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