			    Functional Requirements
			    -======================-

One of the most important things you MUST remember about any program that
attempts to be a DM helper is that:
	RM/MERP are complex systems and to help you they must be complex
  and have a reasonable 'set' of information about each character. The
  more you want out of this program the more you must put into it. You
  NEVER get something for nothing NEVER.

Everyone has difference 'house' rules and thus this program will only 
have standard rules from the ICE manuals.

I have tried to go for the 'less is more' approach in that I wanted the
most amount of functionally for the smallest amount of information typed
in. If I wanted to make it complete I'd never get it done.

             --------------------------------------------------
Requirements:

To automate combat, providing table lookups and requiring no user 
 intervention except to record the dice roll, damage and actions.

   The attack roll is to be adjusted by:
	the defenders DB and Parry/shield
	the attackers weapon's special modifications
	if the defender is stunned or unconcious
	any special modifiers or one-off OB bonuses
	any Activity Penalties from previous attacks received
	if the attacker is at 49% of max hits or less

   The Critical roll/result is to be adjusted by:
	the defenders armor condition (if this feature is turned on)
	if the defenders 'Crit Adj' is enabled
	the attackers weapon's primary/secondary critical values

   The Attack result is to be adjusted by:
	if the defenders 'Ignore Atk' is enabled

   The attack will not occur if:
	they are stunned
	they are inactive
	they must parry (critical result)
	they have 2 (or more) attacks and the 2nd/3rd attacks will only
	 occur if the preceeding one is successful or does a critical of
	 a certain level
	the attacker fumbles, all results are then done against them

   The parry will not occur if:
	they must attack (critical result)

   Their initiative is adjusted by:
	any Activity Penalties from previous attacks received
	any encumbrance (if this feature is turned on)

The program will automatically apply the results of an attack to a character

To calculate XP based on:
   if they perform a M&M with a result of >100%, XP = (level ^ 2) * 5
   if they perform a Static M&M with a result of >100%, XP = (level ^ 2) * 5
   for every hit received give 1XP
   for every critical received give 100 per level ie. B = 200
   for every critical given, give 5 * critical_level * defenders_level
   for each spell cast give 100 + (their_level - spell_level) * 10
   if a player kills another in combat, any XP left is given to them. If they
    kill them in single combat they get double the XP left
   if the defender is stunned then only 50% of the XP is given
   if the defender is unconcious/inactive then only 10% of the XP is given
