				Notes History: 
		   Game Master's Mytical Mind v1.06
	
  This program requires microsoft's share.exe loaded
  
New with Ver 1.06:
   Monster Database:
	Under Play Stats choose add a monster to view database.
	New Monster -- Adds a blank monsterform to add a new monster
			name must be unique
			name cannot be changed after entered
	Delete Monster -- Deletes current monster
	Note -- quick help
	Arrows left-right -- these Control the movement to the next or last 
		monster. They also save current monster stats.
	Show Picture: Shows Monster Picture. Drag to Move it. Double click to hide it.
     Definitions:
	Name - Monster Name (50 character max) ex. Giant, Hill or Dragon, Red or Aarakocratie
	Climate -- Monster Climate possibilities. (75 char max) Click on Box and press the 
			insert key to add from list of climates. Drag selection
			 from climate list to Climate selection on monster form.
	Terrain -- Same as above, but Terrains
	%Freq. (integers only)this is a percentage which weights the random possibility of 
		encountering this monster when a random encounter is generated.
		a low number means a little chance, unless this is the only type 
		available in the climate/terrain.
	Organiz-- not critical info at this time (30 char max)
	Activity Cycle - not critical info at this time	
	Diet-- not critical info at this time (30 char max)
	Intell. inteligence -- not critical info at this time (integer only)
	TreasType Treasure Type -- not critical info at this time (1 Char Max)
	Alignment -- not critical info at this time (max 30 char)
	#App#Dice --(integer only) this selection is to put the number of dice
		     rolled to determine Number of monsters 
		     appearing in an encounter; ex. if 2d4 monsters
		     occur, the 2 would go here.
	#App#side-- (integer only) this selection is to put the number of sides
		     per diceto  determine Number of monsters 
		     appearing in an encounter; ex. if 2d4+1 monsters
		     occur, the 4 would go here.
	#App#Mod.-- (integer only) this selection is to put the number added
		     to the  Number of monsters rolled above 
		     appearing in an encounter; ex. if 2d4+1 monsters
		     occur, the 1 would go here.
	AC -- Armor Class (integer only)
	Prim.Move primary movement rate-- not critical info at this time(max 30 char)
	Walk Rate -- not critical info at this time (integer only)
	Run Rate -- not critical info at this time(integer only)
	Fly Rate -- not critical info at this time(integer only)
	Tunnel Rate -- not critical info at this time(integer only)
	Swim Rate -- not critical info at this time(integer only)
	#Hit Dice-number of 8 sided die to roll to determine HP per monster.(integer only)
	#HD Modifier-number added to above to determine HP per monster.(integer only)
	Thaco --- Hit ability.(integer only)
	#Attacks -- number of attacks per round.
			modified by attack information. 
	Special Atks. Special attacks -- not critical info at this time(max 50 char)
	Special Defn. Special Defenses -- not critical info at this time(max 50 char)
	Magic Resist - Magical Resistance ability -- not critical info 
		at this time(integer only)
	Size -- Size of monster single character.-- not critical info 
		at this time (20 char max)
	Morale -- Morale level -- not critical info at this time (integer only)
	XP Value -- not critical info at this time (integer only)
	Description -- Long Description-- not critical info at this time (any length)
	Bmp Location -- Location of monster Picture (include Path ex. c:\windows\wolf.bmp )
	WAV Location -- Location of monster Sound (include Path)not implemented yet

	Att. # -- which attack
	Weapon -- Description of Weapon
	#Dice -- number of dice to roll for damage involved with attack
	#Sides -- number of sides to each die to roll for damage 
		involved with attack
	#Modifier -- Added to above roll
		ex. damage is 2d8 +3 then 
		#Dice = 2
		#Sides = 8
		#Modifier = 3
	Add Attack -- add a new attack
	Delete Attack -- delete current attack form




Other Info:
 In Player Creation Area:
	Currently recognizable Spell casting Classes are (exactly as spelled below):
	Druid
	Mage
	Cleric
	Ranger
	Paladin
	and any combination up to three of them above. Note capitalization IS 
	important.
	EX: Mage/Cleric/Paladin or Cleric/Mage or Ranger/Fighter etc...

	Player Levels are important. For multi-classed characters, enter levels
	with the "/" between them (no spaces) 
	EX:     Class: Cleric/Mage   Level: 5/4

	Nicknames must be filled out, and changing them and then saving 
	creates a new character.

	All Fields Must have proper data (numbers in number areas etc)
	(Gold cant have a value like "10p"). All fields must be filled 
	before saving is allowed

	*Future versions will allow for User Class Definitions

   Spell Casting:
	When Casting Spells, make sure not to leave a Spell Selection Line Blank
	before you begin the next round, as you will loose the selection.       

	When the New Round button is pressed, the currently cast spells are erased 
	from the casters Memorized Spells List unless a generic spellcaster has 
	been used. i.e. Mage, Cleric, or Mage/Cleric

	Select "..More.." to view the selected Charcters Memorized Spell list and 
	spellbook in detail. From here, spells can be added to Memorized Spells, 
	and to the Spellbook, but the character must then be re-selected to update
	his available spells list in the Casting Window.

	Using the Time Module automatically updates Spells in Effect duration.

	Spell lengths are calculated based on the formula in the Duration listing
	for the spell, and the Casters Level. Note, Lengths for Special durations 
	or other non-formula durations are set to 1.

   Adding Spells 
	Spells must have a name and level.

	One Spell must be in the database at all times

	Spell Duration format is critical. Some Examples are:

	EX: 1d6 turns/level + 3 rounds 
	    1 round
	    1 day/level
	    6 rounds + 2 days/level
	    4d6 hours + 1d4 rounds/level
	    
	recognized time increments are:
	day, days
	round, rounds
	hour, hours
	turn, turns
	
	Experiment with durations to determine if your formula is recocnizable.
	Just be careful of spaces as the only spaces should be around numbers or
	die groupings, and the "+" sign. the "-" sign is not recognized.

	*Future updates will allow spell importing

   Memorized Spells, Spell Books and Spell Lists
	
	These windows allow quick reference to Spells and their descriptions.
	Although basic characteristics cannont be changed here, Spell Descriptions
	can be modified.

	To memorize a spell, Drag the spell from the Spell Book to the Memorized 
	Spell List. 

	To Scribe a spell, drag the spell from the All Spell List to the Spell Book
	List

	Note, Cleric Types Do not have a Spell Book, but multi classed Do.

	*Future Versions will calcuate spell memorization,scribe times.
	
  Attack Sequence (Ouch!)
	Clicking on Monster Number on Battle Grid updates Attack Sequence Monster
	Numberselection.

	Pressing the Top GO Button calculates the Monsters Thaco vs Players current
	AC, and adds to hit modifier ( i.e. +1 means better chance by 1)
	and then determines hit.
	
	Use modifier to Increase (+) or decrease (-) monsters Ability to Hit 
	Player
	
	Pressing the Bottom GO button subtracts the "hitting for" amount from the 
	appropriate Monster HP.At this time the playerwho hit monster is 
	unimportant

  Game Time:
	Game Time is a standard Calender/Clock Based on 365 days per year.

	When closing the program, the Game Time and Real Time is stamped 
	on the Game Log called dmind.log in the program directory.

  Battle Table:
	The Battle Table keeps track of the tedious work for you.
	
	Current Content Sesitive areas are:
	H.P. This value is updated manually, by the Attack Sequence Window, or by
		the General Input Selection

	Thaco This value is used to determine Monster Ability to Hit a Player
		when using the Attack Sequence or General Input Areas

	#AT     This is a single Digit Value determining the Number of Attacks 
		per round a Monster Has. Future Versions will allow 3/2 type 
		entries, but for now only single digits are valid

	Damage  This Value determines Damage formulas per Attack.
		Some Recognizable Values are:
		when #AT = 2 
		1d8,1d12  NOT- 1d100,1d202 or 1 d 9, 1d 10
		1d6+20,1d8  NOT- 1d6 +20, 1d10

		Note the lack of spaces, and no 3 digit numbers
		
		H.Roll shows ability to Hit results
		
		D.Roll shows Damage computation results

		Init. shows monster movement order.

	Status- When this value = Dead, the monster is hidden
		(This Value is good to track unusual situations 
		(Gassed, Poisoned, fled etc..)

	Battle Complete Button - Press When Battle is complete, this will
		close Battle Table

	Print Table -  Prints Battle Table
	
	Reset Rows - resets row heights to view dead monsters

  Dice - To move dice, click on a result area on dice window and drag.


	
Final Notes (Bugs and Stuff):
	Adding attack forms resets the attack listing to the first attack when you try to modify the added attack form.
	 just arrow (click right arrow) back to new attack, and input your information.

	Most Database areas require pressing an arrow key to ensure the 
	 storage of your data.

	When initially loading the program it will ask you to set up different areas.
	 Ignore these requests untill the primary data location is set with the Browse function
	 After you have reloaded the program.. then set up climates, terrains and monsters.	

	The program was optimized for 800x600 mode so running in less, you will have to move 
	modules around all the time. I hope to save window locations in the future.

	Power outage or turning off the computer
	during Program execution could cause damage to 
	your database files. Be Careful. Make Backups.

	Modify WAV files to suite your taste.
	To here Hit values over 12 just create a WAV file for each number
	and save them in the program directory.
	EX: 13.wav  14.wav 15.wav etc...

	The program HAS TO FIND the dmind.cfg file in a directory called
	c:\  ,If you do not have one, make one. This will be fixed 
	in future updates.



	This product has been tested in selveral Gaming sessions by
	several GM's. It has been shown to be a great tool for 
	speeding up game play. Especially combat. If you have
	any major problems with the program send reports to:
	petro@fastlane.net
	attn: Randy Rodrigues
	
	Thank you


	
