; GROUPS
;
; NOTE: You probably don't even want to bother with monster groups any more, though an understanding
; of them might be of some use.  Most world designers prefer to use the Link Editor to graphically
; place monsters individually on the map(s).
;
;-----------------------------------------------------------------------------
; Monster Groups
;
; These define the particular groups of monsters encountered in automatic fight
; scenes.
;
; When an automatic fight scene starts, the nearest link points 'difficulty level'
; is used to find a monster group.  Then monsters from that group are added to
; the fight scene, but randomly.  The likelyhood of a monster being added increases
; with distance from the link point (this is so that monsters get tougher the
; father you go from town.
;
; You can duplicate monster ids in the list if you want there to be a chance of
; several of that kind of monster in the same fight.  For example, the list:
;
;     1,1,1,2,2,3
;
; Could have as many as three monster 1, two monster 2, and one monster 3, though it
; is more likely to have fewer.  Close to the link point, there is likely to be only
; a single monster, and it will be most likely to be a type 1 monster.  Farther from
; the link point you are more likely to get the entire list of monsters.
;
; The idea, by the way, is to group monsters which you think are more likely to 
; hang around together. Like lots of water monsters in a group tied to a watery link.
;
; If the link point specifies a POSITIVE difficulty level, then the monster list will
; get EASIER the closer you are to the link (this is suitable for 'town' links).  If
; the difficulty level is NEGATIVE, then the monster list will get HARDER as you get
; closer to the link.  (suitable for some 'guarded' area).  So, difficulty levels
; -3 and 3 both refer to monster group 3.
;
; By convention, we will let difficulty level '0' mean 'no particular monsters near
; this link.  Suitable for some sort of healing pool area.
;
;  arg 0 :  ID# (1-255)  This is the 'monster difficulty level' argument in the link
;  arg 1-9; up to 9 monster IDs
;
;	id	potential_monster_list
;
; Act I and II
	2, 1, 1, 1, 1, 2, 2, 50
	3, 1, 1, 2, 2, 2, 50, 50
	4, 1, 2, 2, 50, 50, 50, 50
	5, 2, 2, 2, 50, 50, 50, 50
	6, 3, 3, 3, 52, 52, 52, 52
	7, 51, 51, 51, 51
	8, 52, 52, 52, 52, 52, 52, 52
;----------------------
; Act III
	9, 5, 5, 5, 5, 5, 5, 5
;---------------------


