			      RM/MERP Combat Program
			      -====================-

26th Apr 1996:
Minor bug fixes and the like
Added Weapon Critical Adjustments ... in the weapon form of the player there
 is a CA field. ANY critical given out by this weapon will have the critical
 level adjusted by this value (only the primary critical will be adjusted).

20th Mar 1996:
Fixed a Crit roll bug. If you modified the crit roll (only) then it applied
 both rolls.
Fixed some Opportunity Action bugs/problems. If doing an Opp Action it defaults
 when editing the action. If you do an Opp Action against someone who's not
 doing anything it puts the action in randomly. At the end of the round it
 shows you all the Opp Actions not done and then if you put in any ID's in
 the effects field it will then do those actions.

15th Mar 1996:
Finished the RM data file ... YES
Added another startup option "/rnd". This writes party/monster/extra files
 to RNDxxx.PTY, RNDxxx.MON, RNDxxx.XTA so that you can debug anything that's
 happened.
Fixed a multiple actions debug/feature

5th Mar 1996:
Changed the 'Parry' to default to 50% of their current OB
Fixed an 'inactive' bug
Under 'Edit' added a 'Set Act' option to allow you to set all those selected
 to have the same first action type.
At the end of a round it shows you all opportunity actions not done
It doesnt reset an opportunity action that's not done to a normal action. It
 keeps it as an Opp Action.

4th Mar 1996:
Added 'Must Parry' & 'No Parry' to the interpreter

26th Feb 1996:
Added a log file viewer under 'Edit'-'LogFile'.

19th Feb 1996:
Another playtest and all went well ... for the DM anyway ... I lost another
 character ... it's getting like CoC <G>
Re-arranged the player edit screen to put the most used fields up the top
Added another special attack called "Con Drain". It decreases the defenders
 CON and if it reaches 0 it displays a message.

12th Feb 1996:
It's first PLAYTEST and it went well. A couple of minor 'features' but it was
 good.
Fixed minor problem with Bandage action

10th Feb 1996:
Changed ALT-A to show all the actions that are happening ... DM information
Minor bug fixes

8th Feb 1996:
Added the help system in ... F1 at most points will give help
If you load in an extras file it'll load in all the other files automatically

7th Feb 1996:
Minor bug fixes
Moved back to DJGPP v1.13 .... works now as the memory leaks are fixed and I
 fixed a display bug

5th Feb 1996:
Minor bug fixes
A Full 8 round test of the software

2nd Feb 1996:
Minor bug fixes
Added Armor Endurance as a switch in Setup. You should calculate the armor's
 endurance at (50 * AT) + (20 * MagicalBonus)
Added XP adjustments ie. if stunned get 1/2 XP, inactive/uncon = 1/10 XP
Added fumble adjustments based on M&M level, weapon or spell used

31th Jan 1996:
Minor bug fixes

29th Jan 1996:
Minor bug fixes

28th Jan 1996:
Fixed up the 'I' initiatives system to be QU + 1d10. Added an 'L' system to be
 QU + AG + level. In both cases the AG/QU field on the characters form must be
 the appropriate bonus(es).

25th Jan 1996:
Minor bug fixes
Monster pick list edit works now. Loading in from 'Qk Monst' does strange
 things to the menu system. So save your info, exit & go back in to fix

24th Jan 1996:
Minor bug fixes
Multi-actions entry changed & characters with multiple attacks action entry
 changed

23th Jan 1996:
RM data files fixed and loading OK

20th Jan 1996:
Changed it so that it reads in the data files as it needs them, not all at once

19th Jan 1996:
Moved the Monster Pick stuff to 'Edit'.
Temp. Penalty & interpreter bug fixed.

17th Jan 1996:
Moved back to MSC ... GCC has TOO many problems and I've not got any hair now.
Screen display cleanup.
Minor memory/interpreter bugs cleaned up ..... YES

12th Jan 1996:
Moved to GCC (DOS)

11th Jan 1996:
Completed RM Attack tables. Minimum attack roll is 42 ... it is the meaning of
 Life, the Universe and everything <G>
Starting on RM Critical tables. My poor fingers <G> ... my wife's left me ....
Verified 'Setup:System Dir' works in all cases

9rd Jan 1996:
Added the Parry/Delay Attack info into the edit player's actions window/form
XP Calc code almost complete
End of Round code almost complete
Armor Endurance complete
Added size to monster attacks so that you can have a Large monster doing a
 100MCr or 80HCl etc. This field can only be used by monsters.
Added in the weapon BF code

8rd Jan 1996:
Adjust 'natural' attacks (trample/stomp etc) by their size
Adjust LA/SL attacks so that if the critical is less than a value then ignore
 the critical. if (LA & crit < B) or (SL & crit < D) ignore critical
Added the XP Calc code but it's not completely tested yet
No Rnds loading a missile weapon adjusts the 'Adj' field. Crossbow's can be
 fired every round but at a OB-200 penalty
Adding code to do an attack next round based on the current attack result

7rd Jan 1996:
Added in sections to do Weapon breakages and Armor endurance. It doesnt do 
 anything yet but it will. Armor Endurance/damage is on 20% breaks which adjust
 the critical received ie. if cur/max = 40% add 2 levels to critical received.
 Armor damage is calc'ed as +1/hit taken, +10/level of crit taken.
Added Stun effect - if #stunned > ((max_hits / 10) + 5) then unconcious

5rd Jan 1996:
Did the 'logging' code and it logs the actions and their results to a file as
 specified in the Setup menu option
When the system needs field input in a round, it highlights the Title in gold
Added in a Monster Pick screen under File->Load->Monst Pk. You can then say
 that you want 3 of these and 4 of those. Note: it's not complete yet, just a
 taste of things to come <G>

4rd Jan 1996:
More work on the action entry system.

3rd Jan 1996:
Minor fixes.
Expanded the action entry system and added it's components in.

22th Dec 1995:
Minor fixes.
Added encumbrance in as approximation of the RM rule. Switch in Setup to use.

21th Dec 1995:
Fixed the disappearing Menu Titles on 1st line of screen.
Using color screens the forms now highlight the field you're on.
Changed the color of the menu selectors.
Selectors added for Ignore Atk & Crit Adj. Note: ONLY usable for monsters.
Added new Setup field "Roll all Rolls". If 'Y' then it'll roll all rolls.
Added the temporary penalties to the Actions form & cleaned up some of the
coding to do with them.

20th Dec 1995:
Added in the Herb reference section.
Screen mods/features/bugs suggested by Renaud. Check "keyboard.doc".

19th Dec 1995:
Fixed a bug with loading/saving file from the Menu system.
Added stuff in for Must Parry/No-Parry.
Fixed bits with the weapons as the interpreter was adding OB to defender.
Cleaned up some of the display sections.
Added field selectors in and verifications on other fields.

18th Dec 1995:
Completed Large/Super Large critical adjustment stuff. Added those tables. 
The SL table is the LA table but the critical roll is at -20 (for MERP only).
Minor bug fixes on the interpreter. Please note that it doesnt do everything
yet.
Completed multiple attacks and their conditional follow-ons. If an attack has
no special modifier of C? then it'll always happen, otherwise it'll check the
result of the previous attack and base it's result on that.
Added a temporary Actions form for people to review. To use it, go into Rounds
and then select whom you wish to do actions for. ALT-A works aswell.

16th Dec 1995:
Added a Ignore Atk field for monsters. If set they'll ignore certain types of
attack results (Stun, Bleeding etc). Only SB are valid currently.
Fixed Critical tables which had information missing.
Added language parts to critical/fumble tables.
Increased the Spec. Mods field to 30 chars. Changed the Weapons form.

15th Dec 1995:
Working on the interpreter and it mostly works. Hooked it into the system.

13th Dec 1995:
Secondary Criticals .... done.
Added finer detail for resolving sec/ter attacks as it should be on a person to
person level for that round. It WONT be able to do constant results of an 
attack ie. got secondary Grapple and thus gets a constant C Krush every rnd.

12th Dec 1995:
Added M&M actions.
Added Static M&M actions.

11th Dec 1995:
Finished Spell Attacks.
XP Calc's from actions started.
Misc bugs fixed.
OB mods if defender stunned/unconcious.
Missile Attacks so the no. rounds spent loading (after weapon name).

10th Dec 1995:
Added Fear/Poison/Base Spell attack stuff in. Note: in the Melee Attack form the
"Roll" field now becomes "RR R" which is where you put in THEIR resistance roll.
It will then calculate if they have resisted or not. You can then fill in the
details of the attack. Base Spells work the same way as attacks but it will give
you the adjusted Base RR they must roll over to resist. It will automatically
roll the RR if a monster.

9th Dec 1995:
Added Spell fumbles and extra bolt attack tables to handle max attack rolls.

8th Dec 1995:
Attack/Critical table lookups now working. It will adjust the Critical based
on the MAX the weapon gives and on the "Crit Adj" field for the defender.
If it's a monster then it'll give you a random no. for the attack/critical roll.
Not Tested: secondary crits etc.
Tested: multiple defenders/attacks, fumbles, spell attacks
Added Spell Weapon to Weapon Detail form.

7th Dec 1995:
File Load/Save both bring up a window with all the files that match their
extension. Use the arrow keys to hightlight and ENTER to select. F4/End
aborts the form. Page Up/Down goes to Top/End of window.
Round stuff - calc's roll stuff correctly. Display DB separated if defending
against multiple attacks (shield, parry values). The "Roll Adj" field is always
the attacker's OB - defender's Base DB. It will include the shield/parry 
values if defending against one otherwise YOU must adjust the "Adj" field DOWN
with their Shield/Parry value splits. If you just modify the attack roll then
that will effect such things as FUMBLES and any UM (UnModified) roll look ups.
Also done RR stuff but nothing calls it yet.

6th Dec 1995:
More round stuff. Mostly "behind the scenes" code for when the Action screen
is finalised.
Added a startup option "/b" to switch it to Black&White.
Fixed initiatives code and the party display code.

5th Dec 1995:
Round display stuff. Added some actions into the test player file. It cleans
out all the actions after a round so you'll have to keep reloading.
Added system action fields to Actions Detail in Player Edit.
Completed End of Round stuff (completing Triggers/Modifiers).
Finished sections of the Round initiatives (T/B).
Made temporary Attack/Spell results forms.

4th Dec 1995:
File load/saves now displays a window with all the files matching and you can
move the cursor around to select (ENTER) that file. F4 aborts screen. Please
note that it will then use this as the current file for QkSave/Save.
Players/Monster Edit now has Actions field (so you can see their actions), a
Qu/AG stat field for Init calculations, a Crit Adjust field which will adjust
the critical received either by value (E -> C) or by table ie. SuperLarge.
Qk Add now works. It'll add in a series of the same monster ie. 5 Orcs.
Reset party/monsters, will now reset them to FULL strength and clear out any
damage/XP taken.
Loading monsters, it'll ask if you wish to merge the file if you've already
got monsters loaded.
Edit Monsters, displays the ID of the monster in the title.
Starting on the initiative system calculations.
Starting on the End of Round stuff.
Added Fear in as a special attack. The only problem with this one is that it
only happens once per player per monster (usually!?). Work around - once
everyone's been Fear'ed then give them ONE attack instead of TWO.

1st Dec 1995:
Ok, what's been done. Well, the menu system seems to work well but not all
the options have been put in yet and most have no code behind them. You can
edit players/monsters and I'll be making a standard set of monsters to include
in the distribution set to make it very easy for a DM to do ad-hoc combats.

You'll notice that editing players/monsters will give two slightly different
forms. This is because I assume that monsters will not need those extra stats.
When you go into the Weapon Details it will either display a melee weapon
section or Primary/Secondary/Tertiary attack slots. It will display Prim/Sec etc
if No Atks is more than ONE. Note: this is different to having two or so actions
of which both are attacks. If you go into a blank weapon description you'll get
a selection of weapons to pick from. This doesn't include natural monster 
attacks at this stage. It will then fill in all the details that it knows 
about that weapon.

The ALT MENU will work in any form/menu.


Areas still needing definition/work:

Well, apart from most of it <grin> the main areas that are concerning me is
how to do the actions entry and displaying/entering attack results.

The attack results form must have:
	Roll Adjustment (DB, parry etc)
	Their Attack Roll
	Crit Roll
	Hits given
	Bleeding
	Stun
	Activity Pen
	Crit Value (A,B,C etc)

The secondary critical results form must have:
	Crit Roll
	Hits given
	Bleeding
	Stun
	Activity Pen
	Crit Value (A,B,C etc)

The spell attack results form must have:
	Spell Level
	Roll Adjustment (DB, parry etc)
	Their Attack Roll
	Crit Roll
	Hits given
	Bleeding
	Stun
	Activity Pen
	Crit Value (A,B,C etc)

Also, Opportunity Actions ... I think that there are TWO situations. One, where
the DM knows that it will occur (and against whom) and the other where they do
not. The program will, if the Effects field has been filled base it's initiative
value on the action initiative value of the first ID in the list and subtract 
ONE from it. Otherwise the ALT-O will bring up a list of all the actions with no
Effects and allow you to then complete the information. It will then insert the
actions at the next available point (ie. ASAP).
