;
; MONSTERS
;
;-------------------
; Monsters

;	//	arg 0	ID# (1-4095)
;
;				* ID:
;
;				This is the numeric ID number of the monster.  Each monster must have a
;				unique ID number.
;
;				A monster ID of 0 (zero) is special and is actually a set of percentage multipliers
;				used to tune the "algorithm values"
;
;	//	arg 1	name (16 char)
;
;				* Name:
;
;				This is the name of the monster, seen over its head while you are fighting
;				it.  Like "Slobber" or "Slime Weasel"
;
;	//	arg 2	skinName
;
;				* skinName:
;
;				This is the name of the skin file to use for this monster.  It is a .BMP file
;				stored in the world's MONSTERS folder.  Do NOT include the .BMP extension here,
;				as it will be added automatically later on when the file is loaded.
;
;				Set the skinName to "mirror" to make the monster look just like YOU! 
;
;				Note: It is a good idea to put the skin name inside of double-quotes, 
;				especially if you have a space in the name.
;
;	//	arg 3   scaleFactor.monsterFlags.colorTable.xparent 	<-- up to four arguments, separated by dots
;
;				* scaleFactor:
;				
;				Enlarges skin. legal values are -8 to +8
;
;					0 - normal size
;					1 - 125% normal
;					2 - 150% normal
;					3 - 175% normal
;					4 - 200% normal
;					5 - 225% normal
;					6 - 250% normal
;					7 - 275% normal
;					8 - 300% normal
;					-1 - 90% of normal
;					-2 - 80% of normal
;					...
;					-8 - 20% of normal (or some minimum size)
;					// note: resizing skins makes them ugly and pixellated and makes baby Josh cry.
;
;				* monsterFlags: (optional)
;
;				Several monster flag numbers can be added together to form the monsterFlags, which
;				control obscure bits of monster functionality.
; 
;				For example: 0.1  = normal size with monsterFag = 1
;
;				AVAILABLE MONSTER FLAGS: (add together to combine: 3 = 1+2)
;					1 - monster cannot be tamed (cannot capture as a pet)
;					2 - monster can only cast spells in his or her own element (no matter how wise)
;					4 - monster CAN use 'summon' spells, if within element and level restrictions
;
;				* colorTable: (optional)
;
;				Add yet another period after the flag if you want this
;				For example: 0.0.3 = normal size, no flags, color table 3
;
;				Color tables dynamically recolor the monster's skin without having to come up with
;				new art files (saves download size, at the expense of less artistry)
;				Here are the conversions as of A57, unimplemented color tables will have no effect 
;
;					0: no change. (standard palette order) 
;					These next ones swap two pigments of the RGB triplet. 
;					1: R-G swap
;					2: R-B Swap
;					3: G-B swap 
;					The following overright one pigment with another (so that 2 of the 3 are then the same) My color description is 'what happens to a pinkish human skin tone' 
;					4: G<-R 'yellow-greens' 
;					5: B<-R 'purples'
;					6: R<-G 'khakis'
;					7: B<-G 'reddens'
;					8: R<-B 'green-hulks'
;					9: G<-B 'pinkens' 
;					In the following, I reduce the intensity of one of the pigments. 
;					10: cut red slightly
;					11: cut green slightly
;					12: cut blue slightly 
;					In the following, I dim all three pigments the same amount, the image gets darker, but is 
;					still colored. 
;					13: dim little <-- good for 'low light'
;					14: dim medium
;						15: dim high 
;						Same deal here, only I brighten, pretty much to incandescence :-) 
;						16: brighten little
;						17: brighten medium
;						18: brighten lots
;						19: brighten even more
;						20: brighten super much 
;						The following remove all color and turn image to grayscale, then dim or brighten it. 
;						21: gray out colors and dim it lots
;						22: gray out colors and dim it a litte
;						23: gray out colors but keep intensity
;						24: gray out colors and brighten
;						25: gray out colors and brighten more 
;						The next ones are the psychedelic ones and definitely mess up the purity of the artistic vision. But they have a sort of x-ray look which might be useful somewhere 
;						26: invert red
;						27: invert green
;						28: invert blue
;						29: invert red and green
;						30: invert red and blue
;						31: invert blue and green
;						32: invert all
;
;				* xparent (optional)
;
;				If you set this to '1' then the monster will be ghostly transparent, sort of.
;				For example:
;
;					0.0.0.1  <-- make skin transparent

;
;
;	//	arg 4	element.alignment
;
;				* element:
;
;				This defines the monster's ELEMENT (as defined by the +ELEMENTS table)
;				
;					0 to 7		- one of the base elements
;					8 to 255	- one of the CHAOS elements
;
;				* alignment: (optional)
;			
;				Optionally you can provide an 'alignment' to further categorize your monsters.
;				an alignment is a short (15 character max) word, using no punctuation or spaces
;				For example:  "4.evil"  <-- element 4, alignment 'evil'
;				The actual use of the alignment is hidden in the intricacies of the #<cookie> system.
;				Please see http://www.synthetic-reality.com/wosquest.htm for more info
;
;	//	arg 5	hp (also maxHP)	
;
;				* hp:
;
;				This sets how many hit points the monster has when it is born.  When it
;				runs out of hp, it dies.
;
;					1 - N		Start with N hit points
;					0			Let the hit points be set by algorithm (based on level)
;
;	//	arg 6	mp (also maxMP)	
;
;				* mp:
;
;				This sets the monsters starting magic points.  It uses up magic points as
;				it casts spells.
;
;					1 - N		Start with N magic points
;					0			Let the magic points be set by algorithm (based on level)
;
;
;	//	arg 7	defense
;
;				* defense:
;
;				This sets the monsters basic defense level (the higher the value, the
;				stronger the monster is).  Monsters get additional defense from their
;				element setting (which gives them additional protection from magical
;				attacks)
;
;					1 - N		Set monster Defense Points to N
;					0			Let an algorithm choose Defense Points (based on level)
;
;				This is the equivalent of equipped armor, for a monster.
;
;
;	//	arg 8	offense
;
;				* offense:
;
;				This sets the monster's basic attack level (the higher the value, the 
;				harder it hits).
;
;					1 - N		Set the monsters Attack Points to N
;					0			Let an algorithm choose Attack Points (based on level)
;
;				This is the equivalent of equipped weapons, for a monster.
;
;
;	//	arg 9	expPts (that you win by killing it)
;
;				* expPts:
;
;				This determines how many Experience Points are earned for killing this monster.
;				Experience points are shared by all survivors of the scene, according
;				to their participation.
;
;					1 - N		Earn N experience points
;					0			XP is computed by an algorithm
;					-2			Earn no experience points at all
;
;				NOTE: a value of 0 is HIGHLY recommended (to set automatically from LEVEL]
;
;	//	arg 10	gold (that you win by killing it)
;
;				* gold:
;
;				This determines how many Gold Pieces are earned for killing this monster.
;				
;					1 - N		Earn N gold pieces (shared by surviving players)
;					0			Let number of GP be set automatically by an algorithm
;					-2			This monster provides no gold.
;
;				NOTE: a value of 0 is HIGHLY recommended (to set automatically from LEVEL]
;
;	//  arg 11  level 			
;
;				* level:
;
;				This is really the core value for a monster.  A higher level monster should
;				generally make a more challenging opponent.  If you use the algorithm options
; 				for other values, they will balance the monster correctly for its level.
;				If you set things manually, your monster may not be balanced.
;
;					1 - N		Set monster level to N
;
;	//
;	// the following fields are optional (default values will be used if you don't assign them)
;	//
;
;	//  arg 12	strength
;
;				* strength:
;
;				A monsters strength enables it to hit harder (physical attacks).
;
;					1 - 255		Set monsters strength to 1-255 (max)
;					0			Set monster's strength via algorithm (based on level)
;
;
;	//  arg 13	stamina			[Set to 0 (zero) and it will be set automatically from LEVEL]
;
;				* stamina:
;
;				A monsters stamina enables it lose less HP per hit.
;
;					1 - 255		Set monsters stamina to 1-255 (max)
;					0			Set monster's stamina via algorithm (based on level)
;
;	//  arg 14	agility			[Set to 0 (zero) and it will be set automatically from LEVEL]
;
;				* agility:
;
;				A monsters agility enables it to avoid attack (you miss it more).
;
;					1 - 255		Set monsters agility to 1-255 (max)
;					0			Set monster's agility via algorithm (based on level)
;
;	//  arg 15	dexterity		[Set to 0 (zero) and it will be set automatically from LEVEL]
;
;				* dexterity:
;
;				A monsters dexterity enables it to miss less.
;
;					1 - 255		Set monsters dexterity to 1-255 (max)
;					0			Set monster's dexterity via algorithm (based on level)
;
;	//  arg 16	wisdom		
;
;				* wisdom:
;
;				Wisdom is required by the monster in order to cast spells.  The higher
;				the monster's wisdom, the more powerful the spells are that it can cast.
;				Stupid monsters can only cast spells of their own element.  The wiser a
;				monster is, it will be able to cast spells from elements "further away"
;				than its natural element.
;
;					1 - 255		Set monster wisdom to 1-255 (255 is max)
;					0			Monster has NO wisdom and casts NO spells.. EVER.
;					-1			Set monster wisdom by algorithm (based on level)
;
;
; Monsters can have a couple custom sound effects.  If none is specified, they 
; will choose randomly from the 'standard' sounds.
;
;	//  arg 17  growl wave file		"snarl.wav" for example
;
;	//	arg 18	pain wave file		"ouch.wav" for example
;
;	//  arg 19	optional attack path  (see ITEMS table, argument 16 for details)
;				this controls additional animation during a monster's physical (not magical) attack.
;				-1		select one at random at world load
;				0		no attack path (default)
;				Nxx		path N, argument xx (see ITEMS table documentation)


;------------
;
; Monster 0 is VERY SPECIAL.. it is not a REAL monster, but it is a line of percentages (1-100) which is used to
; de-rate the algorithm values.  By that, I mean that if arg 9 (experience) of monster 0 is set to 50 (50%) then
; all monsters which are using the algorithms to calculate the experience they pay, will only pay 50% of the XP
; the algorithm would normally calculate.
;
; This affects ALL monsters (except those for which you have manually assigned the experience)
;
; This is an 'easy' way to make all the monsters in your world 'harder' (well, make them pay less.  You make them
; actually harder by making your heroes weaker.)
;
; Not all columns are affected by these percentages... more might be added in the future...  A missing value, or
; a value of 0 means "no percentage provided" (i.e. use the full 100%)  There may be additional messing around
; with the numbers (for example, a minimum XP earned of 1 XP).
;
; Args which can be multiplied are: 
;
;	hp, mp, offense, defense, strength, stamina, wisdom, dexterity, agility, XP, and GP.
;   
;
; OK, here is MONSTER ZERO... the MULTIPLIER MONSTER :-)
;
;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1................	2			3		4	5		6	7	8	9	10	11	12	13	14	15	16		17						18			19
;
	0,	"Algorithm Scale %",0,			0,		0,	100,	100,100,100,100,100, 100,100,100,100,100,100
;
; --------------
;
; OK, now here are the REAL monsters:
;
;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1................	2			3			4	5		6	7	8	9	10	11	12	13	14	15	16		17						18			19
; Act 1 and 2 Monsters
; monsters have 25% strength, 15% stamina, 20% agility, 20% dexterity, 0% wisdom
	1,	"Skeleton",			skeleton,	0,			4,	20,		0,	10,	10,	8,	15,	1, 	5, 	3,	4,	4,	0,		growl.wav,				pain.wav,		-1
	2,	"Skeleton Boss",		skeleton,	1,			4,	100,	0,	25,	15,	50,	50,	5, 	15, 9,	12,	12,	0,		growl.wav,				pain.wav,		-1
	3,	"Deck Swabber",		pirate,		0,			2,	300,	0,	45,	60,	170,60,	15,	40, 24,	32,	32,	0,		growl.wav,				pain.wav,		4
	4,	"Random Monster",	random,		0,			0,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	0,	0,		growl.wav,				pain.wav,		0
; minibosses have 32% strength, 23% stamina, 27% agility, 27% dexterity, 5% wisdom	
	50,	"Skeleton Lord",		skeleton,	2,			4,	140, 	70,	35,55,	222,60,7, 	25, 18,	22,	22,	4,		growl.wav,				pain.wav,		-1
	51,	"Castle Guard",		guard,		0,			2,	260,	130,75,60,	328,75,13,	45, 32,	38,	38,	7,		growl.wav,				pain.wav,		1
	52,	"Salty Pirate",		pirate,		1,			2,	340,	170,75,90,	402,80,17,	58,	41,	48,	48,	9,		growl.wav,				pain.wav,		4
; bosses have 40% strength, 30% stamina, 35% agility, 35% dexterity, 10% wisdom	
	100,"Apprentice",		summoner,	0.1,		4,	360,	240,80,65,	498,100,12,	52,	39,	46,	46,	13,		growl.wav,				pain.wav		4
	101,"Reciful",			demon,		0.1,		4,	450,	300,80,95,	590,120,15,	64,	48, 56,	56,	16,		growl.wav,				pain.wav,		5
	102,"Natas",				demon,		1.1,		4,	540,	360,90,100,	862,130,18,	76,	57,	66,	66,	19,		growl.wav,				pain.wav,		5
	103,"Elzon",				demon,		3.1.14,		4,	600,	400,100,100,	1020,150,20,84,	63,	74,	74,	21,		growl.wav,				pain.wav,		5
	104,"Pirate Boss",		pirate		2.1,		2,	660,	440,110,105,	1078,200,22,92,	69,	81,	81,	23,		growl.wav,				pain.wav,		4
	105,"Mientaka",			demon,		4.1,		4,	660,	440,115,110,	1208,200,22,92,	69,	81,	81,	23,		growl.wav,				pain.wav,		5
;
;-----------------------------------------------------------------------------------------------------------
;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1................	2			3			4	5		6	7	8	9	10	11	12	13	14	15	16		17						18			19
; Act 3 and 4 Monsters
; monsters have 30% strength, 10% stamina, 30% agility, 10% dexterity, 0% wisdom
	5,	"Garden Gnome",		gardengnome,0,			3,	500,	0,	110,110,1100,600,25,	78,	26,78,	26,0,		growl.wav,				pain.wav,		-1		
	6,	"Large Gnome",		gardengnome,1,			3,	735,	0,	120,125,1301,620,30,93,	31,93,	31,0,		growl.wav,				pain.wav,		-1
	7,	"Onimus Guard",		guard,		1,			2,	875,	0,	140,135,1462,650,35,108,36,	108,36,0,		growl.wav,				pain.wav		-1
	8,	"Ice Summoner",		summoner,	1.0.25,		1,	1150,	0,	150,150,1603,700,41,126,42,	126,42,0,		growl.wav,				pain.wav,		4
	9,	"Frost Bite",		walrus,		1,			1,	1500,	0,	160,155,2055,805,47,144,48,144,	48,0,		growl.wav,				pain.wav,		-1
; bosses have 40% strength, 25% stamina, 40% agility, 40% dexterity, 5% wisdom
	106,"Yoda",				yoda,		0.1,		6,	900,	600,120,120,1460,620,30,124,78,124,124,15,		growl.wav,				pain.wav,		-1
	107,"Onimus",			demon,		5.1.16,		4,	1200,	800,150,150,1825,705,40,164,103,164,164,21,		growl.wav,				pain.wav,		5
	108,"Elzikso",			demon,		6.1.14,		1,	1900,1000,180,140,2965,1005,50,	204,128,204,204,51,		growl.wav,				pain.wav,		5
;
;-----------------------------------------------------------------------------------------------------------
;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1................	2			3			4	5		6	7	8	9	10	11	12	13	14	15	16		17						18			19
; Act 5  and 6 Monsters
; monsters have 50% strength, 15% stamina, 5% agility, 10% dexterity, 20% wisdom
	10,	"Weak Demon",		demon,		0,			4,	2100,1000,190,190,4000,2000,55,	280,84,	28,	56,	112,		growl.wav,				pain.wav,		-1
	11,	"Breeze Demon",		demon,		0,			7,	2500,1200,195,195,5000,2500,60,	305,91,	30,	61,	122,		growl.wav,				pain.wav,		-1
	12,	"Flame Yoda",		yoda,		0,			5,	2600,1400,200,200,5500,2700,65,	330,99,	33,	66,	132,		growl.wav,				pain.wav,		-1
	13,	"Lightning Walrus",	walrus,		0,			6,	2800,1500,225,225,6000,3000,75,	380,114,38,	76,	152,		growl.wav,				pain.wav,		-1
; bosses have 50% strength, 50% stamina, 25% agility, 25% dexterity, 50% wisdom
	109,"Gorgan",			demon,		6.1.19,		4,	2205,1530,200,200,5298,3015,60,	305,305,152,153,305,		growl.wav,				pain.wav,		5
	110,"Olamu",				mirror,		0.1,		0,	3000,3000,250,250,8000,4000,80,	405,405,202,203,405,		growl.wav,				pain.wav		-1
;
;-----------------------------------------------------------------------------------------------------------
;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1................	2			3			4	5		6	7	8	9	10	11	12	13	14	15	16		17						18			19
; Monsters that join your party.
; These are monsters that fight alongside you and require special entries for each level.
; They have 30% strength, 25% stamina, 10% agility, 25% dexterity, 10% wisdom
	531,"31 Art Collector",	art,		0,			5,	900,	300,120,120,0,	0,	31,	96,	80,	32,	80,	32,		growl.wav,				pain.wav,		-1
	532,"32 Art Collector",	art,		0,			5,	950,	350,125,125,	0,	0,	32,	99,	82,	33,	82,	33,		growl.wav,				pain.wav,		-1
	533,"33 Art Collector",	art,		0,			5,	1000,	400,130,130,	0,	0,	33,	102,84,	34,	84,	34,		growl.wav,				pain.wav,		-1
	534,"34 Art Collector",	art,		0,			5,	1050,	450,135,135,	0,	0,	34,	105,86,	35,	86,	35,		growl.wav,				pain.wav,		-1
	535,"35 Art Collector",	art,		0,			5,	1100,	500,140,140,	0,	0,	35,	108,88,	36,	88,	36,		growl.wav,				pain.wav,		-1
	536,"36 Art Collector",	art,		0,			5,	1150,	550,145,145,	0,	0,	36,	111,90,	37,	90,	37,		growl.wav,				pain.wav,		-1
	537,"37 Art Collector",	art,		0,			5,	1200,	600,150,150,	0,	0,	37,	114,92,	38,	92,	38,		growl.wav,				pain.wav,		-1
	538,"38 Art Collector",	art,		0,			5,	1250,	650,155,155,	0,	0,	38,	117,94,	39,	94,	39,		growl.wav,				pain.wav,		-1
	539,"39 Art Collector",	art,		0,			5,	1300,	700,160,160,	0,	0,	39,	120,96,	40,	96,	40,		growl.wav,				pain.wav,		-1
	540,"40 Art Collector",	art,		0,			5,	1350,	750,165,165,	0,	0,	40,	123,98,	41,	98,	41,		growl.wav,				pain.wav,		-1

; Pets, starting at 1000 to make my life easier with the ITEMS table.
; To make a pet that you can buy at the store, you first need to have a MONSTER entry which describes
; the creature itself, then add an ITEM table entry of class 200 which gives the MONSTER ID as the 'image #"
; (argument 3 of the ITEM table).  Then have a scripted shopkeeper somewhere with an OFFER command (do
; NOT use the OFFER2 command) which offers the ITEM NUMBERS which refer to the MONSTER IDs in question.
; Yeah, I expect a lot of confusion over this.  Buying pets is also unusual in that they should never appear
; in your inventory. When you buy them, they should go straight to your pen.
;
; The stats you give here are the ones your pet will start out with.  (you might duplicate a regular
; monster entry here and mod it if you want a purchased pet of the same type to start with different


; stats.

