                   Forest Outhouse v2.50 IGM Program Codes:

                       -- Updated on Sept. 20, 2005. --
               ================================================

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.  It covers
all usable RHP Codes as of November 2002's release of RHPTest v1.2;
November 2003's release of RHPTest v1.3;  June 2005's release of
RHPTest v1.4;  and September 2005's release of RHPTest v1.5.
===================================================================

See OUTHOUSE.TXT under the section [EXTRA SETUP INFO] for how
to install your RHPs into The Forest Outhouse.  Remember that
if you distribute your programs, please give me credit for
writing The Forest Outhouse!  And give credit to Jason Brown
for creating the RHP Language.

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

Download link for The Forest Outhouse v2.20:
   http://www.fidotel.com/public/camelot/LordApps/outh220.zip

Download link for The Forest Outhouse v2.50:
   -- Officially released on June 11, 2005.
   -- http://www.fidotel.com/public/camelot/LordApps/outh250.zip
=======================================================

June 11, 2005: Did official release of The Forest Outhouse
   v2.50, The Gateway v1.3, The L.O.R.D. Cavern v1.7, The
   Outlands Tavern v1.5, and RHP Toolkit v1.4.

   Will do official re-releases of Forest Outhouse RHP Pack,
   Outlands Tavern RHP Pack, and the 3 LORD Cavern RHP Sets
   at a later date.
===========================================================


Sample RHP files:  Look at GemsPile.rhp, bundled with this IGM;  or at
LCSample.rhp - bundled with L.O.R.D. Cavern, for examples.  The Gateway
and Outlands Tavern IGMs also have RHP Scripts which can be studied.

OH2SETUP.EXE requires that RHPs use the extension .RHP, and remember
that this is an DOS program, and files must be the classic 8.3 format
with no spaces, example:  GEMSPILE.RHP.

The RHP language uses codes that have a @ on both sides.  In regards to
Forest Outhouse IGM, these codes are ONLY usable with v2.10 and
subsequent officially released versions.

  Example: @;@@PROGRAM@ OUTHOUSE
  Example: @;@@VERSION@ 2.10 (or 2.20)

Note: All RHP files designed for use with this IGM need to use
      2.10, which is the second Official version release.
      -- Usage of the June-July 2003 codes requires v2.20+.
-----------------------------------------------------------------

These are RHP properties, they tell the IGM various things about
the script.  Remember that these have a @;@ at the start!

@;@@PROGRAM@ xxxxxx  What program it's for: Use OUTHOUSE.
@;@@VERSION@ xxxx    Version of program the script is compatible
                     -- Use 2.15+ version number.
@;@@PERCENT@ xxx     Optional chance that RHP will run
@;@@NAME@ xxxxxxxxx  Optional name for RHP (for OH2SETUP), maximum
                     length is 50 characters.  Should NOT contain
                     version # info.  Use following code for that.
@;@@SCRIPTVERSION@ xxxxx  Optional field for Script Version.
                          {RHPTest v1.3+ . Outhouse 2.20+.}
=================================================================

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.

@;@ 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.

@;@@VARIABLE1@ xxxxxxxxx  Gives a name to the given user variable
                          number.  If you define a name, it will show
                          up in the stats.  Covers VARIABLE1 - VARIABLE5.
                          Max length is 13 characters.
@;@                       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)
@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".

@EXIT@                    Stop program, pause, and exit to LORD
@STATS@                   Shows the player's stats
@RUNRHP@ xxxxxxxx.xxx     Run an external RHP program.  Does not return
                          to first program.
-----------------------------------------------------------------

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 to go to.

  @#xxxxxxxx                Section designation, no maximum length
  @GOTO@ @#xxxxxxxx         Go to section xxxxxxx after this command

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

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

This set is for testing existing information and can be used in
Mail or News recording.

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).

@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).

Usable conditions for @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
 WEIRDEVENT : returns if player will have a Weird Event in the forest
 HEALED     : returns if player is healed
 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.
 FLIRTED    : Returns if player has Flirted With another Player yet.
 SETHVIOLET : Returns if player has Flirted with Violet or Seth.
 SEENMASTER : Returns if player has Seen Master yet.
              If True, player LOST a master fight challenge.
              And is not allowed to do another challenge that day.
 SEENDRAGON : Returns if player has Seen the Red Dragon yet.
-----------------------------------------------------------------

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:

 FORESTSEARCH:  Forest Searches   {06/17/2003}
 FOREST      : Forest Fights
 FIGHTS      : Player fights
 KIDS        : Kids
 DEFENCE     : Defense Points.
 DEFENSE     : Defense Points
 STRENGTH    : Strength Points
 EXPERIENCE  : Experience Points
 LAYS        : Lays
 SKILL       : Current skill type points amount
 SKILLUSE    : Skill Usage Points amount, for current Skill.
 HITPOINTS   : Current HitPoints
 HITMAX      : Max HitPoints
 GEMS        : Gems
 GOLD        : Gold in hand
 BANK        : Gold in bank
 CHARM       : Charm
 WEAPON      : Weapon number       {Covers #0-15}
 ARMOUR      : Armour number       {Covers #0-15}
 LEVEL       : Player's level
 KILLS       : Number of player kills
 ALLGOLD     : Total amount of gold
 WINS        : Number of times player has won
============================================================

ALLGOLD can only be displayed in a script, using @*@ALLGOLD@*@
in a text statement.  LEVEL, CLASS, and WINS are display-only
variables, which can't be set by the script writer.
==================================================================

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.

NEW: 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)

@FORESTSEARCH@ x      Searches of Forest paths (1)
@FOREST@ x      Forest Fights ($)
@FIGHTS@ x      Player fights ($)
@KIDS@ x        Kids  ($ increments number by 1, ignores x)
@DEFENCE@ x     Defence ($)
@DEFENSE@ x     Defense ($)
@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}
@SKILLUSE@ x    For current Skill's Use Points. x - Set field to
                what X is.  ($) - Increments field by 1.  {*SEE NOTE*}
                ($ increments number by 1, ignores x)
@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
--------------------

@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
--------------------

Other examples:
  @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.
                        (Outhouse v2.20+, RHPTest 1.3+)
----------------------------------------------------------------------

SKILL Points/Skill Use Points Note:  Through v4.00x, LORD limited the
Skill points, and Use Points, to 40 points maximum per Skill class.
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 -- Lord
Wheel, Free World, etc.)
=====================================================================

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.
@HORSE@       Changes if user has a Horse.  Takes no parameters.  If
              user has a Horse, it's taken else one is given.
@SEX@         Changes user's sex.  Takes no parameters.
@ARMOUR@      Changed!  Changes Armour Name to built in name (same as in
              The Skeleton Happening)
@WEAPON@      Changed!  Changes Weapon Name to built-in name (same as in
              The Skeleton Happening)
@WEIRDEVENT@  Changes if user will have a weird event in the forest,
              that is if they will find gems when entering.
@SPIRITS@     Changes the player's spirits, from high to low or from low
              to high.
@HEAL@        Heals the player.
---------------------------------------------------------------------------

@BARDSONG@       Indicates whether player has have heard Bard Sing.
@FLIRTED@        Indicates whether player has Flirted with Player yet.
@SETHVIOLET@     Indicates whether player has Flirted with either
                 Violet or Seth Able.
@SEENMASTER@     Indicates whether player has Seen their Master yet.
@SEENDRAGON@     Indicates whether player has Seen the Red Dragon yet.
    -- Neither indicates WHAT happened during meeting, just that there
    was one with either Training Master or The Red Dragon.
-----------------------------------------------------------------

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@*@!

These all require Forest Outhouse v2.10+ in order to work:

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
EXPERIENCE : Player's experience
FIGHTS     : Player's Human Fights left
FOREST        : Player's Forest Fights left
FORESTSEARCH  : Player's Forest Searches left
GEMS          : Player's Gems on Hand      {Enabled 06/18/03}
                (Outhouse v2.20+, 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
SKILLUSE   : Player's Skill Use level for current class
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 LORD. (Killed Dragon)
-----------------------------------------------------------------

These three codes require Forest Outhouse v2.20+:

ARMORNUM   : Armour Number.                               { 06/18/2003}
ARMOURNUM  : Armour Number.  Alternative spelling.        { 06/21/2003}
WEAPONNUM  : Weapon Number.                               { 06/21/2003}
             {Outhouse 2.20+, RHPTest 1.3+}
=======================================================================


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

   09/20/2005: All info in file is applicable to RHPTest v1.2,
   v1.3, v1.4, and v1.5;  and to all versions of the four RHP
   language-based LORD IGMs released since 2003, unless noted
   otherwise:

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, The Gateway, and The Forest Outhouse
(v2.10+) 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.

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, and will output the correct case if
they're at the beginning of a sentence.

`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
`l  Do NOT perform line feed (put at the end of a line)
`s  Put player's sex (he/she)
`o  Put player's opposite sex (he/she)
`[  Put player's sex possessive (his/her)
`]  Put player's opposite sex possessive (his/her)
`<  Put player's sex (him/her)
`>  Put player's opposite sex (him/her)
---------------------------------------------------------------------

The following LORD text color codes can also be used:

`1 dark blue            `2 dark green       `3 dark cyan
`4 dark red             `5 dark violet      `6 brown
`7 gray                 `8 dark gray        `9 light blue
`0 light green          `! light cyan       `@ light red
`# light violet         `$ yellow           `% white
-----------------------------------------------------------------

Note: LORD Color Codes section provided by
      Gary Hartzell - gary.hartzell@verizon.net
==================================================================

                   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.

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

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.

   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 or official versions, dated July 2003
   or later, of each IGM or of RHPTest.

   Specifically, these RHP codes work with The Gateway v1.2 and
   v1.3;  The L.O.R.D. Cavern v1.6 and v1.7;  The Outlands Tavern
   v1.5, v1.5a, and v1.6;  The Forest Outhouse v2.20 and v2.50;
   or RHPTest v1.3, v1.4, and v1.5.

   Those are the official versions, as of Sept. 20, 2005, which
   support their usage.      { Revised paragraph 09/20/2005. }
=================================================================


September 2005 Status Notes:
----------------------------
1) L.O.R.D. Cavern - Development for version 1.7 release was
   started in early June 2004.  Released on June 11, 2005.

2) Outlands Tavern - version 1.5 was officially released on Jan. 01,
   2004, and version 1.5a was officially released on Jan. 05, 2004.

   Development for version 1.6 release was started in mid-June 2004.
   Version 1.6 was released on June 11, 2005.

3) RHPTest/LordType - Development for version 1.4 was started in
   mid-June 2004.  Version 1.4 was released on June 11, 2005.
   Version 1.5 was released on September 20, 2005.

4) Forest Outhouse - Resumed development in late September 2004.
   Version 2.50 was released on June 11, 2005.

5) The Gateway - Resumed development in mid-October 2004.
   Version 1.3 was released on June 11, 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.

   -----------------------------------------------------------
   The Gateway v1.3, The Forest Outhouse v2.50, The L.O.R.D.
   Cavern v1.7, The Outlands Tavern v1.6, and RHP Toolkit v1.4
   LORD programs were officially released on June 11, 2005.

-----------------------------------------------------------
   RHP Toolkit v1.5 was officially released on Sept. 20, 2005.

   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
     -- Includes download links for current version of RHPTest
        and LordType utilities tool-kit package.

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


OH2-Code.txt created by Donald Tidmore.

The original Codes.txt file, used by The Gateway, LORD Cavern, Outlands
Tavern, RHPTest, and this IGM, was created by Jason Brown - jmbrown@pcisys.net

Donald Tidmore, author.  Adapted from Robert Fogt's Outhouse IGM.
Email: ktidmore@bellsouth.net.  OR donald.tidmore@usa.net.
---------------------------------------------------------------------

Notation: Sept. 2005. Synchronized documentation to match info
used in the RHP Toolkit's RHPTCODE.TXT file.
===========================================================

End of OH2-Code.TXT file for The Forest Outhouse IGM.
Created from CaveCode.txt on Apr. 11, 2003.

Last Revision:  September 20, 2005.

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