; 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
;
;Ficherr