                     RHPTest utility v1.4 Program Codes:
               ===============================================

NOTE: This documentation file does NOT apply to LORDTYPE.EXE.
--------------------------------------------------------------

This file lists the program codes for the built-in Random Happening
Program (RHP) system, used currently by L.O.R.D. Cavern, The Gateway,
and The Outlands Tavern IGMs;  and the RHPTest utility.

This file covers The Forest Outhouse v2.50, The Gateway v1.3, The
L.O.R.D. Cavern v1.7, The Outlands Tavern v1.6, and RHPTest v1.4.
--------------------------------------------------------------

June 09, 2005: Did official release of The Gateway v1.3, and
   The L.O.R.D. Cavern v1.7. Done in web-pages only.

June 11, 2005: Scheduled date for release of The Forest Outhouse
   v2.50, The Outlands Tavern v1.6, and RHP Toolkit v1.4.
   Changed release date for LORD Cavern v1.7 to June 11.

June 2005: Will do official re-releases of Forest Outhouse RHP
   Pack, Outlands Tavern RHP Pack, and the 3 LORD Cavern RHP Sets
   sometime after the release of those 5 LORD programs is finished.
===============================================================

Primary D/L Source:

http://www.fidotel.com/public/camelot/Lordapps/rhptst14.zip
===================================================================

RHPTest v1.3+:  RHPTest.exe now supports all RHP Scripts developed for
The Forest Outhouse LORD IGM - versions 2.10 forward.

==========================
RHPTest/LordType v1.3a - v1.4:

  All info regarding RHP Language codes remains the same as
  it was in November 2003 when RHPTest v1.3 was released.
=======================================================

The RHP language uses codes that have a @ on both sides.
New codes are indicated with a *.  Or by parenthetical notes,
such as (1.5) for something usable only with L.O.R.D. Cavern v1.5+,
for instance.  Some codes do not work with some programs, a key
follows:

(X,X.XX) indicates what program and versions it does not work with.  No
version means it does not work at all.

 0: RHP v1 definition, not in any current programs
 1: The L.O.R.D. Cavern v1.3+
 2: The Outlands Tavern v1.3+
 3: Most of these also work with The Gateway v1.0+
 4: The Forest Outhouse v2.10+
----------------------------------------------------------------------

Color codes!  For LORD programs, use the first column, for others the
second.  Example:  In an LORD IGM, LADY Script (for LORD v4.05pb+),
or an RHP Script IGM, to assign Blue color to a text passage, you
would use `1.  (The ` is the caret symbol, located next to the 1 key
on your keyboard.  It is NOT the apostrophe.)  For a non-LORD program,
one would use `01 for Blue.       {Revised 06/25/2003}

`1 ; `01: Dark Blue     `2 ; `02: Dark Green     `3 ; `03: Dark Cyan
`4 ; `04: Magenta       `5 ; `05: Dark Violet    `6 ; `06: Brown
`7 ; `07: Lt. Grey      `8 ; `08: Dark Grey      `9 ; `09: Light Blue
`0 ; `10: Lt. Green     `! ; `11: Lt. Cyan       `@ ; `12: Lt. Magenta
`# ; `13: Lt. Violet    `$ ; `14: Yellow         `% ; `15: White

Advisory note: Keep in mind that LORD IGMs display data against
black background.  Use dark colors with caution, since user
will possibly be unable to read them on-screen.
----------------------------------------------------------------------

This first set is just normal commands with no parameters.
They are RHP properties, which tell the IGM (or RHPTest) various
things about the script.  Remember that these have a @;@ at the start!

@;@@PROGRAM@ xxxxxxxxxxx  What program it's for, LORDCAVE, OUTLANDS,
                          (1:1.3a-1.3F).  Gateway v1.0+. Outhouse v2.10+.
@;@@VERSION@ xxxx         Version of the IGM program the script is
                          compatible with.  
@;@@NAME@ xxxxxxxxx       Optional name for RHP (for SETUP), maximum
                          length is 50 characters (v1.4+)
----------------------------------------
@;@@SCRIPTVERSION@ xxxxx  Optional field for Script Version.
                          {RHPTest v1.3+ . Backward-compatible with igms.}
--------------------------

Example Notes:  @VERSION@ 1.5 would be used for a LORD Cavern
script using the new @SKILLUSE@ RHP code.

@VERSION@ 2.10 (or 2.15) would be used by an Forest Outhouse script.

06/2003 Note: Script version numbers should not be used in @NAME@ field.
----------------------------------------------------------------------

12/08/2004: This info applies to installation and un-installation
  of RHP scripts using OH2SETUP.EXE.  Be sure that one of the lines
  of your RHP Script contains an RHP_name entry.  It is used by the
  setup program to display the RHP Script's name in parenthesesis
  on the screen.

  (This example is for one of the Forest Outhouse RHP Scripts.)
  ( It is only applicable to the Setup program of the IGM. )

@;@ RHP_name: The Magic GemStone

In this example, you would see something like this in OH2SETUP:

(A) GEMSTONE.RHP (The Magic GemStone)

Without an @;@ RHP_Name line, OH2SETUP.EXE will just show this:

(A) GEMSTONE.RHP ( )
==============================================================

This set is just random commands.

@;@                       Comment, everything on a line with this at the
                          front will be ignored (works in recording)
@CLEAR@                   Clear the screen (works in recording)
@MORE@                    Pause for key-press with "<MoRE>"
@DELAY@                   Small delay (250 or so milliseconds)
@END@                     Stop program and pause
@KILL@                    Stop program, pause, and kill player (player
                          is notified) (v1.3a+)  All 4 IGMs support it.
@KILLSAVE@                Same as KILL code, but factors in Fairy.
                          No fairy - player is killed, and notified.
                          Has fairy - (1) It saves them from death,
                          heals wounds, and leaves.  (2) It is on
                          "strike", so player is killed and notified.
                          The Fairy decision is made randomly by the
                          IGM:  "Save player" or "Go on Strike".
                  (RHPTest 1.2+, 1:v1.5+, 2:v1.4+, 3:v1.1+, 4:v2.10+)

@EXIT@                    Stop program, pause, and exit to LORD (v1.3a+)
@STATS@                   Shows the player's stats (v1.4+)
@RUNRHP@ xxxxxxxx.xxx     Run an external RHP program.  Does not return
                          to first program. (v1.4+)

-- For Outlands Tavern and RHPTest script usage/testing ONLY:
@GETROOM@  Stop program, pause, give the player a room and exit to BBS (2)
----------------------------------------------------------------------

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

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

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

  The next set is for designating sections (of a script) to go to.

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

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

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

This set is for testing existing information and can be used in
Mail or News recording.  All RHP code commands which can be done
with @IF@ statements can also be used with @NOTIF@ statements.

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

@IF@ condition command  Test condition, if True, do command.  Command
                   can be any RHP @ command or one line text.  Condition
                   can have math in it (see variables section). (v1.3a+)
@IFNOT@ condition command  Test condition, if False, do command.
                   Command can be any RHP @ command or one line text.
                   Condition can have math in it (see the Variables
                   section). (v1.4+)

Usable conditions for the @IF@ and @IFNOT@ statements:
--------------------------------------------------
 FEMALE     : returns if player is Female
 MALE       : returns if player is Male
 FIGHTER    : returns if player is currently a Death Knight
 MAGIC      : returns if player is currently a Magic User
 THIEF      : returns if player is currently a Thief
 HORSE      : returns if player has a Horse
 FAIRY      : returns if player has a Fairy
 MARRIED    : returns if player is married, works with Violet and Seth
              Able marriages as well as player to player.
 SPIRITS    : returns if player is in High Spirits (v1.3c+)
 WEIRDEVENT : returns if player will have a Weird Event in the forest
              (v1.3c+)
 HEALED     : returns if player is healed (v1.4+)
 x<y        : returns if number x is less than a number y
 x>y        : returns if number x is greater than a number y
 x<>y       : returns if x is not equal to y
 x=y        : returns if x is equal to y
----------------------------------------

 BARDSONG   : Returns if player has heard Bard Sing in Inn.
              (RHPTest 1.2+, 1:v1.5+, 2:v1.4+, 3:v1.1+, 4:v2.10+)
 FLIRTED    : Returns if player has Flirted With another Player yet.
              (RHPTest 1.2+, 1:v1.5+, 2:v1.4+, 3:v1.1+, 4:v2.10+).
 SETHVIOLET : Returns if player has Flirted with Violet or Seth.
              (RHPTest 1.2+, 1:v1.5+, 2:v1.4+, 3:v1.1+, 4:v2.10+)
 SEENMASTER : Returns if player has Seen Master yet.
              (RHPTest 1.2+, 1:v1.5+, 2:v1.4+, 3:v1.1+, 4:v2.10+)
 SEENDRAGON : Returns if player has Seen the Red Dragon yet.
              (RHPTest 1.2+, 1:v1.5+, 2:v1.4+, 3:v1.1+, 4:v2.10+)

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

Player stats that can be used as X or Y:

 SEARCH       : Cave searches        (L.O.R.D. Cavern, Rhptest)
 FORESTSEARCH : Forest Searches      (Forest Outhouse 2.15+, Rhptest 1.3+)
 VISITS       : Visits Left          (The Gateway, Rhptest)
 DRUNKLEVEL   : Level of Drunk-ness  (Outlands Tavern, Rhptest)
 -------------------------------------------------
 FOREST     : Forest fights
 FIGHTS     : Player fights
 KIDS       : Kids
 DEFENCE    : Defense Points.
 DEFENSE    : Defense Points
              (1: v1.5+, 2:v1.4+, 3:v1.2+, 4:v2.10+, RHPTest 1.2+)
 STRENGTH   : Strength Points
 EXPERIENCE : Experience Points
 LAYS       : Lays
 SKILL      : Current skill type points amount
 HITPOINTS  : Current HitPoints
 HITMAX     : Max HitPoints
 GEMS       : Gems
 GOLD       : Gold in hand
 BANK       : Gold in bank
 CHARM      : Charm
 WEAPON     : Weapon number       { v1.3+. covers #16-20. }
 ARMOUR     : Armour number       { v1.3+. covers #16-20. }
 LEVEL      : Player's level (1:1.3c)
 KILLS      : Number of player kills (1:1.3c)
 ALLGOLD    : Total amount of gold (1:v1.4+)
 WINS       : Number of times player has won
              (killed the Red Dragon)    (1:v1.4+)
----------------------------------------
 SKILLUSE   : Skill Usage Points amount, for current Skill.
              (1:v1.5+, 2:v1.4+, 3:v1.2+, 4:v2.10+, RHPTest 1.2+)
============================================================

ALLGOLD can only be displayed in a script, using @*@ALLGOLD@*@
in a text statement.

07/22/04 Note: LEVEL, CLASS, and WINS are display-only variables,
which can't be set to a different value by the script writer.  You
can do arithmetic operations with them, but can't change their
actual codes in any way.
==================================================================

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

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

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

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

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

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

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

@SEARCH@ x      Cavern searches   (for L.O.R.D. Cavern use only)
@FOREST@ x      Forest fights ($)
@FIGHTS@ x      Player fights ($)
@KIDS@ x        Kids  ($ increments number by 1, ignores x)
@DEFENCE@ x     Defence ($)
@DEFENSE@ x     Defense ($)          (Added in July 2002)
@STRENGTH@ x    Strength ($)
@EXPERIENCE@ x  Experience ($)
@LAYS@ x        Lays ($ increments number by 1, ignores x)
@SKILL@ x       Current Skill type (if resulting number is above 40 the
                Skill value is set to 40, no uses are given)
                ($ increments number by 1, ignores x) (See Note)
@HITPOINTS@ x   Current HitPoints
@HITMAX@ x      Max HitPoints ($)
@GEMS@ x        Gems
@GOLD@ x        Gold in Hand ($)
@BANK@ x        Gold in Bank ($)
@CHARM@ x       Charm ($)(increments number by 1, ignores x, = option can
                be used)
@KILLS@ x       Number of player kills (1:1.3c)
--------------------

@SKILLUSE@ x    For current Skill's Use Points. x - Set field to
                what X is.  ($) - Increments field by 1.  {*SEE NOTE*}
                (1: v1.5+, 2: v1.4+, 3:v1.1+, 4:v2.10+, RHPTest v1.2+)
                ($ increments number by 1, ignores x)

Other examples:
  @CLASS@ - As indicated previously, script can change player's
            Skill Class to 1, 2, or 3.  Would immediately affect
            script handling of @SKILL@, @SKILLUSE@, @FIGHTER@,
            @MAGIC@, and @THIEF@ codes.  Could also cause changes in
            how player was affected in the IGM itself, afterwards.

  @WEAPON@ - Weapon number.  Changes player's weapon name to one used by
             Skeleton event in L.O.R.D. Cavern IGM.  Weapon # is NOT
             change-able by script.
  @ARMOUR@ - Armour number.  Changes player's armour name to one used by
             Skeleton event.  Armour # is NOT change-able by script.
  ---------------------------------------
  @ARMORNUM@  - v2.15+ only. Armour Number - normal spelling.
  @ARMOURNUM@ - v2.15+ only. Armour Number - Old English spelling..
  @WEAPONNUM@ - v2.15+ only. Weapon Number.

             Covers item numbers 1-20. Default name coverage for any
             unknown Weapon/Armour using item # above 20.
              (RHPTest v1.3+, Forest Outhouse v2.15+, LORD Cavern
              v1.6+, Gateway v1.2+, Outlands Tavern v1.4b+)
=======================================================================

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

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

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

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

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

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

@FAIRY@       Changes if user has a Fairy.  Takes no parameters.  If
              user has a Fairy, it's taken, else one is given. (1:v1.3a+)
@HORSE@       Changes if user has a Horse.  Takes no parameters.  If
              user has a Horse, it's taken, else one is given. (1:v1.3a+)
@SEX@         Changes user's sex.  Takes no parameters. (v1.3a+)

@ARMOUR@      Changed!  Changes armour name to built in name (same as in
              The Skeleton Happening) (1:v1.3a+; changed v1.3d+, v1.5a+)
@WEAPON@      Changed!  Changes weapon name to built-in name (same as in
              The Skeleton Happening) (1:v1.3a+; changed v1.3d+, v1.5a+)
@WEIRDEVENT@  Changes if user will have a Weird Event in the forest,
              that is, if they will find Gems when entering. (v1.3c+)
@SPIRITS@     Changes the player's Spirits, from high to low or from low
              to high.  (1:v1.3c+)
@HEAL@        Heals the player.  (1:v1.4+)
----------------------------------------

    For L.O.R.D. Cavern v1.5+, Outlands Tavern v1.4+, Gateway v1.1+,
    Forest Outhouse v2.10+, and RHPTest v1.2+ usage only:

@BARDSONG@       Indicates whether player has have heard the Bard Sing.
@FLIRTED@        Indicates whether player has Flirted with Player yet.
@SETHVIOLET@     If player is Female, shows if they have Flirted with
                 Seth Able. If Male, shows Flirt with Violet status.
------------
@SEENMASTER@     Indicates whether player has Seen their Master yet.
                 -- Refers to whether they lost a Level challenge fight.
@SEENDRAGON@     Indicates whether player has Seen the Red Dragon yet.
                 -- Refers to whether they ran away from the Dragon fight.
----------------------------------------------------------------------

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

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

ALLGOLD    : Player's total gold (In Hand + In Bank)
ARMOUR     : Player's armour name (same as `a)
BANK       : Player's bank gold
CHARM      : Player's charm
CLASS      : Player's class (eg. "Death Knight")
DEFENCE    : Player's defense points
DEFENSE    : Player's defense points
             (1: v1.5+, 2: v1.4+, 3:v1.1+, 4:v2.10+, RHPTest v1.2+)
EXPERIENCE : Player's experience
FIGHTS     : Player's human fights left
FOREST     : Player's forest fights left
GEMS       : Player's Gems on Hand      {06-18-2003}
             (1: v1.5b+, 2: v1.4b+, 3:v1.1b+, 4:v2.15+, RHPTest v1.3+)
GOLD       : Player's gold on hand
HITPOINTS  : Player's current hitpoints
HITMAX     : Player's maximum hitpoints
KILLS      : Player's number of player kills
KIDS       : Player's number of kids
LAYS       : Player's number of lays
LEVEL      : Player's level
NAME       : Player's name (same as `n lord code)
MARRIED    : Player's spouse's name (same as `m)
STRENGTH   : Player's strength
SKILL      : Player's skill level for current class
SEARCH     : Player's cave searches left
VARIABLE1  : RHP variable 1
VARIABLE2  : RHP variable 2
VARIABLE3  : RHP variable 3
VARIABLE4  : RHP variable 4
VARIABLE5  : RHP variable 5
WEAPON     : Player's weapon name (same as `w)
WINS       : Number of times player has won (Dragon Kills)
-------------------------
SKILLUSE   : Player's Skill Use Points for current Skill.
           (1: v1.5+, 2: v1.4+, 3:v1.1+, 4:v2.10+, RHPTest v1.2+)
-------------------------------------------------------------------

ARMORNUM   : Armour Number.  For display-purpose only.    { 06/18/2003}
ARMOURNUM  : Armour Number.  Alternative spelling.        { 06/21/2003}
WEAPONNUM  : Weapon Number.  For display-purpose only.    { 06/21/2003}
      (1: v1.5b+, 2: v1.4b+, 3:v1.1b+, 4:v2.15+, RHPTest v1.3+)
-----------------------------------------------------------------

07/22/04 Note: Due to an omission years ago of code covering the
GEMS Lord stat, if you wish to display the value of Gems, you
will have to use a @VERSION@ code line value that matches The Gateway
v1.1B+, L.O.R.D. Cavern v1.5B+, The Outlands Tavern v1.4B+,
The Forest Outhouse v2.15+, or RHPTest v1.3+.
==============================================================

07/15/02: Applies to RHPTest v1.2+, and the November 2002 LORD IGM
releases.  04/14/03: Applies to The Forest Outhouse v2.10+ IGM:

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

Section added 07/15/02: Applies to RHPTest v1.2+, and the
November 2002 LORD IGM releases:

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

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

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

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

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

    You store data in the five VARIABLE codes while getting to your
final result for complex math.   {Revised 06-19-2003}

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

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

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

The following codes can be put anywhere in a line, even in mail
and news recording.  They are case sensitive!

`n  Put player's name
`a  Put player's armour name
`w  Put player's weapon name
`m  Put player's spouse's name if married (1:1.3a)
`l  Do not linefeed (put at the end of a line)
`s  Put player's sex (he/she)
`o  Put player's opposite sex (he/she)
    { Example:  If interacting with opposite sex character, female player
     sees "he" on-screen in dialogue referring to the male character. }
`[  Put player's sex possesive (his/her)
`]  Put player's opposite sex possesive (his/her)
`<  Put player's sex (him/her) (1:1.3a)
`>  Put player's opposite sex (him/her) (1:1.3a)
-----------------------------------------------------------------

RHPTest info for testing Gateway RHP Scripts:
---------------------------------------------
The @USER1@ to @USER5@ variables, @VISITS@ variable, and if conditions
and in-line includes for those variables are only usable with The
Gateway IGM.  Example: @#@VISITS@#@.
---------------------------------------------------------------------

                   June 2003 RHP Language Changes Summary:
                   ---------------------------------------
1) Corrected error in handling of the sex gender codes <,>.  If
   player is female, script processes the `< code and inserts "her"
   on-screen.  If male, "him" is written. For female player, use of
   the `> code inserts "him" on-screen. The male player sees "her"
   on-screen.  06/18/03 Note.

2) Fixed omission in earlier IGM version releases of GEMS@*@ usage.
   When used, replaces value of @GEMS@ with the LORD stat's value.

3) Created/tested new RHP Codes: ARMORNUM, ARMOURNUM, WEAPONNUM,
   and SCRIPTVERSION.

4) Fixes done to RHP Language handling of VARIABLEx codes.
   They now support lower boundary of -2 billion.

5) Enabled use of various Boolean-type VARs with IF commands.
   Ex. @VARIABLE1@ SKILL*2
       If SKILL is 25 points, then 50 is assigned to the code.

6) KIDS Code now allows adoption, via script, of Kids up to the
   LORD maximum value of 32,000 kids.

7) These RHP Codes are usable with "@VARIABLE1@ FEMALE*2" type commands
   now.  In this context, they are for use with @IF@ commands or in
   assigning their respective value to the VARIABLE code being used.

   Example: If player is female, it multiplies FEMALE's value (2) by 2,
            and assigns result (4) to VARIABLE1.

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

   07/22/04 Note: FEMALE code's value is 2.  The old docs, used in
   2003, that showed it as 5, were incorrect. Donald.
   =====================================

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

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

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

========================================
   ** Requires use of betas, dated July 2003 or later, of each IGM or
   of RHPTest. Specifically, these RHP codes work with The Gateway
   v1.2, The L.O.R.D. Cavern v1.6, The Outlands Tavern v1.5/v1.5a,
   The Forest Outhouse v2.20, or RHPTest v1.3, which are the official
   versions, as of Jan. 05, 2004, which support their usage.
      { Revised paragraph 07/22/2004. }
=================================================================


                           June 2005 Status Notes:
                         ----------------------------
1) L.O.R.D. Cavern - v1.7 released on June 11, 2005.

2) Outlands Tavern - v1.5 scheduled for release around June 11, 2005.

3) RHPTest/LordType - v1.4 scheduled for release around June 11, 2005.

4) Forest Outhouse - v2.50 released on June 11, 2005.

5) The Gateway - v1.3 released on June 09, 2005.

5) Updates of the Outlands Tavern RHP Set (OTRHP1.ZIP), and of
   the Forest Outhouse RHP Set (FORHP1.ZIP), -- text files
   primarily - are available periodically from my web-site.
---------------------------------------------------------------

   The Gateway v1.2, The Forest Outhouse v2.20, and RHP Toolkit v1.3
   LORD programs were officially released on November 09, 2003.

   They may be downloaded from these web-pages:
     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

     http://www.fidotel.com/public/camelot/camelot8.htm
     -- Castle Camelot LORD Utilities Page (-- for RHPTest --)

   Alternate download sites:
     http://www.filegate.net/camelot/lordfile/
     -- Camelot LordNews FDN

     http://www.dasme.org/techn/lord1igm.php
     -- LORD I IGM List Project.  By Lloyd Hannesson.

     http://www.nightfallgames.com/files/
     -- NightfallGames LORD Archives. By Michael Everett.

     http://www.fidotel.com/public/kiteria/kit-igms.htm
     -- Kiteria's Korner! LORD IGMs Page.

     http://www.fidotel.com -- Access limited to registered
       members of Shannon Talley's BBS. Registration is Free.
       See LORD Archives section in BBS files area.
=================================================================

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

RhptCode.txt is copyright 2002-2005 by Jason Brown and Donald Tidmore.
==================================================

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

Updated on:  June 11, 2005.

{ RHPTest Utility Docs - Version 1.4 }

