11.0:   WOLFEDIT.EXE Information  {Revised 10/31/2007}
===================================================

IGM Utility:  WereWolf II Player Databases Editor (WOLFEDIT)

This utility program was created by Donald Tidmore.
WOLFEdit is based upon the Chasware LPEdit utility.

WOLFEDIT v1.10 -- Officially released as of Oct. 31th, 2007.

Compile Date:  October 31, 2007.

Docs file revised on:  January 17, 2010.
===========================================================

Download sources:   {Beta distribution archive:}
     http://camelot.legendarydragons.com/IGM-Beta/wolfedit.zip

Official release archive:
     http://www.filegate.net/camelot/lordfile/wolfed11.zip

     http://camelot.legendarydragons.com/LordApps/wolfed11.zip
============================================================


Section 1:  WOLFEDIT USAGE NOTES:
------------------------------------------------------------
  Note 1:  WOLFEDIT.EXE can only be used with the WereWolf
  II IGM's version 1.00 and its 2007 Beta versions.

  Note 2:  For access to revise the LORD Player Number field,
  use the command WOLFEDIT /DEBUG to run the Player Database
  Editor utility.  ** READ the Warning about this event's
  usage before using it!!  **
  ==========================================================

Official release archive name is WOLFED11.ZIP for v1.10.

  1) Obtain copy of the WOLFED11.ZIP archive. Primary
     distribution sources are my Castle Camelot, Camelot
     LordNews FDN web-sites.  Along with the BBS Archives
     web-site and the Castle Camelot site's FTP server.

     See WOLFEDIT.ZIP for documentation files updates that I
     periodically post to the Castle Camelot web-site.
     --------------------------------------------------------

     As of Oct. 31th, 2007, WolfEdit v1.10 and WereWolf II
     v1.00 IGM are both officially released.  Actual distribution
     will be done online sometime on Oct. 31th, 2007.
     ---------------------------------------------------------

  2) Unzip all files from WOLFED11.ZIP (or WOLFEDIT.ZIP) into
     your IGM directory, using overwrite mode.
     E.g.:  pkunzip -n WOLFED11.zip

  3) Change into WereWolf II IGM directory.  Verify you have
     a current WOLFPLAY.DAT file.  If you don't have one,
     then WOLFEDIT.EXE will not run.

     Unlike all of my other Player Databases Editor utilities,
     WolfEdit covers two player databases: WOLFCORP.DAT and
     WOLFCORP.DAT.  Each database tracks ONE day of IGM use.

     WOLFEDIT can NOT be used without a WOLFPLAY.DAT file.

  4) The first time you run the utility, it will ask you for
     the path to WereWolf II IGM directory.  Type it in, and
     press ENTER to exit the dialog box prompt.  WOLFEDIT.CFG
     file will be created in that directory.

  5) Run WOLFEDIT.EXE.  If a WOLFEDIT.CFG config file is not in
     the directory you run it from, it will ask you to create one
     - as noted above.

     If config file is found, it then runs the Select Database
     Menu.  Option 1 is for editing the Player Database file.
     If the file does not exist, you are informed of that fact,
     and then returned to the Menu.

     Option 2 is for editing the Desecrated Corpses Database file.
     If it does not exist, then you are shown an error message,
     and returned to the menu.  Option 3 exits the utility program.

     WOLFEDIT has two screens of data.  Screen #1 is used to display
     the Player Database file record data from the WOLFPLAY.DAT file.

     Screen #2 is used to display the Desecrated Corpse Database
     file record data from the WOLFCORP.DAT file.

     Database Fields are normally listed on-screen in the order they
     are listed in the IGM's player database structure.  Regarding
     the Player Database Editor, all files can be edited with ONE
     exception.  The LORD Player Number is display-only.  There is
     NO reason for an end-user to tamper with that value.

     On Screen #2, Corpse Record Number identifies the record
     number shown on-screen from WOLFCORP.DAT, and is display-only.
     Similarly, the Corpse Real Name is the player's LORD Real
     Name, which the IGM uses to correctly identify a corpse when
     a player tries to desecrate another LORD player's dead body.
     It is also display-only.

     --------------------------------------------------------
     Note:  If the utility is run using the /DEBUG parameter,
     then the user is allowed to modify the value of the LORD
     Player Number.

     The user *MUST* use extreme caution in doing *ANY* changes
     to this field while using the WOLFEDIT.EXE utility.

     Do *NOT* mess with the LORD Player Number variable's value
     UNLESS YOU KNOW ABSOLUTELY that it is invalid.  Use either
     DOS LORD's LORDCFG.EXE Player Database Editor or my Chasware
     LPEdit v1.40 utility to obtain the correct values *BEFORE*
     you try to change this IGM database stat's value.

     The IGM uses very specific program code in its IGM
     Maintenance process for correcting an invalid LORD Player
     Number stat's value.  Use WOLFEDIT to do so *ONLY* if you
     are ABSOLUTELY sure that you know what you are doing!!!
     ---------------------------------------------------------

  6) ** Regarding the WOLFCORP.DAT file, until at least ONE dead
     warrior has had their body desecrated by a WereWolf, the file
     will NOT exist each day.

     ** Regarding WOLFPLAY.DAT, if it does not exist, the IGM will
     recreate the file when it tries to access it.  But in the process
     all data for prior users of the igm that day is gone forever.
     The WOLFEDIT utility can only access player database records
     when the file exists.

     I created the WOLFCORP.DAT to monitor Desecrations.  If at some
     point, sysops report to me that the IGM is being abused, it may
     become necessary to limit how many times each warrior's body (
     assuming that they are currently dead) can be desecrated each day.

     At present, there is no limit on how many times someone can be
     desecrated.

  7) When you exit WOLFEDIT, it will resave the WOLFPLAY.DAT
     file so that any changes you made will be accessible to
     the IGM.   If WOLFCORP.DAT was accessed and changed in any
     fashion, the file is rewritten with updated record data.

     The program has no way to know if data was changed when a
     database record is accessed, so it rewrites each record to
     the appropriate database file automatically.

  There is no Delete Record feature in either editor component.
  I saw no need to allow users to delete database records.

  Created WOLFEDIT.TXT file on July 19th, 2005.

     End of Notes for WOLFEDIT usage.
==============================================================


Section 2:  WOLFEDIT VERSIONS HISTORY:
------------------------------------------------------------

  WolfEdit v1.00 official release was done on Dec. 02, 2006:
    URL: http://www.filegate.net/camelot/lordfile/wolfed10.zip
    Note: This version is NOT compatible with WereWolf II v1.00.

  WolfEdit v1.10 official release was done on Oct. 24, 2007:
    URL: http://www.filegate.net/camelot/lordfile/wolfed11.zip
==============================================================


Section 3:  WOLFEDIT DEVELOPMENT NOTES:
------------------------------------------------------------
    -- Initial development started on Jul. 14, 2005.
    -- Added support for editing/viewing records in WOLFCORP.DAT
       Desecrations Database file on Dec. 27, 2005.
    -- Development ended on Nov. 30, 2006 - for v1.00.

    -- v1.10 development cycle ended on Oct. 24th, 2007.
    =================================================

    -- For usage only with the DOS LORD IGM.

    -- Requires you to have a current WOLFPLAY.DAT file.
    -- You also need to be using v0.60+ of the IGM.

    -- Requires you to have a current WOLFCORP.DAT file,
       if you wish to view/edit its primary player database
       records.  In order to display/edit Desecration Records.
       you must have a WOLFCORP.DAT file.

       When you exit an Editor screen, you are returned to the
       Select Database Menu.  If you selected option #2, and
       there is no WOLFCORP.DAT file, you are shown an error
       message and returned to that menu.
    ----------------------------------------------------------

  Distributed inside the WOLFEDIT.ZIP beta archive, when
  WOLFEDIT is in Beta Development. Official release distribution
  is done using the WOLFED11.ZIP and WOLF2-10.ZIP archives.

  Distribution is also done inside WEREWORK.ZIP.
=================================================================


Section 5:  WereWolf II IGM Files Distribution:
------------------------------------------------------------
WOLFEDIT v1.00 -- Official release was done on 12/02/2006.
    ** Official distribution was done on 12/04/2006.
------------------------------------------------------------

  WOLFEDIT v1.00 download links:
  ** Officially released on December 02nd, 2006.
  -----------------------------------------------------
  (1)  http://camelot.legendarydragons.com/LordApps/wolfed10.zip
       - Castle Camelot Lordapps sub-directory.

  (2)  http://www.filegate.net/camelot/lordfile/wolfed10.zip
       - Camelot LordNews FDN's lordfile sub-directory.

  (3) Also available from Mike Ehlert's BBS Archives server.
  ===================================================================

  WOLFEDIT v1.10 download links:
  ** Officially released on Oct. 31th, 2007.
  -----------------------------------------------------
  (1)  http://camelot.legendarydragons.com/LordApps/wolfed11.zip
       - Castle Camelot Lordapps sub-directory.

  (2)  http://www.filegate.net/camelot/lordfile/wolfed11.zip
       - Camelot LordNews FDN's lordfile sub-directory.

  (3) Also available from Mike Ehlert's BBS Archives server.
  ===================================================================


Source code distribution notes:  Added 08/13/07
---------------------------------------------------------------
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.
===============================================================


WOLFEDIT Files:  Copyright 2005-2010 by Donald Tidmore.

=============================================================
This file, along with the rest of WereWolf II IGM files,
is Copyright 2005-2010 by Donald Tidmore.

The Wolfedit.txt was completely rewritten on Dec. 07, 2006.

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

