				Notes: 
		   Game Master's Mytical Mind v1.01
	

   In Player Creation Area:
	Currently recognizable Spell casting Classes are:
	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.

	Note, it is not possible to drag a spell from an All Spell List to a 
	Memorized Spell List.

	*Future Versions will calcuate spell memorization,scribe times.

	
	Bug Note: At times, it will be impossible to close a Spell List. Simply Move
	to another Player Profile in the Add Player Section to Close Spell Lists.
	
	Be careful Deleting Spells from an All Spell List  as 
	the spell list may not update properly.
	
  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 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.

  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:
		#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 - (registered only) 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:

	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:\windows  ,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


	
