Werewolf II LORD IGM - Beta work Notes
File created on Apr. 13, 2005.
=========================================

Apr. 13: Wed. morning: Did initial conversion of Doofus IGM
         code files to use Werewolf variable names, decided
         upon on paper last week.
         Compiled basic igm skeleton program. -- v0.10 alpha
         Tested basic program in LORD igm sessions.

         Wed. afternoon: Tweaked dialogue layout on-screen
         for entry screens, and main menu.
         -- Verified: Werewolf Install command.
         -- Verified: Werewolf Config command.
         -- Verified: Werewolf Remove command.
         -- Verified: use of Werewolf Report, when no
            Wolfplay.dat file had been created yet.

         Wed. night: Initial coding done for each event in
         the Submit process.
         Compiled IGM. v0.15 beta.
         Created this file - WW-notes.txt, and wrote this
         initial data.

April 14: Created Werewolf.txt documentation file.

May 02: * Updated documentation, source code files for new month.

May 20: * Worked on igm.  Howl at moon event is fully coded/tested.

        * View Stats, igm entry sequence, igm exit sequence are working OK.
        * usage reports - shows skeleton data only so far.

        * Changed to 0.20 beta.

May 24: * Worked on code in wolf1.pas, wolf2.pas, and wolf3.pas.
        * Added code, disabled currently, to Read_Config and
          Write_Config to cover PFs and FFs cost of Stalk Prey
          in Forest, Stalk Prey in Inn, Desecrate Corpse, Kill
          Horses, and Kill Kids.
        * Used initial setting for max values of fields of 100.

        * Added code in Wolf2 to cover reading/writing values for
          Player Fights costs and Forest Fights costs for the five
          werewolf attacks.
        * Recompiled IGM - retained v0.20 for time being.
        * Tested successfully - Werewolf REMOVE.
          Tested OK - Werewolf INSTALL - All new code executed properly.
          Tested OK - Werewolf CONFIG - All new code executed properly.

        * Created List_Forest_Warriors process in wolf3.pas to list
          players eligible for attack in the LOOK_IN_FOREST process
          and its sub-process KILL_WARRIORS.  To be eligible, players
          must (a) be alive, (B) not be asleep in Inn, and (C) not
          visiting another igm -- indicated by absence of an OUT file
          for the current player being processed by List_Forest_Warriors.

May 25: * add notes later

May 26: * Verified that Kill_Horse worked correctly. 5:15 pm
        * Added AddLordNews to wolf3 unit.
        * Changed version to 0.22 beta.
        * moved AddMail from Wolf1 to Wolf3

        * Wrote up code for Kill_Child.  Wrote up code for Desecrate_Corpse.
        * Modified several events with wording from original IGM screens,
          including dialogue rewrite for Howling_At_Moon procedure.

May 27: * Added Attacks player database variable to track Total successful
          werewolf attacks made each day, by each player.

        * Rewrote Save_Player so it worked reliably.
        * Verified usage of Kill_Child, Kill_Horse events.
        * Changed IGM to version 0.25 Beta.

        * Modified Kill_Horse code for Kill_Warriors forest event.

        * Revised Write_Usage_Reports - both usage reports' layouts structure
          changed and then verified using WEREWOLF REPORT.
          -- Got rid of Max HPS, Strength, Defense, Charm fields - report #1.
          -- Changed report #1 to cover Gems Stolen, Wisdom, Visits, Total Attacks.

          -- Changed report #2 to cover Kids Killed, Horses Killed, Warriors Killed,
             and Defense Points.  Verified columns alignment in wolf-use.txt file.

        * Revised List_Warriors - Layout #1 to match columns used in Wolf-use.txt
          Usage Report #1 structure used by Write_usage_reports.
          -- Results of rewrite not verified yet in IGM test session.

        * Fixed glitch that was not executing Desecrate_Corpse event process.

        * Finished code for Kill_Warriors_Forest - Tested successfully.

        * Finished code for Kill_Warriors_Inn - renamed from Slaughter_Prey.

        * Created Process_Gems_Theft process - Usage verified.
        * Changed version to 0.27.5 Beta.  07:54 pm

        * Renamed Kill_Warriors_Inn to Slaughter_Inn_Prey.
        * Verified changes to Which_Player, Desecrate Corpse.
        * Verified usage of Slaughter_Inn_Prey.

        * Changed version data to 0.30 beta.

        * Added InRange function from Pawn Shop code.
        * Revised Which_Player to use LevelBan, Dead, Desecrate boolean
          variables to determine whether werewolf attacks are allowed.

        * Using Petra Level 5 player and two test players, results of revised
          code for Stalk Prey in Inn were as follows.
          a: Petra tried to attack Gordon, Level 11 player. Attack was denied
             since he was 6 levels higher than her.
          B: Petra tried to attack Heidi, Level 9 player. Attack was denied.

May 28: * Revised each of the List Prey processes to work differently.  Each
          will clear screen, show title line used by original Werewolf IGM
          (or something similar).  Then display list of eligible victims.

        * List_Horse_Warriors, List_Warrior_Parents: Changed so neither one
          will show the current player/werewolf as an eligible prey.

        * Noticed where Attacks on Warriors in original igm were not always
          successful.  Using Forest attack first, I've set up code for evaluation
          that does the following:  1) Werewolf has 33% chance of the attack
          failing, in which case, (2) they lose 10% of their Hit-Points in battle
          injury, and (3) they lose 2% of their Strength.

          Werewolf still has 67% chance that their attack will succeed, so this
          should not bother too many players hopefully.  Better than the alternative
          of their running chance of the prey KILLING them I think. Which I would
          prefer not to have to figure out code to do that event.

        * Revised Lord news entries wording for Kill Child, Kill Horse, Desecrate
          Corpse events to better match the one-line notices used by original IGM.

        * Changed IGM version to 0.32 beta.

        * Put into use revised werewolf.ans received today from Jay Hodges, fixing
          my mistakes from yesterday, where TheDraw caused 1KB ansi to jump to
          95 KB sized file.  After I had added some statements identifying IGM
          title, author data, and compiler/tool-kit information lines.

May 29: * Worked on code for Stalk_Prey_Inn and Stalk_Prey_Forest.

May 30: * Changed max visits from 10 visits/day down to 8.
        * Relocated LIST_FOREST_WARRIORS back to WOLF1 unit. Verified usage.
        * Relocated LIST_DEAD_WARRIORS back to WOLF1 unit.  Verified usage.
        * Relocated LIST_INN_SLEEPERS back to WOLF1 unit.  Verified usage.
        * Relocated LIST_WARRIOR_PARENTS back to WOLF1. VERIFIED.
        * Relocated LIST_HORSE_OWNERS back to WOLF1.  VERIFIED.
        * Renamed LIST_WARRIORS to SHOW_USAGE_REPORTS.  Verified usage.

        * Relocated KILL_CHILD back to WOLF1. VERIFIED usage.
        * Relocated KILL_HORSE back to WOLF1.  untested
        * Relocated DESECRATE_CORPSE back to WOLF1. VERIFIED usage.
        * Relocated KILL_FOREST_WARRIORS back to WOLF1. VERIFIED usage.
        * Relocated SLAUGHTER_INN_PREY back to WOLF1.  VERIFIED usage.

        * Changed version to 0.35 beta.

        * Renamed KILL_WARRIORS_FOREST to KILL_FOREST_WARRIORS.

        * Changed IGM to version 0.40 Monday night.  Work over past
          two days warrants going to higher version number I think.

June 02: * Updated DIZ file, documentation files for IGM.

June 17: * Recompiled igm, using version 0.45 beta.
         * Worked on changing Desecration routine to give
           rewards based on 2.5% of the victim's Max HPs,
           Strength, or Defense Points - chosen randomly.

         * Created Process_HitMax_Reward, Process_Strength_Reward,
           and Process_Defense_Reward.
         * Desecrate Corpse event no longer affects victim's Exp points.

June 18: * Testing of all code in Desecrate_Corpse finished at 2:20 am.
         * Deleted all disabled code and debug code from process.
         * Updated notes in Werewolf.txt about Desecrations.
         * Changed version to 0.50 beta.

         * Changes - none tested yet:
           1) List Horse Owners process: Changed to show Game Level info.

           2) List Warrior Parents process: Changed to show Game Level.

           3) Slaughter_Inn_Prey process: (A) Modified to match the
              Kill_Forest_Warriors process, so that werewolf is not
              guaranteed an automatic kill every time.  Player has
              33% chance of making successful attack.  The Inn sleeper
              has 67% chance of surviving werewolf attacks, which I
              think they deserve.
              (B) Hitpoints injury to werewolf in failed attack is
              increased to 15%.  (C) Strength points loss in failed
              attack is increased to 3.25%.

         * IGM changed to v0.52 beta for testing those 3 revisions.

June 28:  * recompiled igm.

July 05: * recompiled igm, changed version to 0.60 beta.
         * added Game Level column to List_Forest_Warriors process screen.
         * updated documentation for new development month.
         * added Game Level column to List_Inn_Sleepers process screen.

July 08: * Created Desecrations_Info record structure - werevars.inc.
         * Created Create_Corpse_File, Update_Corpse_File proc's.
         * Updated Reset_IGM_Files, WolfTime, Used_Stuff.
         * Renamed Show_Usage_Reports back to List_Warriors.

         * Renamed List_Warrior_Parents to Warrior_Parents_Listing.
         * Renamed List_Horse_Owners to Horse_Owners_Listing.
         * Renamed List_Dead_Warriors to Dead_Warriors_Listing.
         * Renamed List_Inn_Sleepers to Inn_Sleepers_Listing.
         * Renamed List_Forest_Warriors to Forest_Warriors_Listing.

         * Create_Corpse_File/Update_Corpse_File - did not work right.
         * Switched to usage of Process_Corpses_File, which is based
           on wolfplay.dat handling code from Used_Stuff.

         * Verified usage of Process_Corpses_File after about two
           dozen igm tests of Desecration event, and disabled all of
           its debug code lines at 7:14 am.

         * Changed version # to 0.65 Beta.  Updated documentation.
         --------------------------------------------------------
         * 6:18 pm: Changed from PlayNum to RecNum for Desecrations_Info
           record structure.  Changed from corpses.dat to wolfCorp.dat.
         * Recompiled igm to use revised data variables.
         * Retested igm using wolfcorp.dat - works fine.

July 12: * WereVars.inc, Wolf1.pas, and Wolf3.pas afternoon coding.
           -- Revised info in WereVars.inc comparison info table to be
              fully up-to-date for Lord Cavern and Werewolf igms.
           -- Renamed some variables to new names.  Instituted use
              of LogNow_FN for accessing lognow.txt file.

         * Implemented use of 400 Million Exp. points per day reward limit.
         * Revised code inside Process_Wisdom_Reward to use limit processing
           code lines adapted from Violet's Cottage II Igm.

         * Added Alternate_Defense_Reward process, to grant 25 to 100
           defense points, if player is eligible, when they are not granted
           any Experience Points for a successful attack on Horse, Child,
           or Warriors.  Level 1-3 player gets 25 points.  4-6 player gets
           50 points.  7-9 player gets 75 points. 10-12 player gets 100 points.

           Actual reward is subject to Defense Points stat's 32,000 points limit.

July 15: * Created wolf-var.txt data file listing variables,
           constants, record structures used by IGM.  Printed file.

         * Using KLBEdit files as starting point, late July 14,
           I created WW2Unit.pas and WolfEdit.pas files, for
           this IGM's new player editor utility.

         * Started with 0.10 alpha and changed to 0.50 beta once
           all utility functions were verified as working properly.

         * Updated igm documentation/diz files with info on
           the WolfEdit.exe program file.

July 19: * Werewolf.exe recompiled with code to update LordName
           field of incoming player if it is different from
           what is recorded for them in their database record.

Aug. 04: * Added code in Used_Stuff to process any change
           in current player's LORD Player number if it is
           different from data stored in igm database.
         * recompiled wolfedit program.

Aug. 06: * Recompiled igm for new month.

Aug. 08: * Edited wolf2.pas code. Removed IF Max_Visits > xx code
           following PromptOK statements, since the code block was
           never getting executed.

         * Wolf2: Changed to use max value of 10 for Max_Visits variable.

         * recompiled unit file.  Recompiled werewolf.exe program.

Aug. 12: * Worked on WOLFEDIT. Changed to version 0.65 beta.

         * Fixed utility to terminate immediately if there is
           not an wolfplay.dat file to work with in the IGM
           directory WOLFEDIT is configured to access.

Aug. 19: * IGM Changed to allow maximum of 125 Million Exp.
           Points reward per event, and maximum of 500 Million
           Exp. points reward per day.
         * Added Max_Wisdom constant, set to 125 Million.

         * Added code from VCII to Process_Experience_Reward
           to put into effect use of Wisdom_Limit value.

         * Worked on creating second report in List_Warriors.

Aug. 21: * Changed IGM to version 0.70 beta.
         * recompiled igm.

Aug. 25: * Eliminated usage of Wolfunit.pas file.  Merged its content
           into WOlfedit.pas.  Changed wolfedit to version 0.75 beta.
         * Retested wolfedit after changes.

Aug. 31: * Docs: Updated Lordmenu information section.

         * recompiled IGM. Retested program using Reset_NEgative_Stats
           and Reset_Over_Range_Stats processes.

         * Changed IGM to refer to igm throughout code as "Werewolf II"
           and not "The Werewolf II.
============================================================

Sept. 01: * WereWolf II changed to version 0.80 beta.
          * WolfEdit changed to version 0.80 beta.
          * Player database revised. Renamed Real_Names to RealName.
            -- Updated Werevars.inc, Wolf*.pas, Wolfedit.pas files.
            -- Changed Playnum to BYTE format.
          * Recompiled Werewolf.exe and wolfedit.exe.

          * All users of Sept. 01 beta have to delete any pre-existing
            wolfplay.dat database file they have in use due to the
            player database structure changes.

Sept. 08: * Updated Title_Screen - Author lines.
          * recompiled werewolf.exe;
          * recompiled wolf1.tpu and wolf2.tpu files.

Sept. 12: * Revised WOLFEDIT to v0.82 Beta, so it shows
            database record Number starting with 1, not 0.
          * compiled Wolfedit.exe.  Updated docs files.

Sept. 16: * Rewrote the REPORT code block in WEREWOLF.PAS to
            use standard code from Gem Trader with igm for
            executing the IGM's WEREWOLF REPORT command.

          * WEREWOLF.EXE - not recompiled yet.

Sept. 17: * Reduced gems theft limit from 4,000 to 100 per
            warrior killed.
          * Changed version of igm to 0.82 beta.
          * Recompiled IGM. No change needed to wolfedit.

Sept. 18 - 25: do notes later if any are needed:

Sept. 26: * found glitch in LORD 4.07 beta during Pawn Shop
            igm test work.  LORD 4.07 beta for unknown reason is
            turning the On_Now Lord stat to FALSE incorrectly when
            players enter Pawn Shop.  And probably any other IGM.

          * Corrected glitch #2 by adding code in wolf1.pas to
            turn On_Now stat on for the current player if it is
            off when they enter the igm.  (Needed so that the
            Werewolf igm's Which_Player function will work
            properly when used.

          * recompiled werewolf.exe and wolfedit.exe.
          * brought igm and wolfedit docs up to date.

Sept. 30: * Put into use modified Repair_Over_Range_Stats
            process that only repairs these Lord stats:
              Game Level, Experience, Gold stats, Skill Use
              points stats, Skill points stats, armour number,
              and weapon number.

          * Recompiled Werewolf II as version 0.85 Beta.
=======================================================

Oct. 01: * Updated DIZ and TXT files for new month.
         * Changed DoNewDay proc name to Do_NewDay.
         * fixed indentation in Do_NewDay process (Wolfedit)

         * Recompiled Werewolf.exe and Wolfedit.exe.
         * No version change needed for either program.
           Both programs are still v0.85 beta.

Oct. 03: * Recompiled Wolfedit.exe as 0.86 beta.
         * recompiled Werewolf.exe as 0.86 beta.

Oct. 04: * finished work on corpse desecrations limitation.
         * changed igm to allow up to 5 desecrations per corpse per day.

         * changed IGM and Database Editor to v0.88 beta.
         * recompiled both programs.

Oct. 05: * Added Desecrations Status Report to wolf-use.txt file.
         * Rewrote Local_Pause process in werewolf.pas. LWriteln
           command usage does not work in WEREWOLF REPORT processing
           of the DISPLAY_FILE procedure.
         * Verified usage of revised Write_Usage_reports using two
           LORD player records in wolfplay.dat file, and two warrior
           corpse records in wolfcorp.dat file.

         * Changed IGM from v0.88 to v0.90 for initial tests of
           Write_Desecrations_File process.  Then decided to do without
           it, and merge its content into Write_Usage_reports.

         * Changed IGM to use v0.92 beta after testing WEREWOLF REPORT
           command thoroughly to make sure it works properly when
           wolfcorp.dat file exists, and when it does NOT exist.

         * updated documentation, DIZ files.

         * Recompiled Werewolf.exe using v0.92 beta.

Oct. 08: * Recompiled IGM as v0.93 beta.  Added code to tell
           player when they are denied access to a Werewolf
           Attack event, the number of Forest Fights and Player
           Fights they must have to use that igm event.
         * done to answer situation reported today by Tom Dominick.

Oct. 29: * Recompiled igm.

========================================================
Nov. 01: * Updated DIZ/TXT files for new development month.

Nov. 02: * Recompiled WEREWOLF.EXE using version 0.94 Beta.

         * Created Display_usage_limits process.  Implemented
           code for accessing it in Main Menu, using 1 menu code.

         * Removed statements used by Display_Usage_Limits
           from the IGM_Intro process.  Recompiled/retested IGM.

Nov. 04: * Wolfedit: Renamed DoPlayerSearch to Do_PlayerSearch.
         * Recompiled wolfedit as v0.94 beta.

Nov. 16: * Edited code in wolf1.pas for handling of On_Now
           LORD stat.  Recompiled TPU unit. No update made of
           Werewolf.exe.

Nov. 30: * Updated documentation files for new development month
           of December.
=============================================================

Dec. 01: * Recompiled Werewolf.exe and Wolfedit.exe for December.

Dec. 05: * Recompiled werewolf.exe with some debug code to check
           on glitch reported by Tom Dominick in Find Sacrifice.
           Was unable to reproduce glitch that he reported.

Dec. 13: * updated documentation files.

Dec. 16: * Identifed source of Tom Dominick's problem with Desecrations,
           where player asks to desecrate warrior identified as "SWI",
           and IGM was selecting the LORD player record for "SWIKSPAL"
           instead of "SWIK" like it should have.

         * The IF POS(RP_Name1,RP_Name2 code simply failed to work properly
           when it failed to recognize that SWIK is NOT the same as SWIKSPAL.

         * Fixed problem and verified that it no longer can occur using
           Tom Dominick's player.dat file.

         * Fixed igm so that during igm exit, it no longer shows text about
           wolfcorp.dat file not existing.  That was supposed to only show
           when WEREWOLF REPORT was being run by end-user/sysop.  Fixed
           so that situation does not occur at the wrong time any more.

         * Wolfedit - remains 0.96 beta.  Changed Werewolf.exe to v0.96 beta.
         * recompiled werewolf.exe - changes are all thoroughly tested for
           this evening's code work.

Dec. 27: * Edited DIZ files to update LORD 4.07 compilation date
           info if needed to refer to December 2005 instead of
           November 2005.
         * Did editing cleanup on some of the IGM's INC files.

         * Compiled Wolfedit.exe.  Added more code to utility so that users
           can use it to view/edit records in the Wolfcorp.dat desecrated
           corpses database file.  It now opens with a Selection Menu
           where you choose to (1) run the Player Database Editor, (2)
           run the Corpses Database Editor, or (3) exit the program.

         * Did testing of all of the new code, then disabled the code
           for editing the Corpse Record Number and Corpse Real Name
           fields.  Neither value is one the end-user has any business
           screwing around with.  Primarily, no changes are allowed to
           Real Name because that it is what the IGM uses to correctly
           identify a descrated corpse record when the player tries to
           desecrate a dead warrior.

         * Changed the utility's name to Werewolf II Databases Editor,
           and changed version number to v0.97 beta for wolfedit.exe.

         * Recompiled IGM, which remains 0.96 beta version for now.

Dec. 31: * Edited DIZ and documentation files for new year (2006)
           and for new development month (January).
=============================================================

Jan. 02, 2006: * Renamed TConfig.BBSName VAR to TConfig.BBS_Name
                 in IGM code files.
         * Revised Bankvars.inc file.

Jan. 03: * Recompiled WolfEdit for new month development.

Jan. 07: * Recompiled WolfEdit. Retained v0.97 beta version #.
         * Recompiled WEREWOLF.EXE for new month development.
         * Updated documentation files.
         * Changed WEREWOLF.EXE to v0.97 beta.

Jan. 11, 2006: Verified that WEREWOLF INSTALL works properly, and
           that Version # data is written to 3rdparty.dat, when
           user has requested its inclusion in the file.

Jan. 16: * recompiled werewolf.exe.

Jan. 18: * Updated copyright data in documentation, code files.
           -- WEREWOLF.EXE files and WolfEdit.exe files.

         * No compilations done of any Werewolf II code files.

Jan. 24: * Updated werewolf.txt, ccl-apps.txt files.

Jan. 28: * Updated documentation files.

Jan. 31: * Changed "January 2006 beta" in code files to
           "February 2006 beta".

=============================================================
Feb. 01: * Recompiled Werewolf.exe. Retained v0.97 beta.

Feb. 02: * Updated documentation/DIZ files for new month.

Feb. 13: * recompiled werewolf.exe. code tweaking.

Feb. 15: * Recompiled werewolf.exe.  Changed to v0.98 beta.
         * updated igm docs files.

         * Coding changes done:
           (1) Limited Experience Points reward for each
           Horse or Child the player kills to a maximum of
           10 Million points.

           (2) Fixed IGM so player can view IGM Limits screen
           from the main menu.  It was only done in igm entry
           menu previously.

           (3) Added option to main menu so player can run
           the Negative/Over-Range Stats repairs.  Fixed IGM
           exit sequence to only run the Negative Stats
           repair automatically.

         * Debug code added for CASTLE CAMELOT bbs name users.
           It resets Forest Fights and/or Player Fights to 100
           when player enters the igm with one or both being Zero.

         * Changed IGM to update Lord record after reset of
           On_Now, Forest Fights, and/or Player Fights using
           Stats_Updated boolean VAR, in Title Screen process.

         * Revised Title Screen to handle displaying # of players
           in the LORD game, and the On_Now stat reset process.
           Added the debug code to reset Forest/Player Fights
           to that section of Title Screen as well.

         * Event verifications.  No Warriors with Kids situation
           message in List Warriors With Children igm event.
           Lord News entries for Child kill, Horse Kill, and
           Warrior Kill. IGM detected LORD name change of a
           desecrated corpse and processed record value update
           in wolfcorp.dat file.  Verified rewrites of IGM Main
           Menu dialogue, IGM entry menu dialogue, and Display
           Usage Limits info screen.

         * Added slightly longer delay when IGM shows error message
           about the ANSI file being missing, so its easier to spot.

Feb. 21: * Updated Werewolf.txt, WW-Notes.txt, CCL-Apps.txt,
           and CCL-Proj.txt documentation files.

Feb. 24: * Recompiled werewolf.exe.  Code tweaking.

Feb. 26: * Recompiled Wolfedit, using v0.98 beta.  Code tweaking.
=========================================================

March 02: * Updated DIZ and TXT files for IGM and WolfEdit.
            Files redated for March 01 daily backup archives use.

          * Changed WolfEdit to version 1.00, non-beta.

          * Updated werewolf.pas, all wolf?.pas units, and
            wolfedit.pas code files to use March 2006 Beta
            entries - Redated the PAS files to February 28.

March 03: * Recompiled Werewolf.exe. Still using v0.98 beta.
          * Recompiled WolfEdit.exe. Used v1.00.

March 19: * Did revision work on ALORD.PAS unit.
          * Recompiled werewolf.exe to use current ALORD code.

  { 03/19/06: Evaluated usability in PAWNSHOP.EXE of revised }
  { ALORD.TPU unit with it containing ASK_YESNO and GETPATH  }
  { Functions.  Lord_Players, PlayerDataFN, LogNow_FN VARs.  }
  { Get_Max_Players_Count and Display_Menu_Code procs.       }
  { Repair_Negative_Stats and Repair_Over_Range_Stats procs. }

  { Pawnshop.exe compiled OK with revised ALORD.TPU. 03/19/06 09:25 pm }
  { Kitbank.exe compiled OK with revised ALORD.TPU. 03/19/06 10:35 pm }
  { Werewolf.exe compiled OK with revised ALORD.TPU. 03/19/06 11:40 pm }
  { ================================================================== }

March 23: * Recompiled Wolfedit.exe.

          * retested usage of Werewolf report.  Needs some
            tweaking where Wolfcorp.dat does not exist, when
            the REPORT command is executed.  ** Done.
-----------------------------------------------------------------

April 01: * Updated iGM docs, DIZ files, and source code files to
            use April 2006 Beta whereever it was needed.  References
            to March 2006 compilations of DOS LORD remain in place
            until Preslar does an April compile of LORD 4.07 beta.

          * Recompiled Werewolf.exe.  Will update wolfedit at later date.
            There is no need for version number changes.  There are
            still some things in this igm that have to be verified
            before it can be officially released, along with Wolfedit.exe,
            in case anyone is wondering about that.

April 02: * recompiled alord.tpu due to revision of lorddata.inc.

April 04: * Recompiled Wolfedit.exe.  Changed it to use
            WolfPlay_FN instead of Wolf_FN. Changed it to use
            Desecrations_Player instead of Desecrations_Info.
          * March 2006 Beta changed to April 2006 beta - Wolfedit.

April 17: * Updated IGM documentation.  Recompiled Werewolf.exe.
=========================================================

May 01:   * Updated DIZ files, documentation for new month.
          * Edited werewolf.pas, all three Wolf?.pas files.
          * Compiled all three wolf?.tpu unit files.
          * Recompiled Werewolf.exe. No version change.
          * Recompiled Wolfedit.exe. no version change.

May 04:   * edited wolf1.pas.

May 26:   * edited wolf1.pas.
          * Compiled wolf1.tpu, wolf3.tpu
          * recompiled werewolf.exe IGM.  No major changes.
=========================================================

May 31:   * Updated DIZ files, documentation for new month.

June 01:  * Edited werewolf.pas, all three Wolf?.pas files.
          * edited wolfedit.pas.
          * Compiled all three wolf?.tpu unit files.
          * Recompiled Werewolf.exe. No version change.
          * Recompiled Wolfedit.exe. no version change.

June 09:  * edited wolf1.pas     * compiled wolf1.tpu

June 14:  * recompiled werewolf.exe.  * compiled wolf1.tpu, wolf3.tpu

June 15:  * edited werewolf.pas, wolf1.pas, wolf3.pas
          * edited wolfedit.pas
          * compiled wolf1.tpu, wolf3.tpu
          * recompiled werewolf.exe, wolfedit.exe.

June 16:  * edited wolf3.pas     * compiled wolf3.tpu

June 17:  * edited wolf1.pas     * compiled wolf1.tpu
          * recompiled werewolf.exe.

June 25:  * edited wolfedit.pas  * recompiled wolfedit.exe.

June 27:  * edited werewolf.pas, wolf1.pas, wolf2.pas.

June 29:  * compiled wolf1.tpu, wolf3.tpu
==========================================================

July 01:  * Updated DIZ files, documentation for July.
          * edited wolf2.pas      * compiled wolf2.tpu

July 03:  * Recompiled werewolf.exe, wolfedit.exe.
            No version changes to either program.
          * edited werewolf.pas, all three wolf?.pas units.
          * edited wolfedit.pas   * Compiled three wolf?.tpu units.
          * edited werewolf.txt

July 04:  * recompiled Wolfedit.exe (july 03 work).

July 13:  * edited werewolf.txt

July 15:  * edited werewolf.txt

July 18:  * Compiled three wolf?.tpu units.

July 28:  * recompiled wolfedit.exe.  * edited wolfedit.pas

July 29:  * recompiled werewolf.exe.  * edited wolf1.pas
          * compiled wolf1.tpu
==========================================================

Aug. 01:  * Edited wolf2.pas    * compiled wolf2.tpu

Aug. 03:  * Edited werewolf.pas, wolf?.pas files, wolfedit.pas.
          * edited werevars.inc
          * recompiled werewolf.exe, wolfedit.exe.
          * compiled wolf1.tpu, wolf2.tpu, wolf3.tpu

No other work done on Werewolf IGM during month of August.
========================================================

Sept. 01: * Edited werewolf.pas, wolf?.pas units
          * compiled all 3 wolf?.tpu units.
          * Compiled Werewolf.exe for September.

Sept. 03: * edited wolfedit.pas
          * Compiled wolfedit.exe for September.

Sept. 13: * compiled all 3 wolf?.tpu units.
          * Compiled werewolf.exe

Sept. 14: * compiled wolf1.tpu, wolf3.tpu
          * edited wolf1.pas, wolf3.pas
          * Compiled werewolf.exe

Sept. 15: * compiled wolf1.tpu, wolf3.tpu
          * edited wolf1.pas, wolf3.pas
          * Compiled werewolf.exe

Sept. 16: * compiled wolf1.tpu, wolf3.tpu
          * edited wolf1.pas, wolf3.pas
          * Compiled werewolf.exe

Sept. 29: * edited wolf3.pas    * compiled wolf3.tpu
          * No EXE files updated for IGM.

Sept. 30: * Did October 2006 revisions to DIZ/TXT igm files.
=============================================================

Oct. 01:  * Edited wolf2.pas.  * compiled wolf2.tpu

Oct. 02:  * Compiled WEREWOLF.EXE for month of October.
          * Edited werewolf.pas, wolf1.pas, wolf3.pas.
          * compiled wolf1.tpu.   * compiled wolf3.tpu.
          * Revised werewolf.txt, wolfedit.txt docs files.

Oct. 03:  * edited/compiled wolf1.pas unit.  (Oct. 02 work)
          * Compiled Werewolf.exe 12:01 am   (Oct. 02 work)
          * Edited wolfedit.pas.  * Compiled WOLFEDIT.EXE
          * No version changes made to either program.
          * edited ccl-apps.txt docs file.

Oct. 09:  * Created Wolf2cfg.pas work file for replacement of wolf2
            unit, and compiled it without problems.
          * Compiled werewolf.exe, using wolf2cfg.pas temporarily.
          * compiled all three wolf?tpu units.

          * Fully tested werewolf.exe handling of LORD Path situations,
            IGM Path situations, usage/non-usage of version numbers in
            3rdparty.dat igm entries;  Fully tested WEREWOLF CONFIG command,
            WEREWOLF INSTALL command, and WEREWOLF REMOVE command.

          * Once Wolf2cfg.pas testing was fully completed, old wolf2.pas/tpu
            files were archived into wolf2old.zip archive, along with final
            copies of wolf2cfg.pas/tpu.

          * Recompiled werewolf.exe 07:45 pm so it once again uses WOLF2 unit.
          * no version changes made to program.

Oct. 25:  * edited wolf1.pas, wolf3.pas unit files.
          * compiled wolf1.tpu unit.  * compiled werewolf.exe.
          * compiled wolf1.tpu, wolf3.tpu units.

Oct. 27:  * compiled wolf1.tpu, wolf3.tpu units.
          * edited wolf1.pas,wolf3.pas  * compiled werewolf.exe

Oct. 31:  * edited wolfedit.pas for month of November.
          * edited werevars.inc
==============================================================

Nov. 01:  * Updated wolf2.pas.  * recompiled wolf2.tpu.

Nov. 02:  * Compiled werewolf.exe, wolfedit.exe.
          * compiled wolf1.tpu, wolf3.tpu (see Nov.03 notes)

Nov. 03:  * Updated wolfedit.pas w/o version change.
          * Updated wolf1.pas, wolf3.pas, werewolf.pas
            code files w/o version change.
          * Recompiled wolfedit.exe and werewolf.exe.
          * recompiled wolf1.tpu and wolf3.tpu unit files.
          * Re-dated revised WEREWOLF igm files to use
            Nov 02 date/time stamps for 9:20 pm.

Nov. 04:  * Compiled werewolf.exe  * compiled wolf1.tpu, wolf3.tpu
          * edited wolf1.pas, wolf3.pas

Nov. 09:  * compiled wolf1.tpu
          * edited wolf1.pas

Nov. 10:  * Finished writing brief notations for June-July.
          * Finished writing brief notations for August-October.
          * Wrote up notes for Nov. 01-09 work period.

Nov. 11 - Nov. 25 -- Do notes later

Nov. 26:  * Rewrote Update_Database_File process.
              All of the igms are now designed so that if the
              igm's player database file is missing, they will
              recreate it.  With exception of K.L.Bank IGM,
              which now restores a backup of the player database,
              if possible, to protect player's Gold/Gems balances.

          * revised wolf3.pas code processes that used
            Update_Database_File.
          * recompiled wolf3.tpu.

December Notes: Do later.
=====================================================

January 2007 Notes: Do later.
Jan. 02: * Compiled WEREWOLF.EXE.

Jan. 11: * Compiled WEREWOLF.EXE.

Jan. 23: * Compiled Alord.tpu unit.
           (No other IGM updates in January for Werewolf II.)

Jan. 31: * Edited Werewolf.diz to make it shorter. Created
           ww2-info.txt file.  ** Updated Werewolf.txt.
         * IGM Diz/txt files updated for February 2007 development.

February 2007 Notes:  Not done yet

March 2007 Notes:  Not done yet

April 2007 Notes:  Not done yet

May 2007 Notes:  Not done yet

June 2007 notes: Not done yet

July 2007 notes: not done yet

August 2007 notes:
Aug. 02: * Updated WEREWOLF.EXE for new month.
         * Recompiled WEREWOLF.EXE, all primary unit files.
         * No version number changes made.

September 2007 notes:

October notes:

Oct 23: * moved following text out of werewolf.txt:

        May 27:  Added 10 config file variables to handle Werewolf Attack Costs.

        June 01: Added code in Stalk Prey in Forest where werewolf has 33% chance
                of attack being successful.

        June 18: Changed code for Desecrate Corpse.  The werewolf gets their reward
                in the form of either Max HitPoints, Strength, or Defense. The
                type of reward is chosen randomly.  If the werewolf is maxed out
                in the Lord stat chosen, they get NOTHING.  The dead player loses
                some of that LORD stat, without exception.  Amount is based on
                2.0% of victim's LORD stat.

                Changed code for Slaughter Inn Prey.  It is now like the Forest
                Warrior battle.  The werewolf has 33% chance of attack success.

        July 12: Implemented limit of 400 Million Experience Points per day.

        July 15: Created Player Editor utility for Werewolf II.  Program
                 is fully usable as of 3:00 am, July 15th. Name: WOLFEDIT.EXE.

        Aug. 25: Both the IGM and the Player Database Editor utility now use
                 the same version number as of August 25th.

        Oct. 01: Instituted limitations on how many times a dead warrior's corpse
                 can be desecrated each day;  # of Gems werewolf gets from warriors
                 they kill;  and # of reward points werewolf gets from each corpse
                 they desecrate.

        Dec. 27: Updated WOLFEDIT.EXE to access the WOLFCORP.DAT File, as well
                 as the WOLFPLAY.DAT file.  Eventually, I may end up using two
                 separate Editor programs, sometime in 2006.

        Feb. 15, 2006: Implemented reward limit of 10 Million Exp. Points
                 for each Child or Horse a werewolf kills.

        Oct. 09: Rewrote IGM's Install/Un-Install/Config module.  It now
                 automatically creates 3RDPARTY.DAT/lognow.txt LORD data
                 files whenever they are missing.  Added prompts during
                 Uninstall process that ask user if they wish to delete
                 IGM data files or not.  Default response is YES, do NOT
                 delete the data files, in initial files deletion prompt.

                 To actually have the IGM un-install process DELETE all
                 of the IGM data files, you must answer NO to the prompt.
                 Each file deletion has its own prompt.  It is best to NOT
                 delete data files, especially if you are planning to
                 re-install the igm at a later time/date.

Oct. 23: * Changed IGM to version 1.00.
         * Changed WolfEdit to version 1.10, official release.

         * Started preparations for IGM's official release.

Oct. 26: ** Rewrote the werewolf.txt file.  Archived the
         Events Status notes in this file.

Events Status Notes:  {05/20/05}
================================
1) Main igm entry sequence, IGM exit sequence - both work as intended.
2) Howl at moon - event is 100% coded and tested.
3) View Stats - works fine.  Usage report - skeleton code so far.
4) Kill LiveStock - Event is 100% coded and tested, as of 05/26/05.
5) Kill Children - Fully coded and tested, as of 05/27/05.
6) Stalk Prey in Forest - Fully coded and tested, as of 05/27/05.
7) Usage Reports: Both usage reports are fully coded in wolf-use.txt. 05/27/05.
   On-screen, only the first report is coded so far. 05/27/05.
8) Stalk Prey in Inn - Fully coded and tested as of 05/27/05.

9) Added usage of WolfCorp.dat for tracking all player desecrations. 07/08/05.

10) Substituted Defense points reward of 0-100 points, if player does
    not receive Wisdom Points from killing Warriors, Kids or Horses. 07/12/05.

11) 08/19/05: Limited Experience rewards per event to maximum of
    of 125 Million points.  Limited Exp. Rewards per day to maximum
    of 500 Million points.

12) Limited rewards from each desecration to 100 points, randomly chosen
    from Max HitPoints, Strength and Defense of the victim.  Limited
    amount of Gems one can steal from players you kill to 50 gems per player.

    Limited desecrations to 5 per dead warrior per day, on 10-04-05.

    Added Desecrations Status Report to Find Sacrifice menu 10-04-05.

    Added third Usage Report to WOLF-USE.TXT file on 10/05/05 to cover
    content of wolfcorp.dat Desecrations Database file.

13) 12-27-2005. Rewrote WOLFEDIT.EXE so that it handles both the WOLFPLAY.DAT
    IGM Player Database file, and the WOLFCORP.DAT Desecrated Corpses
    Database File.

14) Limited Experience Rewards from Killing Horses and Children
    to maximum of 10 Million points per werewolf kill. 02/15/06.

15) 09/14/2006: Fixed IGM to be multi-user compatible in writing
    notices to werewolf attack victim's Mail files.  Victim will
    now be informed of amount of Experience Points and Gems the
    werewolf steals from them in various attacks.

    The identity of the Werewolf will remain anonymous in keeping
    with how the original IGM never told who the WereWolf was.

16) 11/04/2006: Implemented WereWolf Death event, and Fairy Rescue
    event for use in the two Stalk Warriors IGM events.  If player's
    HitPoints drop to ZERO following a failed attack, the igm puts
    them to death.  If player has a Fairy, it is allowed to revive
    them.  Whether alive or dead, player is forced to leave the igm
    afterwards.  Prey is notified via LORD Mail of attacker's identity,
    and of amounts of Gold, Gems, and Experience Point they gained
    in the failed attack.  WereWolf Death and/or Fairy Rescue events
    are chronicled in LORD's Daily News file.

17) 12/18/2006: Added WOLFBACK.DAT player database backup file,
    for purpose of protecting IGM's player database file from
    deletion while the IGM is operating.  If WOLFPLAY.DAT is
    missing when IGM tries to access, it will restore it from
    the WOLFBACK.DAT backup file -- made at igm entry -- if it
    exists.  If it does not exist, a brand new database file is
    created.  There is no backup for the Desecrations Database.

18) 02/10/2007:  Fairy Rescue from Death event is ONLY usable ONE
    time per day, effective on Feb. 10th, 2007.  Users of the IGM
    *MUST* use WOLFEDIT v1.02+ beta.

    If a WereWolf dies in a Stalk Warrior fight with a Fairy, and
    they were Rescued from Death by one earlier in the day, then
    the player remains dead.  Whether it revives the player to
    life or not, a player's Fairy is released to freedom after
    the WereWolf is killed.
===============================================================

Oct. 31, 2007: Did final work on igm testing.
    * prepared igm for official release later in the day. 03:50 am

