used by sysop or
      the end-user.  Created/Updated when WEREWOLF REPORT command
      is entered from DOS Prompt.  Required: WOLFPLAY.DAT file.

      Contains two usage reports based on data from WOLFPLAY.DAT,
      and the Desecrations Status Report, which uses data from
      the WOLFCORP.DAT file, if one exists.

* WOLFCORP.DAT - Binary player desecrations database.  Created when
      IGM user does a desecration.  Tracks # of times EACH corpse
      is attacked during a day, per player record.  File is deleted
      automatically at beginning of game day during IGM initialization.
      Put into usage on July 09th, 2005.

      Is not protected by a Restore Database process as is the
      main Player Database file.

* WOLFEDIT.CFG: Created when you run WOLFEDIT.EXE the first time.
      Stores location of the Werewolf II directory you are using.
      This is where the IGM accesses its data files from when it
      is run from LORD, or one of the Configuration mode processes
      is being run.

  The utility will recreate WOLFEDIT.CFG if it can't find that file
  in the current directory when WOLFEDIT.EXE is executed.

==================================================
Do NOT ever delete INFO files manually while either an IGM is
running, or while LORD itself is running.  Similarly, do not
mess with any OUT files that apply to Werewolf II while the
IGM is running.

Under no circumstance, EVER, should the end-user screw with ANY
of the IGM's *.DAT files while the IGM is running.  That can cause
various problems to occur, some of which could cause the program
to crash.
#################################################################


4.0  INSTALLATION:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    During beta development, IGM updates are distributed to beta
    testers, and updated copies are posted to my web-site, about
    once or twice a week.  This IGM uses WEREWORK.ZIP for its
    beta work files archive.

    As of Oct. 26, 2007, everyone is to usee WOLF2-10.ZIP instead
    of WEREWORK.ZIP until such time as the IGM is in development
    again, sometime in 2008.

    1. Unzip WOLF2-10.ZIP into a LORD sub-directory, or into main
       LORD directory.  As long as no other IGM uses WEREWOLF.* name,
       or any of the data file's names (Wolf*.dat, Wolf*.txt), it
       MAY co-exist with other LORD igms without any problem.

       The Docs files can be renamed, if needed, if there is any
       file-name conflict.  The names of the ANS, CFG, EXE, and
       DAT files used by the IGM are hard-coded into the IGM's
       two program files.

       http://camelot.legendarydragons.com/LordApps/wolf2-10.zip
       -- Contains all program/data files used by the IGM.

       http://camelot.legendarydragons.com/LordApps/wolfed10.zip
       -- Only contains the Wolfedit program files.
       ---------------------------------------------------------

       ** The WereWolf II v1.00 IGM archives will be available
       from my Camelot LordNews FDN site, the NightfallGames
       server, the Castle Camelot web-site, and the BBS Archives
       web server.  There are various sites online that also
       reproduce my Camelot FDN site as well.

    2. From DOS Prompt, type:  WEREWOLF INSTALL

       Follow on-screen instructions, and IGM will be installed into
       your LORD game.  IGM announces itself in lognow.txt, and adds
       its entry lines to 3RDPARTY.DAT.  That concludes installation.

C:\BP7\WEREWOLF\UNITS\WEREWOLF.EXE /N* /GC:\INTERNET\LORD
WereWolf II v1.00

Basic entry lines that I use, without LORD Color Codes,
in the 3RDPARTY.DAT.  Will be different for each user since
everyone uses different directory/drive path info.
=======================================================================


IGM Removal Synopsis:
-------------------------
    1. Change to where you installed the IGM.  Type: WEREWOLF REMOVE

       Follow instructions, and IGM will be removed from 3RDPARTY.DAT,
       and the WEREWOLF.DAT file will be deleted.

    2. Delete the IGM's files unless you think you may want to keep
       them around.  That concludes IGM removal process.  Also delete
       files like WOLFTIME.DAT and WOLFPLAY.DAT, unless you think you'll
       re-install the IGM at a later time.

                                IGM Usage Report:
    This probably is obvious, but you can not use WEREWOLF REPORT mode
    until someone has actually used the IGM at least once.  It requires
    a player database file, and you won't have one, until the IGM has
    been used by someone.
===================================================================


Minus LORD color codes, which in general I personally don't use much
myself - or I tweak to my own favorite colors, - this is what the IGM
command lines in 3RDPARTY.DAT should look like.  Each person installs
programs their own way, so your directory path will usually be different:

C:\INTERNET\LORD\WEREWOLF\WEREWOLF.EXE /N* /GC:\INTERNET\LORD
WereWolf II v1.00

(The actual description entry in 3RDPARTY.DAT will contain LORD
color codes.  The codes can be changed to your own preference. )
#################################################################


REQUIREMENTS:
  1. Any version of DOS LORD that supports IGMs.   Testing is
     done using LORD v4.07 and v4.08 Beta.  This IGM can NOT
     be used with the 32-bit versions of LORD.

  2. DOS 6.x or later versions.  Probably works with DOS v3.xx forward
     as well, but I can't say for sure.

  3. The IGM is usable whether LORD is registered or not.
------------------------------

IGM Testing:  Done under Microsoft Windows XP SP1 and SP2.
#################################################################


5.0  DISTRIBUTION/UPDATES/REVIEWS:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1. http://camelot.legendarydragons.com/camelot6.htm
   Castle Camelot LORD IGMs Page.

   http://camelot.legendarydragons.com/lordapps.htm
   Castle Camelot LORD Apps page

   http://camelot.legendarydragons.com/igmpage.htm
   Revamped Trentsoft LORD IGMs Page

   #1 is for the official releases of my LORD IGMs.  Links
   for the BETA programs are always available from my site's
   LORD Links Page or the LORD IGMs Page.

2. http://www.filegate.net/camelot/lordfile/
   Camelot LordNews FDN - Lord Files directory.

3. http://archives.thebbs.org/ra98a.htm - covers IGMs.
   http://archives.thebbs.org/ra99a.htm - covers Utils.
             BBS Archives site is owned by Mike Ehlert.

4. Fidonet #: 1:123/450 - Donald Tidmore, updater.

   To reach me using Fidonet Mail, send all mail to one of these
   three Echoes:  NetMail, LORD, or Door_Games (Ruth Argust's echo).
   Preferably, use the LORD echo, unless you wish to report something
   in private.  In that case, use NetMail or send me an E-Mail message.

   I generally check Fidonet mail once a day.

   ---------------------------------------------------------------
There are several MIRROR sites online which contain all of the LORD files
I have placed in distribution in Fidonet via my Camelot LordNews FDN site.
#################################################################


6.0  FEATURES:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    User may do the following in the WereWolf II IGM.

    -- View current LORD stats at different places in IGM.

    -- You can visit IGM up to 10 times each day. Unless your
       sysop sets up the IGM for one time/day usage.

    -- During a visit, you can make as many Werewolf attacks
       as you have Forest Fights and Player Fights to pay for.

    -- You risk death each time you attack a sleeping warrior,
       if you are careless about healing your injuries after
       each attack.  If your HitPoints drop to zero after an
       attack, you are dead.  In which case, having a Fairy can
       save you from death ONE time per day.

    -- Desecrations are allowed as long as you can pay for them, and
       as long as there is one dead warrior whose corpse is eligible
       for desecration.  Each corpse can only be desecrated 5 times a day.

    -- Warriors who are using other IGMs are immune from attack from
       a warrior using the Werewolf II igm.  If they are sleeping in
       a different IGM they are off-limits to Werewolf attacks, unless
       someone in another IGM has killed that player.

    -- No one is immune from attack as to Horses and Children.  The
       Werewolf can kill as many horses and kids as they can pay for.

Exception: Warriors that are in LORD or that are in an IGM,
    may not be eligible for any kind of Werewolf attacks.

Note: Stats screen gives accurate reporting of Skill points and
    Skill use points when they exceed 40, unlike LORD itself. If a
    Skill is 40+ points, the word (MASTERED) is shown beside it.
#################################################################


7.0  SPECIAL THANKS TO:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Gordon Lewicky  - He taught me most of what I know about LADY Script
                  programming, and has done diagnostic work on all of
                  my complex LADY Scripts when they had glitches. Gordon
                  died in early July 2005.  He will be missed by many
                  people who were his friends.

Jason Brown     - For entrusting me with his LORD IGMs and utilities
                  as their co-author, maintainer, and updater.
                  Also for several long years of LORD friendship.

Charlie Wardick - My primary programming teacher.  For over a year
                  of training in how to write LADY scripts in a
                  logical manner, and then in relearning Pascal
                  language and usage of Turbo/Borland Pascal.

Stephen Gibbs - For testing my IGMs on his BBS and making sure for me,
                that they run correctly when played over a com port.

Thanks as usual to Mike Ciesiensky, Kenneth Padgett, Chris MacPherson,
Jason Brown, and Robert Fogt for entrusting their IGMs to me for support
and development over the 2002-2004 period that I've been working on LORD
programming.  In particular, I thank Chris for letting me take over Pawn
Shop development, since it especially challenged me to learn new ways
to get various IGM events to work properly.

And to all of my other friends who have gone through my evolution
as a LORD games programmer since February 2002, by testing my new
Lady scripts, and LORD IGM/utility beta compilations, over those
many months.  Oh yeah, and most of all, for putting up with my
tendency to write occasionally LONG email messages to them <G>.
==================================================================


Beta Testers:  Tom Dominick, Rob McGee, Kenneth Padgett, Daryl
    Stout, Wayne Brown, Michael Everett, Dennis Collins, and Paul
    Romine.  And a few others here and there.
#################################################################


8.0  DEDICATION:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This IGM is dedicated to my friend Jay Hodges, who created the
original Werewolf IGM many years ago.  If you want to register
any of Jay's IGMs, he can not provide new updates of programs
due to having lost all of his LORD source code over the years.

How to contact Jay:  Email address is jay@backalley.net.
    Web-site, non-LORD: http://www.dracodigital.com/.
    BackAlley Software Site: http://www.backalley.net/.

The web-site has details on how to obtain registration codes
for use with most of Jay's IGMs.  Those codes are Free.

Jay's other LORD programs are: BackAlley Bar, BackAlley Church,
BackAlley Orphanage, Elaikases Tower, Forest of Intrigue, and
Seth's Cottage IGMs;  and the Randmon utility.

The original Werewolf IGM was created somewhere around 1995.

Both WEREWOLF.EXE and WOLFEDIT.EXE are dedicated to Jay Hodges.

10/23/07 Note: Jay is no longer doing LORD/BBS programming as of
early October 2007.
==================================================================


WereWolf II is designed with the following programming software:
   Borland Pascal v7.01, ChasWare Library Routines by Charlie Wardick,
   The Atlantis Networking Game Library v1.00 by Jimmy Rose, and
   portions of Techno's TurboJock Toolkit -- used in the IGM's Config
   functions.

   A large number of Werewolf events utilize programming code created
   by Chris MacPherson, who created The Pawn Shop LORD IGM that I
   support and develop.  Other components used by the IGM were adopted
   from various other IGMs that I have either created, maintain, or
   have adopted as their new author/developer.
#################################################################


9.0  SUMMARY, IGM Crashes Notes:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Your comments, questions, suggestions are welcome and appreciated.  I'd
like to know that people are actually using my IGM. :)  I've put a lot
of work into it and I hope it is appreciated.

- Donald Glenn Tidmore  (ktidmore@bellsouth.net -- gtidmore@hiwaay.net)
======================================================================


IGM Crashes:  If you experience a crash while using the IGM, please
send me a capture log of your BBS session which most comm programs
and Telnet clients are able to generate.  Zip it up in an archive
using Winzip, PKzip or some other ZIP-compatible utility, and send
it to me via email.

Also include copy of the IGM's data files such as WOLFPLAY.DAT.  Copies of
the LORD game's play*.DAT files, if included, will help with analyzing what
caused your IGM crash.

This IGM does not have the ability to write RunTime Error message
information in LORD's ERROR.LOG file or any other file.  The only
Error Log programming unit I have is for the DDIGM tool-kit and
it can NOT be used with the ANGEL tool-kit.

When trying to identify cause of a problem, there is no such thing as
too much info to study.
#################################################################


10.0  IGM History Notes:
===============================================================

10/26/2007: Deleted the "Events Status Notes: section.
Archived it inside ww-notes.txt file, which is only available
to my beta testers.


IGM History Summary:
-------------------------
Apr. 13, 2005: Began work on Werewolf II IGM.

July 14th, 2005: Created first draft of WolfEdit utility.

Dec. 01th, 2006: Officially released v1.00 of WolfEdit.

Oct. 23, 2007: Finished work on Wolfedit v1.10 utility.

Oct. 25: Added "Commit Suicide" option to the IGM.

Oct. 26: Changed how IGM handles Wisdom Rewards for killing
         Horses and Children.

Officially released both programs as of Oct. 31, 2007.
==========================================================================


Future development plans:  {10/23/2007}
----------------------------

LORD/32 version:  None is planned due to absolute lack of
     interest by people in LORD/32 igms.  Until that
     situation changes, I am not wasting my time writing
     any more Lord/32 programs.

Updates in 2008:  No timetable.  I may add a random event
     to the IGM that would occur once per day, when the
     player exited the IGM alive.  It would not work if
     the player exited as a corpse.

I will also consider granting the Sleeping Warrior a free
healing of their wounds if they kill their werewolf attacker.
#################################################################


10.5:  Source Code Distribution Notes:   {10/31/2007}
========================================================

If you wish to see all of the Pascal source code files used
by the WereWolf II programs, you may download the
igm's source code archive from the Castle Camelot web-site.

http://camelot.legendarydragons.com/IGM-Code/werecode.zip

You are granted viewing rights ONLY to these Pascal source
code files.  No one is allowed to use the source code files
on their own without my explicit permission, with the exception
of their usage to make similar LORD programs of your very own.
---------------------------------------------------------------

Usage of Charlie Wardick's Chasware Library is freely granted
to anyone who wishes to use it.  However, remember it is his
copyrighted property, and you do NOT have rights without his
permission to alter its CHASWARE.PAS, CHASWIGM.PAS, and
CHASATTR.PAS files.
-------------------------------------------------------------

Note: The TechnoJock's Gold Toolkit, which is no longer
supported or available for purchase online, is used to make
WOLFEDIT.  If you wish to use my set of TPU files for it, let
me know.  Just be aware that its authors are not available for
technical support or product purchase/registration.
--------------------------------------------------------------

See the ASL.TXT file inside WOLF2-10.ZIP for information
regarding anyone's usage of the ALORD.PAS, IGM.PAS, and
other ANGEL Toolkit program/source code files.
--------------------------------------------------------------

Anyone who wishes to use the WOLFEDIT.EXE program's source code
to write similar programs for their own usage is granted
permission to do so.  I would appreciate your letting me know
that you are using the programs concept/code, and some kind of
acknowledgement in your program's documentation regarding its
usage and authorship.      Donald Tidmore.
===============================================================


11.0:   WOLFEDIT.EXE Information  {Revised 10/23/2007}
===================================================

See the separate WOLFEDIT.TXT documentation file.
#################################################################


12.0:  C.C. LORD Apps Summary Section:
---------------------------------------------------------

{ Castle Camelot LORD Apps Summary: }  {01/16/10 revision}

See:  http://camelot.legendarydragons.com/ccl-apps.txt
      http://camelot.legendarydragons.com/ccl-proj.txt

  Contains more detailed info on each program release.
  Along with Future Update/IGM development info.

This listing covers only my LORD & LORD/32 IGMs and Utilities.
===================================================

  The Changeling IGM.    ** January 2010 development.
  ** Adopted from Charlie Wardick.  (Release is in progress)

  ChasWare LORD Player Editor. * Released v1.00 on May 14th, 2007.

  ChasWare LPEdit/32 - for LORD/32 beta.  ** January 2010 Beta.
    Status: Inactive. Worked on occasionally.
    Last compilation was on May 11, 2009.

  Doofus the Gnome IGM.    ** January 2010 development.
     ** Released v2.00 on Jul. 15th, 2006.

  The Forest Outhouse.  * Released v2.50 on Jun. 11th, 2005.
  --- Update of Robert Fogt's Outhouse IGM.

  Free World II - for Lord/32 beta - ** January 2010 Beta.
    Status: Inactive. Worked on occasionally.
    Last compilation was on May 11, 2009.

  The Gateway.             ** January 2010 development.
     * Released on Jun. 09th, 2005.
  -- Developed and maintained for Jason Brown.

  The Gem Trader.  ** January 2010 development.
     ** Released v2.60 on Dec. 18th, 2007.
  -- My first IGM that I created myself.

  Hiding In The Shadows.   * Released v3.00 on Oct. 03rd, 2007.
  * IGM was adopted from Kenneth Padgett.

  Kiteria's LORD Bank.  ** Released v1.70 on Sept. 18th, 2007.

  The LORD Cavern.      ** January 2010 Betas.
  -- * Released on Jun. 11th, 2005.
  -- Developed and maintained for Jason Brown.

  LORD Gambling Casino.  ** Released v2.30 on Sept. 05th, 2008.
  -- IGM was adopted from Tobin Fricke.

  LORD Holidays.  ** Released v1.00 on Dec. 24th, 2007.

  LordMenu utility.     ** Released v1.50 on Aug. 29th, 2008.
  -- For DOS LORD and LORD/32.  Adopted from Lloyd Hannesson.

  LordStat utility.   * Released v2.40 on Mar. 31th, 2009.
  -- For DOS LORD and 32-bit LORD versions.
  -- Developed and maintained for Jason Brown.

  Love Shack II.  * Released on May 21th, 2006.
  -- My first tribute IGM.  Based on IGM by Trevor Herndon.

  The Nice Hag.   ** January 2010 Betas.
  -- My second IGM.

  The Outlands Tavern.   ** January 2010 Betas.
  -- Developed and maintained for Jason Brown.

  The Pawn Shop.        ** Released v4.00 on Sept. 05th, 2008.
  -- IGM was created by Chris MacPherson.  It was turned over
     to me completely by Chris in 2007.

  Realm of Lore.  ** January 2010 Betas.
  -- IGM was created by Paul Mullins.

  RHP Toolkit.  * Contains RHPTest and LordType utilities.
  -- Maintained for Jason Brown.  ** January 2010 Betas.
  -- v1.5 was released on Sept. 20th, 2005.

  The Ruined Castle.  ** v2.30 was released on Nov. 30th, 2007.
  -- My third IGM. Based on Dan Stovall's LADY script.

  Turgeon's House.  ** Released on Aug. 31th, 2007.
  -- IGM was adopted from Mike Ciesiensky.

  The Village Hut.   ** v2.20 was released on Aug. 14th, 2007.
  -- IGM was adopted from Ken Davis.

  Violet's Cottage II.     ** January 2010 Betas.
  -- My second tribute IGM. Based on IGM by Trevor Herndon.
  ** Started short-term update work on 05/31/2008.

  Werewolf II IGM.   * Released on Oct. 31th, 2007.
  -- Based on Jay Hodges's IGM.
==============================================================


  IGM Player Database Editor Programs:

   1) JACKEDIT - for The Gem Trader IGM.
      -- JACKEDIT v1.00 was officially released on 02/26/2006.
      -- JACKEDIT v1.10 was officially released on 12/29/2006.
      -- JACKEDIT v1.20 was officially released on Dec. 18th, 2007.

      -- Status: January 2010 Beta development.

   2) DOOFEDIT - for Doofus the Gnome IGM.
      -- DoofEdit v1.00 was officially released on 02/26/2006.

      -- DoofEdit v1.10 was released on Jul. 14th, 2006.

      -- Status: January 2010 Beta development.

   3) SHADEDIT - For Hiding in the Shadows v2.70, v3.00 IGMs:
      -- First version was released as HS25EDIT on 09/20/2005,
         which was only for usage with H.I.T.S. v2.50 igm.
      -- SHADEDIT v1.00 was officially released on Dec. 31, 2006.
      -- SHADEDIT v1.10 was released on Oct. 03rd, 2007.

   4) KLBEDIT  - for Kiteria's LORD Bank IGM.
      -- KLBEDIT v1.00 was officially released on 08/31/2005.
      -- KLBEDIT v1.20 was officially released on 03/14/2006.
      -- KLBEDIT v1.30 was officially released on Jan. 13, 2007.
      -- KLBEDIT v1.40 was released on Jul. 29th, 2007.
      -- KLBEDIT v1.50 was released on Sept. 18th, 2007.

   5) SHOPEDIT - For Pawn Shop IGM.
      -- SHOPEDIT v1.00 was officially released on 12/02/2006.
      -- SHOPEDIT v1.10 was officially released on 08/31/2008.
         Final distribution was done on Sept. 06th, 2008.

   6) TURGEDIT - For Turgeon's House IGM.
      -- TurgEdit v1.00 was released on Oct. 12th, 2005.
      -- TurgEdit v1.10 was released on Aug. 31th, 2007.

   7) VIO2EDIT - For Violet's Cottage II IGM.
      -- Vio2Edit v1.00 was released on Oct. 12th, 2005.

      -- VIO2EDIT v1.10: January 2010 development - NON-BETA.

   8) WOLFEDIT - For Werewolf II IGM. v1.10.
      -- WOLFEDIT v1.00 was officially released on 12/02/2006.
      -- WOLFEDIT v1.10 was officially released on Oct. 31th, 2007.

   9) LS2EDIT - For Love Shack II IGM.
      -- LS2Edit v1.00 was officially released on 02/26/2006.

  10) HUT2EDIT - For Village Hut IGM v2.20.
      -- HUT2EDIT v1.00 was released on 08/14/2007.

  11) FW2EDIT - For Free World II LORD/32 IGM.

      ** Current Status:  January 2010 Beta.

  12) ROL2EDIT - For Realm of Lore IGM.  (Created 04/11/2006)
      -- ROL2EDIT v1.00 was officially released on 11/19/2006.

      -- ROL2EDIT v1.10 was officially released on 07/26/2008.
         ** Requires use of ROL.EXE v1.94+ Betas or v2.00.

  13) RUINEDIT - For The Ruined Castle IGM.  (Created 01/15/2007)
      -- RUINEDIT v1.00 was officially released on 11/30/2007.

  14) VALEDIT - For LORD Holidays IGM.       (Created 02/14/2007)
      -- VALEDIT v1.00 was officially released on 12/24/2007.

  -------------------- Rewrote section 05-01-2008 --------------
  15) CHANEDIT - For The Changeling IGM.       (Created 05/07/2007)
      -- CHANEDIT v1.00 was officially released on 04/30/2008.

      -- CHANEDIT v1.10: In official release processing.
         Status: January 2010 non-beta development/testing.

  16) LGCEDIT - For LORD Gambling Casino IGM.  (Created 11/28/07)
      -- LGCEDIT v1.00 was officially released on 07/30/2008.
         ** Requires use of LGCASINO.EXE igm, v2.18+ Betas or v2.30.

      -- LGCEDIT v1.10 was officially released on 09/04/2008.
         ** Requires LGCASINO.EXE IGM v2.30 or its v2.18+ betas.

  17) OUTSEDIT - For Outlands Tavern IGM.   (Created 11/29/2007)
      -- OUTSEDIT v1.00 was officially released on 12/28/2007.

      -- OUTSEDIT v1.10: January 2010 development - NON-BETA.

  18) SKELEDIT - For LORD Skeleton IGM.     (Created 11/29/2007)
     -- SkelEdit v1.00 was officially released on 10/08/2008.

     -- Current Status:  January 2010 Beta.

  19) LC2EDIT  - For LORD Cavern IGM.       (Created 12/03/2007)
      -- LC2Edit v1.00 was officially released on 12/28/2007.
      -- It is for usage ONLY with LORD Cavern v1.7.

      ** Current Status:  January 2010 beta.

  20) OT20EDIT - Temporary usage only for ANGEL version of The
         Outlands Tavern IGM.  {Created 05/12/2008}   Usage will
         be discontinued after Outlands Tavern v1.8's DDIGM-based
         version is finished and officially released.

      ** Current status:  January 2010 Beta.

  21) HAGEDIT - For The Nice Hag IGM.  Requires v2.31+ Betas.

      -- HAGEDIT v1.00: In official release processing.
         Status: January 2010 non-beta development/testing.

  22) FO2EDIT - For The Forest Outhouse IGM.  Requires v2.53+ betas.

      ** Current status:  January 2010 Beta.
  -------------------------------------------------

  23) GW2EDIT - For The Gateway IGM.  Requires v1.31+ Betas.

      ** Current status: January 2010 Beta.


  Realm of Lore Utility: Monster Database Editor:
  -----------------------------------------------
  RLMEDIT.EXE - For use with Realm of LORE v1.50+ Betas and
       with R.O.L. v2.00 when it is officially released.
       It is designed to be usable with R.O.L. v1.44 also.

  -- RLMEDIT v1.00 was officially released on 12/31/2006.

  -- RLMEDIT v1.10: January 2010 development - NON-BETA.
  ** Has not been distributed in separate archive yet.
  ----------------------------------------------------------

  IGM Player Database Conversion Programs:

  1) CONVBANK - For Kiteria's LORD Bank IGM.
     -- CONVKB10.EXE (v1.00) was released on Mar. 14th, 2006.
     -- CONVKB11.EXE (v1.10) was released on Jul. 29th, 2007.
     -- CONVBANK.EXE (v1.20) was released on Sept. 18th, 2007.

  2) CONVHITS - For Hiding In The Shadows.
     -- ConvHits v1.10 was released on Dec. 31th, 2006.
     -- CONVHITS v1.20 was released on Oct. 03rd, 2007.

  3) CONVLORE - For Realm of Lore IGM.
     -- CONVRL10.EXE v1.00 was officially released on 11/19/2006.
     -- ConvLore v1.10 was officially released on 12/28/2007.

  4) CONVOUTS - For Outlands Tavern IGM.

     Status:  January 2010 Beta.

  5) CONVSKEL - For LORD Skeleton IGM. (v0.80 to v0.81 beta)
     -- ConvSkel v1.00 was officially released on 10/09/2008.

     Status:  January 2010 Beta.
  -----------------------------------------------------------

  As of January 16, 2010, those are the only player database
  editors, and player database converters, other than
  ChasWare LPEDIT/32, which are in development or that are
  in official release status.
==============================================================


WEREWOLF.TXT -- End of documentation.

Created WEREWOLF.TXT, on Apr. 14, 2005, using the documentation
from Violet's Cottage II as a template.

Reorganized layout of WEREWOLF.TXT on Dec. 13, 2006.

Copyright 2005-2010 by Donald Tidmore.

Revised on:   January 17, 2010 at 11:00 pm.

