           -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
           LORD IGM: WereWolf II   **FREEWARE**
           Version v0.97 beta -- DOCUMENTATION

           ** IGM creation process started Apr. 13, 2005. **

           IGM Compile date:  January 16, 2006.  v0.97 beta

           WOLFEDIT Compile Date:  January 07, 2006. v0.97 beta.

           Docs Update:  January 24, 2006.

           ** January 2006 Beta Development.
           ** This IGM is not usable under LORD/32 Beta.
           -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

AUTHOR:  Donald Tidmore

Email:   gtidmore@hiwaay.net (Primary #1),
         ktidmore@bellsouth.net (Primary #2),

         donald.tidmore@usa.net, (used mostly for non-LORD mail),
         donald.tidmore@fidotel.com (4th address)
           (use one of these two if you are unable to use
            one of my primary addresses, which are checked daily. )

Web:     http://www.fidotel.com/public/camelot/camelot5.htm
         Castle Camelot LORD Links Page

         --  http://www.fidotel.com/public/camelot/lordapps.htm
         Castle Camelot LORD Apps Page

         --  http://www.fidotel.com/public/camelot/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.
=================================================================


0.5  WOLFEDIT.EXE Information
=========================================

IGM Utility: Werewolf II Databases Editor.

Name was changed on 12/27/2005 due to my changing the utility
to be able to access/edit records in the WolfCorp.dat file.

Version 0.97 beta -- January 2006 development.

    -- Development started on Jul. 14, 2005.
    -- Added support for editing/viewing records in wolfcorp.dat
       Desecrations Database file on Dec. 27, 2005.

    -- 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 database records.

       If file doesn't exist, you are returned to the
       Select Database Menu to try another menu option.

  Distributed inside the werework.zip beta archive.
  Copy of editor-specific files are in WOLFEDIT.ZIP file.
  --------------------------------------------------

  WOLFEDIT Usage Notes:
  =======================================
  1) Obtain current copy of beta program from me via email.
     It will be distributed inside werework.zip beta archive.

  2) Unzip all files from werework.zip into your IGM directory,
     using overwrite mode so you get the newest files.

  3) Change into the WereWolf II IGM directory.  Verify you have
     a current WOLFPLAY.DAT file.  If you don't then you can't
     use WOLFEDIT.EXE to edit the player database.  The utility
     can NOT CREATE records.  It can only edit ones that already
     exist.

     Likewise, if you run WOLFEDIT and try to use the Corpses
     Editor without a WOLFCORP.DAT file, it also will not work
     for the same reason.

  4) The first time you run the utility, it will ask you for
     the path to the 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 config file is not in the directory
     you run it from, it will ask you to create on - 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.

  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.

     End of Notes for WOLFEDIT usage.  Revised 12-27-2005.
==============================================================


Events Status Notes:  {Added 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 25 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.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1.0  Usage Notes, IGM History, 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 some ways similarly to how Jay's original IGM worked,
but 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 a 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.
---------------------------------------------------------------

STALKING THE BAR:   Eligible Victims are warriors that are sleeping in
the Lord Inn, and who are within 3 game levels of you.


STALKING THE FOREST:  Eligible Victims are warriors that are (a) not
online, (b) not dead, (c) within 3 game levels of you, or (d) not
asleep in another LORD IGM somewhere.


KILLING WARRIORS:  Notes as of June 18, 2005:
---------------------------------------------
Whether you stalk warriors in the LORD Forest or in the LORD Inn,
no one is guaranteed an automatic kill.  You have to earn the kill.

Each time you attack someone and fail to kill them, that warrior
will cause you HitPoints damage and you will lose Strength Points.

Either in Forest or in Inn, you have a 33 percent chance of an attack
being successful.  The prospective victim player has 67% chance of
surviving your attack -- which I think is fair to both the werewolf
and to their victims.

The alternative was to have Werewolf risk death if they attacked the
wrong player.  E.g.:  I just can't see how a Level 1 werewolf could
attack a Level 12 warrior, and not get killed in most situations.
Plus, it would be difficult to code an IGM to do similarly.

The Werewolf loses 10-15% of their Hitpoints in a Warrior Fight
and 2.5-3.25% of their Strength, if the attack fails to work.
You risk more, and can lose more, when you attack someone asleep
in the LORD Inn.  I felt that was the right thing to do in this IGM.

--------------------------------------------
Someday in the future, the IGM will kill the werewolf is he/she is
too stupid to keep his HitPoints above Zero.  Since LORD will classify
a player returning with Zero Hitpoints as DEAD anyway, the IGM might
as well do so as well - eventually.
===================================================================


==========================================================================
KILLING CHILDREN --and-- KILLING HORSES:  The IGM won't allow attacks on
players who are currently online in LORD, or who are using other IGMs
at the current time.  If you kill a child or horse, you can expect your
warrior victim to come after you later for revenge.  Mess with the wrong
warrior and you might regret it for a LONG time.

Regarding Killing Horses event and the Killing Children event, the sysop
determines the number of player and forest fights the player pays for
each attack.


=====================================================================
07/09/05 Notes:  Why is there a Level range limit?  Because I feel
that low-level players deserve some protection now and then.  As for
high-level players, if you reasonably would get creamed in a fight
with them in LORD, you don't deserve to sneak around as a werewolf
and kill them that way.

If warriors are online, they are off-limits. IGM authors are not privy
to how LORD handles player duels, and I don't care to guess at anyone's
chance of success and failure.

You don't like limitations or rules on IGM play?  Sorry, I believe strongly
they are needed now and then to prevent people from abusing programs.
=====================================================================


GEMS THEFT:   New event, not used in original IGM.  {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.  You are NOT entitled to any Gold the player has on them.

You are allowed to steal 12.5% of the victim's Gems in this IGM,
but all thefts are limited to 100 gems per player kill, as of
09-17-05. You get 1 LORD Kill point for each warrior that you
kill as a werewolf, as of 05/27/05.

Each gems theft, as of September 2005, is limited to 25 gems.
--------------------------------------------------------------------


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 selected.  The victim however will lose
2.5% of their 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:  As in the original IGM, if you are wounded
or have unhealed NEW Max Hit-Points, the IGM automatically heals
all of your Hit-Points when you howl.   The healing is FREE.
-----------------------------------


IGM DAILY USAGE NOTES:  The Sysop or end-user configures the IGM
to allow usage between one and 10 times per day. Usage limit was
set at 10 on August 08th, 2005.

While inside the IGM, a player can make as many werewolf attacks as
they can pay for, providing that they find warriors who are eligible
for an attack.  Example: In the Eat Children event, you can't go
after a player who has zero Kids.

You are not allowed to attack another warrior, as a Werewolf, if they
are more than 3 levels above or below you.  05/27/05 note.
===============================================================


Charm/Defense Rewards:  Effective July 12th, 2005, and October 01th, 2005:
------------------------
When you kill another player, a Child, or a Horse, the IGM normally
grants you Experience Points.  I've enabled a limit of 500 Million
Exp. Points per day.  Once you reach it, you will no longer get
Experience from this IGM for the rest of the current game day.

Each individual attack that grants Experience Points is limited to
a maximum reward of 125 Million points.  The amount you receive is
based on 10% of the victim's Experience.

Once you have reached the Daily Experience Limit, successful Werewolf
Attacks are rewarded using either Charm Points or Defense Points.

Those rewards are limited to 100 points per werewolf attack event.
Limitation was changed to 100 points in early November 2005 IGM testing.

The actual amount of Charm or Defense you get is based on how much
Charm or Defense your victim has.  You get a portion of their stats,
and they lose that amount.

If you are maxed out in the LORD stat the IGM randomly chooses to use,
then you get nothing for that Werewolf attack.  The IGM limits Max
Hit-Points, Strength, Defense, and Charm Points to 32,000 points maximum
since Seth Robinson wanted IGM authors to honor upper boundaries on
those LORD stats.

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 players a Werewolf attacks if you don't limit how much
they can lose in each attack event.
-------------------------------------------

Regardless of the LORD stat involved, I should point out, it is
possible to get a Stats Loss from an attack's reward.  That happens
if you are playing LORD with a stat that is over the upper boundary
limits that Seth Robinson asked IGM authors to honor years ago.

All of my IGMs honor Seth's request that IGM authors be responsible
and not write code that would violate those boundary limits. Donald.
=====================================================================


Configuration File Changes:  05-20-2005:  READ THIS !!!
--------------------------------------------------------------
I've added ten more variables to ending of WEREWOLF.DAT to cover
the Player Fights and Forest Fights costs of each of the five
Werewolf attacks.  Each attack's 2 variables are grouped together
in this order:  Stalk Prey in Forest, Stalk Prey in Inn, Desecrate
Corpse, Kill Horse, and Kill Children.

To update your existing Werewolf beta's configuration, do this:
   1) Make sure you are using a beta dated 05/20/05 or a later date.
      Unzip its contents, if you have not done so already, into the
      IGM directory.  Use overwrite mode - ex. PKUNZIP -N Werework

   2) If you are doing brand new install - or have un-installed IGM
      and are redoing Installation, then you will run this command:

      WEREWOLF INSTALL  -- then follow the on-screen instructions.

      On Yes/No prompts, you can press ENTER key to accept Yes.
      You can also do left click on the YES or NO with your mouse.

      If you are doing config file update, do this:
      a) Backup your old werewolf.dat file - optional.

      b) Run this command:  WEREWOLF CONFIG -- then follow the
         instructions.  It allows you to change Sysop Handle,
         Max Visits/Day, and the 10 new variables for handling
         Player/Forest Fights costs for each werewolf attack mode.

   3) When finished, you can return to playing the beta in LORD.

   Current defaults/limits:
   1) The IGM will accept any number between 1 and 10 for Max Visits/Day.

   2) And any number between 1 and 100 is accepted for each of the 10
   Attack Costs variables.  I chose 100 as a reasonable maximum cost value.
==================================================================


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

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

May 28: 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.
==========================================================================


Limitations:
=================
(1) In order to do an Werewolf Attack, you have to have enough Forest
Fights AND Player Fights to pay for the attack.  if you don't have
enough, access to the Werewolf Attack is denied.

(2) Regarding Killing other Warriors as a Werewolf, access is denied
as of 05/27/05, if the requested victim is NOT within 3 LORD game
levels of you.  This is to protect players at lower levels from being
abused by a high-ranking warrior.  And it also prevents you, as a
Werewolf, from attacking someone at a much higher Level, who logically
can kill you if you were in a LORD player fight.

No limitation is placed currently on who you can choose as Victims
for Kill Horse, Kill Child, or Desecrate Corpse other than these:

  1) Kill Horse: The victim HAS to have a Horse.
     Warriors without Horses are not eligible victims.

  2) Kill Child: The victim MUST have at least ONE Child.
     Warriors without Children are not eligible victims.

  3) Desecrate Corpse: Only works if victim is DEAD.
     You can't desecrate someone who is ALIVE, after all.

     A dead warrior can only be desecrated 5 times per day.

(3) Stalk Prey in Forest.  (4) Stalk Sleeping Prey in LORD Inn.

   * Gems theft reward per warrior killed is limited to 25 gems.

   * Werewolf has 33% chance of success when they attack a warrior
     either in the Forest or in the LORD Inn.

   * If attack fails, you lose 10% of your HitPoints, and 2% of your
     Strength points, in the Stalk Warriors in Forest event.

   * If an attack fails in the LORD Inn, you lose 15% of your Hitpoints,
     and 3.25% of your Strength Points.

Summary:  No one in an IGM should ever be guaranteed success when they
are fighting another warrior player.  You either have to risk death
or injury each time you choose to attack another warrior, in most IGMs
that feature player battles I think.

There is no limit on Healings in this IGM, so the werewolf can always
get healed - for FREE.  So the only lasting loss is to their Strength
Points.  Which can easily be re-earned or purchased using a large number
of IGMs, or via normal Gems Trading at the LORD Inn.

-------------------------------------------------------------------
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 for
the time being at 100 for both Player Fights and for Forest Fights.

The minimum setting is 1 for both Player and Forest Fights.
------------------------------------------------------------------

My IGMs limit the space allowed for BBS Name, Sysop/User Name,
Sysop Handle so they show up properly on screen during the
configuration process.  Each of those fields is limited to 40
spaces in length.  Lord Path and IGM Path are not limited by the
IGM, but the Pascal compiler limits the total length of those
entry to 255 spaces in length.

The basic LORD player kill limits will apply to this IGM.  So
Experience gained can not be more than 10 percent.  Each attack's
Experience reward is subject to the 125 Million points limit that
this IGM uses.

When a player has Two Billion Experience Points, then the IGM will not
grant Experience Points to the player during that IGM visit.

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

The Werewolf player can not run away from a fight they initiate.
-----------------------------------------

Currently, no werewolf is killed if they lose a warrior fight.
But someday in the future, that may be changed.  At present, since
the igm does not feature risk of death for the current player, it
has zero code relating to usage of Fairies.

You have to actually KILL another warrior in order to earn a Player
Kill point.  Desecrations, Killing/eating Horses, and Killing/Eating
Children are events that do not qualify for a Kill Point.
========================================================================


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).

  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 (2000-2006) Metropolis, Inc.
     Created by Seth Robinson.  Developed by Michael Preslar.
     All rights reserved.

Development and testing of this IGM is done under Microsoft Windows
XP SP1, using LORD v4.07 beta - December 2005 compilations.

Other beta testers will test the IGM on their systems, using
different Operating Systems and versions of DOS Lord.

This IGM will NEVER be usable under LORD for Linux unless someone
else handles that.  I do not know Linux, and do not intend to learn
how to do Linux programming.

---------------------------------------------------------------
At present, as of January 2006, I do not have any current plans
to make a LORD/32 version of Werewolf II.  That may be done at
some point by me, or by another LORD author that I have handle
the LORD for Windows IGM programming and testing process.

============================================================


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, default setting is 5.

  -- Sysop's Lord name - Used by some IGM code occasionally.

  -- The IGM's 3rdparty.DAT entry should look like this, minus LORD
     Color codes:            WereWolf II v0.97 Beta

  -- 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.
  ====================================================================


  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, WEREWOLF.DAT, WOLFTIME.DAT, and
  WOLFCORP.DAT.  The IGM uses Werewolf.diz, along with the normal
  File_ID.Diz file, 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 LordMenu, remember to update its data files whenever
  your 3rdparty.DAT file is updated.

  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.
  =================================================================


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

WEREWOLF   DIZ   WereWolf II DIZ file
WEREWOLF   EXE   WereWolf II v0.97 Beta IGM
WEREWOLF   TXT   WereWolf II - IGM documentation

WOLFEDIT   DIZ   WereWolf II Databases Editor DIZ file
WOLFEDIT   EXE   WereWolf II Databases Editor v0.97 beta
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.


* - 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.

* 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.

* 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.

    1. Unzip werework.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.  *But WOLF-USE.TXT and the .DAT files can
       NOT be renamed.  They are hard-coded inside the IGM.

       http://www.fidotel.com/public/camelot/Igm-Beta/werework.zip
       ---------------------------------------------------------

       ** When it is officially released, the WereWolf II v1.00 IGM
       will be available from my Camelot LordNews FDN site, the
       Tech'N Software LORD Archives, the Fidotel.com BBS's LORD
       files areas, and the NightFallGames.com LORD files server.

    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.

    3. If using LordMenu utility, remember to re-run Lordmenu.exe and
       update the 3rdalt.txt menu file.  Otherwise, when you enter
       LORD you would not see an entry to run the WereWolf II
       v0.97 Beta from in the Other Places Menu screen.


                                IGM Removal:
    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 v0.97 Beta

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

Note 1: The IGM, Werewolf.exe, and the Utility, Wolfedit.exe, will
      occasionally have different version numbers.

----------------------------------------------------------------------
Note 2:  While using this IGM, you may NOT rename any of these files:
       WEREWOLF.DAT, WOLFTIME.DAT, WOLFPLAY.DAT, WEREWOLF.EXE,
       WOLFCORP.DAT, WOLFEDIT.EXE, and WOLF-USE.TXT.

       Renaming files will result in IGM usage problems, or keep the
       IGM from working at all.  Plus, doing so is a violation of the
       conditions for obtaining technical support.  I do not promise
       to provide support to people who disregard these directions.
======================================================================

  LordMenu information:  To acquire LordMenu v1.30 LORD utility, contact
  me via Email.  I do not have any verified email contact information
  for Lloyd Hannesson any longer, and LordMenu is considered to be a
  dead LORD program currently.

  Program may be downloaded via web browser from my Camelot
  LordNews FDN web-site:
       http://www.filegate.net/camelot/lordfile/lrdmnu13.zip

  It is also available from various other sources on the Internet.

  LordMenu was created by Robert Fogt, and turned over through me
  to Lloyd in early 2002.  Who provides all support for it.

  Due to problems with how programs created with Borland Pascal or
  Turbo Pascal handle ANSI string data, LordMenu stopped creating
  a 3rdalt.txt file in Fall 2005 that *ALL* versions of LORD (and
  LORD/32) use.  As a result, it may no longer work for everyone.

  Michael Preslar is looking into the situation and *MAY* be able
  to fix LordMenu to deal with this problem.  This problem may also
  affect other LORD IGMs and utilities if they also deal with ANSI
  string data.  But at present, the only program affected by this
  problem that I am aware of is LordMenu v1.30.
===============================================================


REQUIREMENTS:
  1. Any version of LORD that supports IGMs.   Testing is being done
     solely with LORD v4.07 beta - but will be used by other beta
     testers using other LORD versions.

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

  3. IGM is usable whether LORD is registered or not, as currently
     written.
------------------------------

Primary Testing:  Done under Microsoft Windows XP SP1 and SP2.
================================================================


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

   http://www.fidotel.com/public/camelot/lordapps.htm
   Castle Camelot LORD Apps page

   http://www.fidotel.com/public/camelot/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. People can also download LORD IGM programs from the LORD
   IGMs Page on my Kiteria's Korner web-site -- but they should
   be aware those hyperlinks may not always be accurate.  The
   web-page is updated approximately once a month.

   http://www.fidotel.com/public/kiteria/kit-igms.htm

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

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 about two times a month.

5. http://www.nightfallgames.com/files/ - Michael Everett's
   new LORD Archive web-site.  New primary source for all LORD
   programs that I have in my Lord programs collection.

6. The Fidotel BBS's LORD Archives files area has copies of all of
   my officially released IGM/utility Lord programs, and is updated
   periodically with the current beta archives.  You have to be a
   member of the BBS to access those files.  http://www.fidotel.com/.

   ---------------------------------------------------------------
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.

    -- No one risks death as a werewolf as of November 2005.  However,
       if you drop down to Zero HitPoints and leave the IGM un-healed,
       LORD *WILL* reclassify you as being DEAD immediately.

    -- 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.

    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:  Marty Blankenship, Mike Ciesiensky, Tom Dominick,
    Michael Everett, Stephen Gibbs, Jay Hodges, Kris Jones, Joe
    Kinjin, Paul Koukos, Rob McGee, Kenneth Padgett, Daryl Stout,
    and Don Young.  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@dracodigital.com.
    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.
==================================================================


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.
===================================================================


10.0:  { Castle Camelot LORD Apps Summary: Added 01/24/06 }

See:  http://www.fidotel.com/public/camelot/ccl-apps.txt

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

  Belgarion's LORD Lady Scripts. Scripts by Donald Tidmore,
      Gordon Lewicky, Michael Everett and Dan Stovall.

  ChasWare LORD Player Editor v1.20.  January 2006 beta.

  ChasWare LPEdit/32 - for LORD/32 beta.  January 2006 Beta.

  Doofus the Gnome IGM - Beta in progress.  January 2006 beta.

  The Forest Outhouse.  Update of Robert Fogt's Outhouse IGM.
  --- The Forest Outhouse RHP Pack.

  Free World II - for Lord/32 beta - January 2006 beta.

  The Gateway.  Maintained for Jason Brown.

  The Gem Trader.  My first IGM.   January 2006 beta.

  Hiding In The Shadows.  Adopted from Kenneth Padgett.
              January 2006 beta.

  Kiteria's LORD Bank.  January 2006 Beta.

  The L.O.R.D. Cavern.  Maintained for Jason Brown.
  -- LORD Cavern RHP Sets #1, #2, and #3. Contains RHP scripts
     created by Jason Brown, Michael Everett, and Donald Tidmore.

  LORD Gambling Casino.  Adopted from Tobin Fricke.

  LordStat (utility). Maintained for Jason Brown.  January 2006 beta.

  Love Shack II.  My first tribute IGM, dedicated to Trevor Herndon.
           January 2006 beta.

  The Nice Hag.  My second IGM.

  The Outlands Tavern. Maintained for Jason Brown.
  --- The Outlands Tavern RHP Pack.  Contains RHP Scripts by myself
      and Gary Hartzell.

  The Pawn Shop. Maintained for Chris MacPherson.  January 2006 beta.

  Realm of Lore.  Adopted from Paul Mullins.  January 2006 Beta.

  RHP Toolkit. RHPTest and LordType utilities, by Jason Brown.

  The Ruined Castle.  My third IGM. Based on Dan Stovall's LADY script.

  Turgeon's House.  Adopted from Mike Ciesiensky.

  The Village Hut. Adopted from Ken Davis.  January 2006 beta.

  Violet's Cottage II. My second tribute IGM.

  Werewolf II IGM. - Beta in progress.  January 2006 beta.
  ---------------------------------------------------------

  The Changeling IGM.  Adopted from Charlie Wardick.
==============================================================


  IGM Player Database Editor Programs:

  1) JACKEDIT - for The Gem Trader IGM.
  2) DOOFEDIT - for Doofus the Gnome IGM.
  3) HS25EDIT - For Hiding In the Shadows v2.50 IGM ONLY.
  4) SHADEDIT - For Hiding in the Shadows v2.51+ betas IGM use.
  5) KLBEDIT  - for Kiteria's Lord Bank IGM.
  6) SHOPEDIT - For The Pawn Shop IGM.
  7) TURGEDIT - For Turgeon's House IGM.
  8) VIO2EDIT - For Violet's Cottage II IGM.
  9) WOLFEDIT - For Werewolf II IGM.
  10) LS2EDIT - For Love Shack II IGM.

  -------------------------------------------------
  IGM Database Conversion Programs:

  1) CONVBANK - For Kiteria's Lord Bank IGM.
  2) CONVHITS - For this igm, Hiding In The Shadows.
  ---------------------------------------------------

  IGM Config File Conversion Programs:

  1) SHADCONV - For Hiding In The Shadows.

  2) KITBANK CONVERT command. For Kiteria's Lord Bank.

  3) GEMTRADE CONVERT command.  Used with The Gem Trader.

  4) PSETUP CONVERT command.  Used with The Pawn Shop.
  =====================================================

  As of January 24, 2006, those are the only player database
  editors, and player database converters, other than
  the two LPEDIT programs, which are in development or
  that are in official release status.
==============================================================


11.0  SUMMARY
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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 at donald.tidmore@fidotel.com (or gtidmore@hiwaay.net).

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
I do not know if it can be made to work with the ANGEL tool-kit.

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


WEREWOLF.txt -- End of documentation.

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

Copyright 2005-2006 by Donald Tidmore.

Revised on:   January 24, 2006.

