[REVISION HISTORY / WHAT'S NEW]

;Special Characters:
; = Alpha working concept version
; = Beta test version
;a,b,c... = minor revision

v1.0 - RHP Toolkit concept ironed out, made working.

v1.0 - Beta testing on

v1.0 - {program} released to the public!

v1.1 -  Some change.
        Some change.
====================================================

v1.2 - Notes by Donald Tidmore on updates to RHPTest/LordType.
       * Fixed spelling errors in source code.  Verified that both
         utilities worked without problems using LORD v4.06, v4.07 beta,
         under the Microsoft Windows ME operating system.
       * July 09, 2002 - Added the @DEFENSE@ RHP Code.  Original
         @DEFENCE@ code is still usable.  New code implemented in
         each LORD IGM.  Updated Rhptcode.txt (Codes.txt) file.
       * July 15: Revised Codes.txt files for RHPTest, and each IGM,
         to cover previously omitted info about @IF CLEANMODE@,
         @IFNOT CLEANMODE@, @USER1@ - @USER5@ (Gateway-only codes),
         and @VARIABLE1@ - @VARIABLE5@ codes.
       * Improved readability of RHPTest screen reports on tested
         scripts.  User will need to periodically use DOS CLS command
         to clear the screen.  Some scripts will screw up the screen
         colors, so that it becomes difficult to read data on-screen.
         Similar improvements were also made to LordType.
       * Stats Screen changed to use Light Cyan for displaying the
         player's stats.  Covers the same stats that LORD does. But
         does not list stuff like Player's Sex, Real name, etc.
       * Fixed spelling errors in RHPTools documentation files.
       * Oct. 21, 2002: Added support to RHPTest, and each IGM, for
         usage/testing of RHP Scripts using the following codes:

         -- @SKILLUSE@ - For Skill Use Points, of current Skill class.
            Ex. If player is a Thief, it covers Thief Skill Use Points.
         -- @KILLSAVE@ - Works same as @KILL@, except that a player who
            has a Fairy is granted a 50% chance it will restore them
            to life.  If they don't have a Fairy, or the Fairy is "on
            strike", the player is killed.  Script ends.  IGM closes
            down, and player is returned to LORD as a corpse.
         -- @FLIRTED@ - Indicates if Flirted With Player is used yet.
         -- @SETHVIOLET@ - Indicates if player has Flirted with either
            Violet (male player) or Seth the Bard (female player).
         -- @BARDSONG@ - Indicates if player has heard Bard sing yet?

       *  RHPTest now reports, in the script summary, any changes made by
          the script to these LORD stats:  Level, Sex, Lays, Class, Kids,
          Game Wins, the three Skill Point types, the three Skill Use
          Point types, Weapon number, Armour number, Flirt with
          Violet/Seth, Hear Bard Sing, Is player Dead?, Horse, and
          High Spirits.
       * RHPTest now tests scripts using 20 Skill points, 20 Skill Use
         points for each Skill Class.  So that script testers can easily
         test things like Mind Healing.
       * Oct. 27, 2002: Added support for two more RHP Codes:
         -- @SEENDRAGON@ - indicates if player has Lost battle with
            the Red Dragon on current day.
         -- @SEENMASTER@ - indicates if player lost their Master
            Challenge fight on current day.  If so, they aren't allowed
            (without stat reset) to make a new challenge that day.

       * RHPTest and the three IGMs now fully support all of the LORD
         stats which can be used online by an IGM.  Two stats, Is Player
         Dead? and Sleeping in Inn?, aren't usable in an IGM, so they
         aren't supported as RHP Codes.

       * RHPTest presets Fairy, Horse, Flirt with Player, High Spirits,
         and Weird Event in Forest to False.  Then if the Script ends
         with any of them changed to True, it reports the changed events
         in the Script Summary.

       * Made sure that RHPTest, and each IGM, will not allow LORD
         stats, such as Experience, to go below/above their LORD limits.
         Script authors should be aware of those stat limits and not
         attempt to write scripts that violate them.  For details on
         them, see Lordstrc.pas file. It is distributed with each
         version of Legend of the Red Dragon (LORD).

       * Rhptcode.txt: Removed info on non-existent RHP commands
         @FILE@, @FILEEND@, and @EMBEDDED@.

       * Oct. 31, 2002: Prepared RHPTest v1.2 and LordType v1.2
         for public release.
         ------------------------------------------------------------

v1.2 -  * Source code optimized Nov. 02, 2002.
        * Rhptest.exe reduced to 61 KB size, saving 8 KB.
        * Now includes support for ALL LORD stats that the RHP Code
          language can handle. 

       * Publicly released on November 02, 2002.
       * Docs-only utility update released 12/04/02 and 12/31/02.
         ------------------------------------------------------------

v1.2a Beta  - April 11, 2003: * Began preliminary work for RHPTest.exe
          update to handle RHP scripts file designed for usage with
          The Forest Outhouse v2.01+ beta IGM.
        - Created Oh2-Code.txt for Outhouse IGM, based upon the
          existing CaveCode.txt for L.O.R.D. Cavern v1.5/v1.5a.

        - April 13: Synchronized RHP Language code files for RHPTest,
          L.O.R.D. Cavern, Gateway, Forest Outhouse, and Outlands Tavern.
        - First recompile of Rhptest v1.2a done for testing.
        - LordType v1.2a recompiled with updated Lordmis.pas unit file.

        - Completed code update of Rhptest.pas for support of Forest
          Outhouse RHP Scripts testing. 04/14/03.

        - Completed code update, tested with L.O.R.D. Cavern, of RHP
          Language file testrhp.pas, for changes to New_Weapon and
          New_Armour functions.  05/02/03.

June 14-16: Worked on RHPTest handling of the `w (weapon) and `a
         (armour) codes. Simply stated, the utility doesn't read
         the LORD player.dat file at all.  It uses auto-generated
         values for some Lord stats.  When it sees 'w code, it just
         inserts "Weapon".  When 'a code is seen, "Armour" is inserted.

         The IGM-run script does have access to the LORD data, so
         it will properly insert an actual weapon/armour name.

         Worked on the codes that one uses in script dialogue, to
         refer to speech by player, or by character.  And the possessive
         pronouns used by player versus character.

June 18: L.O.R.D. Cavern v1.5b, Gateway v1.1b, Forest Outhouse v2.15,
         Outlands Tavern v1.4b RHP Language files synchronized
         with Testrhp.pas, for RHP Toolkit v1.2b.

June 26: L.O.R.D. Cavern v1.5b, Gateway v1.1b, Forest Outhouse v2.15,
         Outlands Tavern v1.4b RHP Language files synchronized
         with Testrhp.pas, for RHP Toolkit v1.2b.

June 29: RHPTest v1.2c beta.  Added functions for random selection
         of actual names for Weapons and Armour.
         LordType v1.2b beta. Observed it uses Lordmis, so it needed
         recompile.

==========================================================================
July 04: L.O.R.D. Cavern v1.5c, The Gateway v1.1b, Forest Outhouse v2.16,
         Outlands Tavern v1.4b RHP Language files synchronized
         with Testrhp.pas, for RHP Toolkit v1.2c.

                      **** June/July work summary: ****
         -- The Stats screen layout is redesigned, with new colors usage.
         -- When player's Skill is at/above 40 points, the word (MASTERED)
         is shown beside the number of points, for that Skill class.
         -- Added code in late June to handle @;@GEMS@;@ usage in scripts.
         It had accidentally gotten overlooked in November 2002 updates.

         -- These existing codes now can be used in math formulas.
         For full details, see RHPTCODE.TXT or the *Code.TXT file for
         the IGM you are programming RHP Scripts for.

         MALE - Value 1.  FEMALE - Value 2.  These all are 0/1 values:
           HORSE, FLIRTED, SEENMASTER, SEENDRAGON, BARDSONG, WEIRDEVENT,
           SPIRITS, FAIRY, and SETHVIOLET.
         ---------------------------------------------------------------

         - Why are there new codes for Weapon/Armour Number?  The old
         WEAPON and ARMOUR codes, depending on their use, either would
         use the player's Weapon/Armour number or change the player's
         Weapon/Armour name to corresponding name of item you obtain
         from the Skeleton in L.O.R.D. Cavern.

         * Weapon Numbers supported are 0-20, with support for any number
         above 20 (if one exists).  Items #16-20 specifically were added
         for compatibility with Chris MacPherson's Pawn Shop LORD IGM.

         * Armour Numbers supported are also 0-20.  The #16-20 numbers are
         for comptatibility with Pawn Shop, and other LORD IGMs which
         may use non-standard LORD armour items.

         * If used in math formula, the actual value of the LORD stat
         is used.  Ex. WEAPONNUM*5, if player had Death Sword (#15) the
         result would be 60.
         ----------------------------------------------------------------

         -- Worked on bug involving GEMS code, where it sometimes did not
         display the "YOU GAIN xxx GEMS" or "YOU LOSE xxx GEMS" messages
         properly when scripts were executed by IGMs or RHPTest.
         -- Existing codes Fighter, Magic, and Thief may be used with
         math formulas now.

Nov. 07, 2003: * Officially released The L.O.R.D. Cavern v1.6, The
         Gateway v1.2, and RHP Toolkit v1.3 programs Friday night.

Nov. 08, 2003: * Officially released The Forest Outhouse v2.20 IGM,
         and RHP Toolkit v1.3 programs on Saturday night.

         Outlands Tavern v1.5 will be released later this year.
         ==============================================================

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