;
; 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)
;				N.x.x...	path N, arguments x.x.. (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,		100,100,100,100,100,100,0,	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
; Easy Monsters 1 - 49
;
	1,	Wasp,				josh34,		-6,		2,		0,	0,	0,	0,	0,	0,	1,	0,	0,	0,	0,	0,		campfire1.wav,			pain12.wav,		-1,				
	2,	"Saudi Bandit",		soldier1,	0,		6,		0,	0,	0,	0,	10000,0,	2,	0,	0,	0,	0,	0,		sm.armsxchange.wav,		cough.wav,		0,				
	3,	"Test Tank",		Iraqtank,	2,		1,		32000,0,	1000,1,	1000,0,	3,	1,	255,0,	0,	0,		artillary.wav,			largeblast.wav,	0,				
	4,	"Mad Camel",		camel,		0,		5,		0,	0,	0,	0,	0,	0,	4,	0,	0,	0,	0,	0,		spit.wav,				camel.wav,		0,				
;	5,	"",		josh20,		0,		3,	0,		0,	0,	0,	0,	0,	4,	0,	0,	0,	0,	-1,		"growl3.wav",			"pain10.wav",	-1
;	6,	"",		josh24,		0,		1,	0,		0,	0,	0,	0,	0,	5,	0,	0,	0,	0,	-1,		"growl17.wav",			"pain8.wav",	-1
	7,	Scorpion,			josh28,		-6.0.0,	1,		0,	0,	0,	0,	0,	0,	6,	0,	0,	0,	0,	0,		growl10.wav,			pain8.wav,		-1,				
;	8,	"", 	ben2,		0,		6,	0,		0,	0,	0,	0,	0,	7,	0,	0,	0,	0,	-1,		"growl8.wav",			"pain8.wav",	-1
	9,	Sidewinder,			josh38,		-6.0.9,	0,		0,	0,	0,	0,	0,	0,	8,	0,	0,	0,	0,	0,		growl6.wav,				pain2.wav,		-1,				
;	10,	"",		josh87,		0,		7,	0,		0,	0,	0,	0,	0,	3,	0,	0,	0,	0,	-1,		"growl17.wav",			"pain8.wav",	-1
;
; And here I cram in some new monsters for A58, thus proving that any attempt to ORGANIZE your monster list is doomed to failure unless
; you are either willing to renumber existing monsters (thus messing up people's pets) or simply work it all out in advance and never change it.
; Had I to do it over again, I might organize by element instead.
;
;							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

;	11,	"",		josh15,		0.0.9,	2,		0,	0,	0,	0,	0,	0,	9,	0,	0,	0,	0,	-1,		GROWL24.WAV,			pain17.WAV,		-1,				
;	12,	"",		josh38,		0.0.9,	5,		0,	0,	0,	0,	0,	0,	17,	0,	0,	0,	0,	-1,		growl17.wav,			pain8.wav,		-1,				
;	13,	"",		josh74,		0.0.9,	4,		0,	0,	0,	0,	0,	0,	19,	0,	0,	0,	0,	-1,		growl12.wav,			pain15.WAV,		-1,				
	14,	"Camel Theif",		rpg,		0.0.12,	6,		0,	0,	0,	0,	0,	0,	21,	0,	0,	0,	0,	0,		bazooka.wav,			pain8.wav,		0,				
	15,	"Iran Extremist",	bazooka,	0.0.3,	1,		0,	0,	0,	0,	0,	0,	23,	0,	0,	0,	0,	0,		bazooka.wav,			mediumblast.wav,0,				
	16,	"Iran MIG29",		mig,		1.0.7,	3,		0,	0,	0,	0,	0,	0,	25,	0,	0,	0,	0,	0,		MISSLE1.wav,			largeblast.wav,	0,				
	17,	"Iran APC",			apc,		1.0.7,	1,		0,	0,	0,	0,	0,	0,	27,	0,	0,	0,	0,	0,		rapidmortar.wav,		mediumblast.wav,0,				


	18,	"Turkish Bandit",	rpg,		0.0.0,	0,		0,	0,	0,	0,	0,	0,	29,	0,	0,	0,	0,	0,		bazooka.wav,			pain7.wav,		0,				
;	19,	"",	    josh77,		0.0.28,	2,		0,	0,	0,	0,	0,	0,	31,	0,	0,	0,	0,	-1,		growl11.wav,			pain15.WAV,		-1,				
;	20,	"",		josh78,		0.0.25,	1,		0,	0,	0,	0,	0,	0,	33,	0,	0,	0,	0,	-1,		growl5.WAV,				pain3.wav,		-1,				
	21,	"Assault Leader",	machinegunner,0.0.0,	2,		0,	0,	0,	0,	0,	0,	30,	0,	0,	0,	0,	0,		machgun1.wav,			wusswail.wav,	0,				
;	22,	"",	    josh20,		0.0.0.1,4,		0,	0,	0,	0,	0,	0,	37,	0,	0,	0,	0,	-1,		growl17.wav,			pain15.WAV,		-1,				
;	23,	"",		josh45,		0.0.5.0,6,		0,	0,	0,	0,	0,	0,	39,	0,	0,	0,	0,	-1,		growl12.wav,			pain5.wav,		-1,				
;	24,	"",		josh36,		0.0.31,	7,		0,	0,	0,	0,	0,	0,	41,	0,	0,	0,	0,	-1,		growl2.WAV,				pain14.wav,		-1,				
;	25,	"",		josh54,		0.0.28,	1,		0,	0,	0,	0,	0,	0,	77,	0,	0,	0,	0,	-1,		growl12.wav,			pain3.wav,		-1,				
;
; Now some high end scary monsters

;	26,	"",		josh54,		0.0.1,	1,		0,	0,	0,	0,	0,	0,	70,	0,	0,	0,	0,	-1,		growl13.wav,			pain3.wav,		-1,				
;	27,	"",		josh54,		0.0.29,	1,		0,	0,	0,	0,	0,	0,	75,	0,	0,	0,	0,	-1,		growl12.wav,			pain4.wav,		-1,				
;	28,	"",		josh51,		-5.0.0,	4,		0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	-1,		growl7.WAV,				pain18.WAV,		-1,				
;	29,	"",		josh74,		0.0.27.1,6,		0,	0,	0,	0,	0,	0,	85,	0,	0,	0,	0,	-1,		growl13.wav,			pain15.WAV,		-1,				
;	30,	"",		josh69,		0.0.1,	5,		0,	0,	0,	0,	0,	0,	90,	0,	0,	0,	0,	-1,		growl11.wav,			pain7.wav,		-1,				
;	31,	"",		josh81,		0.0.9,	5,		0,	0,	0,	0,	0,	0,	93,	0,	0,	0,	0,	-1,		growl12.wav,			pain13.WAV,		-1,				
;	32,	"",		josh58,		0.0.27,	5,		0,	0,	0,	0,	0,	0,	96,	0,	0,	0,	0,	-1,		growl12.wav,			pain17.WAV,		-1,				
;	33,	"",		josh97,		1.0.20.1,4,		0,	0,	0,	0,	0,	0,	98,	0,	0,	0,	0,	-1,		growl12.wav,			pain15.WAV,		-1,				
;	34,	"",		josh75,		2.0.26,	2,		0,	0,	0,	0,	0,	0,	99,	0,	0,	0,	0,	-1,		growl1.WAV,				pain3.wav,		-1,				
;	35,	"",		josh73,		0.0.2,	5,		0,	0,	0,	0,	0,	0,	100,0,	0,	0,	0,	-1,		growl12.wav,			pain13.WAV,		-1,				
;	36,	"",	    josh65,		0.0.25.1,4,		0,	0,	0,	0,	0,	0,	101,0,	0,	0,	0,	-1,		growl12.wav,			pain15.WAV,		-1,				
;	37,	"",		josh70,		0.0.8,	6,		0,	0,	0,	0,	0,	0,	102,0,	0,	0,	0,	-1,		growl12.wav,			pain17.WAV,		-1,				
;	38,	"",	    josh71,		0.0.25.1,6,		0,	0,	0,	0,	0,	0,	103,0,	0,	0,	0,	-1,		growl13.wav,			pain14.wav,		-1,				
;	39,	"",		josh76,		0.0.29,	3,		0,	0,	0,	0,	0,	0,	105,0,	0,	0,	0,	-1,		growl11.wav,			pain4.wav,		-1,				
;	40,	"",		josh82,		4,		3,		0,	0,	0,	0,	0,	0,	107,0,	0,	0,	0,	-1,		growl11.wav,			pain3.wav,		-1,				
;	41,	"",		josh7,		0.0.25.1,4,		0,	0,	0,	0,	0,	0,	109,0,	0,	0,	0,	-1,		growl1.WAV,				pain15.WAV,		-1,				
;	42,	"",		josh66,		0.0.2,	5,		0,	0,	0,	0,	0,	0,	111,0,	0,	0,	0,	-1,		growl12.wav,			pain5.wav,		-1,				
;	43,	"",		josh80,		0.0.23.1,4,		0,	0,	0,	0,	0,	0,	112,0,	0,	0,	0,	-1,		growl11.wav,			pain15.WAV,		-1,				
;	44,	"",	    josh62,		0.0.24.1,4,		0,	0,	0,	0,	0,	0,	114,0,	0,	0,	0,	-1,		growl12.wav,			pain15.WAV,		-1,				
;	45,	"",		josh60,		0.0.24.1,4,		0,	0,	0,	0,	0,	0,	116,0,	0,	0,	0,	-1,		growl13.wav,			pain15.WAV,		-1,				
;	46,	"", 	josh83,		4.0.9,	5,		0,	0,	0,	0,	0,	0,	118,0,	0,	0,	0,	-1,		growl12.wav,			pain5.wav,		-1,				
;	47,	"",		josh41,		0.0.31.1,4,		0,	0,	0,	0,	0,	0,	120,0,	0,	0,	0,	-1,		growl11.wav,			pain15.WAV,		-1,				
;	48,	"",		josh43,		0.0.9,	5,		0,	0,	0,	0,	0,	0,	122,0,	0,	0,	0,	-1,		growl17.wav,			pain8.wav,		-1,				
;	49,	"",		pet05,		8,		7,		0,	0,	0,	0,	0,	0,	125,0,	0,	0,	0,	-1,		growl11.wav,			pain4.wav,		-1,				

;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav
;	0	1................	2			3		4	5		6	7	8	9	10	11	12	13	14	15	16		17						18
;
; 50 - 99
;
;	50,	"",		josh12,		0,		1,	0,		0,	0,	0,	0,	0,	9,	0,	0,	0,	0,	0,		"growl3.wav",			"pain3.wav",	-1
;	51, "",		josh48,		0,		1,	0,		0,	0,	0,	0,	0,	9,	0,	0,	0,	0,	0,		"growl3.wav",			"pain3.wav",	-1
	52,	Cobra,				josh78,		-5.0.10,5,		0,	0,	0,	0,	0,	0,	10,	0,	0,	0,	0,	0,		growl6.wav,				pain4.wav,		-1,				
;	53,	"",		josh1,		0,		4,	0,		0,	0,	0,	0,	0,	11,	0,	0,	0,	0,	-1,		"growl14.wav",			"pain10.wav",	-1
	54,	"Invasion Trooper",	bazooka,	0.0.3,	3,		0,	0,	0,	0,	0,	0,	12,	0,	0,	0,	0,	0,		growl1.wav,				pain12.wav,		0,				
;	55,	"",		ben1,		0,		2,	0,		0,	0,	0,	0,	0,	13,	0,	0,	0,	0,	-1,		"growl10.wav",			"pain11.wav",	-1
;	56,	"",		josh21,		0,		6,	0,		0,	0,	0,	0,	0,	14,	0,	0,	0,	0,	-1,		"growl5.wav",			"pain10.wav",	-1
	57,	"Invasion Tank",	Iraqtank,	1.0.13,	7,		0,	0,	0,	0,	0,	0,	15,	0,	0,	0,	0,	0,		artillary.wav,			largeblast.wav,	0,				
;	58,	"",		josh26,		0,		6,	0,		0,	0,	0,	0,	0,	16,	0,	0,	0,	0,	-1,		"growl6.wav",			"pain11.wav",	-1
	59,	Tribesman,			soldier1,	0.0.0,	6,		0,	0,	0,	0,	0,	0,	18,	0,	0,	0,	0,	0,		growl8.wav,				pain8.wav,		0,				
	60,	"Iran Artillary",	artillary,	1,		3,		0,	0,	0,	0,	0,	0,	20,	0,	0,	0,	0,	0,		artillary.wav,			mediumblast.wav,0,				
;	61,	"",		josh38,		0,		5,	0,		0,	0,	0,	0,	0,	22,	0,	0,	0,	0,	0,		"growl12.wav",			"pain12.wav",	-1
;	62,	"",		josh39,		0,		6,	0,		0,	0,	0,	0,	0,	24,	0,	0,	0,	0,	-1,		"growl24.wav",			"pain11.wav",	-1
;	63,	"",		josh72,		0,		6,	0,		0,	0,	0,	0,	0,	26,	0,	0,	0,	0,	0,		"growl13.wav",			"pain11.wav",	-1
;	64,	"",	    josh68,		0,		3,	0,		0,	0,	0,	0,	0,	28,	0,	0,	0,	0,	-1,		"growl13.wav",			"pain10.wav",	-1
	65,	Radical,			saboteur,	0,		2,		0,	0,	0,	0,	0,	0,	33,	0,	0,	0,	0,	0,		machgun2.wav,			OUCH1.wav,		0,				
	66,	"Iraqi Scout",		Intelligentsoldier,0.0.0,	0,		0,	0,	0,	0,	0,	0,	32,	0,	0,	0,	0,	0,		snipershot.wav,			wusswail.wav,	0,				
	67,	"Iraqi Regular",	youngsoldier,0.0.0,	5,		0,	0,	0,	0,	0,	0,	36,	0,	0,	0,	0,	0,		MACHINEG.wav,			sm.armsxchange.wav,0,				
	68,	"Iraqi MIG29",		mig,		1,		3,		0,	0,	0,	0,	0,	0,	39,	0,	0,	0,	0,	-1,		MISSLE1.wav,			largeblast.wav,	0,				
	69,	"Iraqi Artillary",	artillary,	0,		1,		0,	0,	0,	0,	0,	0,	42,	0,	0,	0,	0,	0,		artillary.wav,			sm.armsxchange.wav,0,				
	70,	"Iraqi Tank",		Iraqtank,	1.0.0,	7,		0,	0,	0,	0,	0,	0,	45,	0,	0,	0,	0,	0,		artillary.wav,			largeblast.wav,	0,				
;
;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav
;	0	1................	2			3		4	5		6	7	8	9	10	11	12	13	14	15	16		17						18
;
; 100 - 149
;
	100,"Iraqi APC",		apc,		1.0.0,	3,		0,	0,	0,	0,	0,	0,	42,	0,	0,	0,	0,	0,		rapidmortar.wav,		mediumblast.wav,0,				
;	101,"",		josh7,		0,		4,	0,		0,	0,	0,	0,	0,	43,	0,	0,	0,	0,	-1,		"growl20.wav",			"pain2.wav",	-1
	103,"Iraqi Demolition",	saboteur,	0,		6,		0,	0,	0,	0,	0,	0,	44,	0,	0,	0,	0,	0,		sm.armsxchange.wav,		SCREAM.wav,		0,				
;	104,"",		josh18,		0,		1,	0,		0,	0,	0,	0,	0,	45,	0,	0,	0,	0,	0,		"growl11.wav",			"pain3.wav",	-1
	105,"Iraqi Grenadier",	bazooka,	0.0.0,	1,		0,	0,	0,	0,	0,	0,	46,	0,	0,	0,	0,	0,		bazooka.wav,			YEAH.wav,		0,				
;	106,"",		josh27,		0,		5,	0,		0,	0,	0,	0,	0,	47,	0,	0,	0,	0,	0,		"growl1.wav",			"pain5.wav",	-1
	107,"Iraqi Gunner",		machinegunner,0,		5,		0,	0,	0,	0,	0,	0,	48,	0,	0,	0,	0,	0,		machgun1.wav,			thud.wav,		0,				
;	108,"",		josh36,		0,		6,	0,		0,	0,	0,	0,	0,	49,	0,	0,	0,	0,	0,		"growl1.wav",			"pain14.wav",	-1
	109,"Iraqi Sabatour",	saboteur,	0,		2,		0,	0,	0,	0,	0,	0,	50,	0,	0,	0,	0,	0,		machgun2.wav,			chokeshot.wav,	0,				
;	110,"",		josh55,		0,		2,	0,		0,	0,	0,	0,	0,	51,	0,	0,	0,	0,	-1,		"growl12.wav",			"pain18.wav",	-1
	111,"Scud Guard",		Intelligentsoldier,0,		0,		0,	0,	0,	0,	0,	0,	52,	0,	0,	0,	0,	0,		twoshots.wav,			wusswail.wav,	0,				
;	112,"",	    josh58,		0,		2,	0,		0,	0,	0,	0,	0,	53,	0,	0,	0,	0,	-1,		"growl22.wav",			"pain10.wav",	-1
	113,"Scud Tank",		Iraqtank,	0.0.21,	7,		0,	0,	0,	0,	0,	0,	54,	0,	0,	0,	0,	0,		artillary.wav,			largeblast.wav,	0,				
	114,"Iraqi Security",	soldier1,	0,		8,		0,	0,	0,	0,	0,	0,	55,	0,	0,	0,	0,	0,		sm.armsxchange.wav,		oops.wav,		0,				
	115,"Scud Artillary",	artillary,	1.0.6,	3,		0,	0,	0,	0,	0,	0,	56,	0,	0,	0,	0,	0,		artillary.wav,			mediumblast.wav,0,				
;	116,"",	    josh71,		0,		2,	0,		0,	0,	0,	0,	0,	57,	0,	0,	0,	0,	-1,		"growl15.wav",			"pain4.wav",	-1
	117,"Scud Gunner",		machinegunner,0,		5,		0,	0,	0,	0,	0,	0,	58,	0,	0,	0,	0,	0,		rapidmortar.wav,		OUCH1.wav,		0,				
;	118,"",		josh86,		0,		2,	0,		0,	0,	0,	0,	0,	59,	0,	0,	0,	0,	-1,		"growl4.wav",			"pain5.wav",	-1
	119,"Scud Commander",	saboteur,	0,		0,		0,	0,	0,	0,	0,	0,	60,	0,	0,	0,	0,	0,		sm.armsxchange.wav,		wusswail.wav,	0,				
;	120,"",		josh83,		0,		7,	0,		0,	0,	0,	0,	0,	61,	0,	0,	0,	0,	0,		"growl5.wav",			"pain13.wav",	-1
	121,"Chem Guard",		soldier1,	0,		2,		0,	0,	0,	0,	0,	0,	62,	0,	0,	0,	0,	0,		MACHINEG.wav,			YEAH.wav,		0,				
;	122,"",		josh93,		0,		2,	0,		0,	0,	0,	0,	0,	63,	0,	0,	0,	0,	-1,		"growl22.wav",			"pain10.wav",	-1
	123,"Chem Expert",		Intelligentsoldier,0,		6,		0,	0,	0,	0,	0,	0,	64,	0,	0,	0,	0,	0,		snipershot.wav,			SCREAM.wav,		0,				
	124,"Oil Sabatour",		saboteur,	0,		1,		0,	0,	0,	0,	0,	0,	65,	0,	0,	0,	0,	0,		MACHINEG.wav,			huh.wav,		0,				
	125,"Chem Gunner",		machinegunner,0,		0,		0,	0,	0,	0,	0,	0,	66,	0,	0,	0,	0,	0,		rapidmortar.wav,		YEAH.wav,		0,				
;	126,"",		josh88,		0,		6,	0,		0,	0,	0,	0,	0,	67,	0,	0,	0,	0,	-1,		"growl19.wav",			"pain1.wav",	-1
	127,"Chem Tank",		Iraqtank,	1.0.8,	7,		0,	0,	0,	0,	0,	0,	68,	0,	0,	0,	0,	0,		artillary.wav,			largeblast.wav,	0,				
;	128,"",		josh94,		0,		2,	0,		0,	0,	0,	0,	0,	69,	0,	0,	0,	0,	-1,		"growl21.wav",			"pain6.wav",	-1
	129,"Failed Experiment",failedexperiment,0,		2,		0,	0,	0,	0,	0,	0,	70,	0,	0,	0,	0,	0,		growl12.wav,			pain4.wav,		-1,				
;	130,"",		josh96,		0,		2,	0,		0,	0,	0,	0,	0,	71,	0,	0,	0,	0,	-1,		"growl12.wav",			"pain6.wav",	-1
;	131,"",		mirror,		0.1,	6,	0,		0,	0,	0,	0,	0,	71,	0,	0,	0,	0,	-1,		"growl12.wav",			"pain6.wav",	-1
;	132,"",	    josh23,		-5.0,	6,		0,	0,	0,	0,	0,	0,	71,	0,	0,	0,	0,	-1,		growl12.wav,			pain6.wav,		-1,				


;
;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav
;	0	1................	2			3		4	5		6	7	8	9	10	11
;
; 150 - 199
;
;	150,"",	    josh13,		0,		1,	0,		0,	0,	0,	0,	0, 72,	0,	0,	0,	0,	-1,		"growl21.wav",			"pain3.wav",	-1
;	151,"",	    josh47,		0,		1,	0,		0,	0,	0,	0,	0, 73,	0,	0,	0,	0,	-1,		"growl21.wav",			"pain3.wav",	-1
;	153,"",		josh8,		0,		7,	0,		0,	0,	0,	0,	0, 74,  0,	0,	0,	0,	-1,		"growl8.wav",			"pain8.wav",	-1
	154,"Field APC",		apc,		1.0.17,	1,		0,	0,	0,	0,	0,	0,	75,	0,	0,	0,	0,	0,		rapidmortar.wav,		mediumblast.wav,0,				
;	155,"",		josh22,		0,		2,	0,		0,	0,	0,	0,	0, 76,	0,	0,	0,	0,	-1,		"growl5.wav",			"pain4.wav",	-1
;	156,"",		josh23,		0.6,	254,	0,	0,	0,	0,	0,	0,	78,	0,	0,	0,	0,	-1,		growl4.wav,				pain10.wav,		-1,				
;	157,"",		josh25,		0,		3,	0,		0,	0,	0,	0,	0, 79,	0,	0,	0,	0,	-1,		"growl1.wav",			"pain5.wav",	-1
;	158,"",	    josh33,		0,		3,	0,		0,	0,	0,	0,	0, 80,	0,	0,	0,	0,	-1,		"growl4.wav",			"pain11.wav",	-1
;	159,"",		josh29,		0,		7,	0,		0,	0,	0,	0,	0, 81,	0,	0,	0,	0,	-1,		"growl9.wav",			"pain8.wav",	-1
;	160,"",		josh30,		0,		5,	0,		0,	0,	0,	0,	0, 82,	0,	0,	0,	0,	-1,		"growl11.wav",			"pain4.wav",	-1
;	161,"",	    josh37,		0,		3,	0,		0,	0,	0,	0,	0, 83,	0,	0,	0,	0,	-1,		"growl21.wav",			"pain11.wav",	-1
;	162,"",		josh40,		0,		7,	0,		0,	0,	0,	0,	0, 84,	0,	0,	0,	0,	-1,		"growl9.wav",			"pain8.wav",	-1
;	163,"",		josh51,		0,		5,	0,		0,	0,	0,	0,	0, 85,	0,	0,	0,	0,	-1,		"growl22.wav",			"pain6.wav",	-1
;	164,"",		josh52,		0,		7,	0,		0,	0,	0,	0,	0, 86,	0,	0,	0,	0,	-1,		"growl11.wav",			"pain10.wav",	-1
;	165,"",		josh5,		0,		5,	0,		0,	0,	0,	0,	0, 87,	0,	0,	0,	0,	-1,		"growl3.wav",			"pain9.wav",	-1
;	166,"",		josh16,		0,		3,	0,		0,	0,	0,	0,	0, 88,	0,	0,	0,	0,	-1,		"growl2.wav",			"pain9.wav",	-1
	167,"Elite Commander",	Intelligentsoldier,0,		5,		0,	0,	0,	0,	0,	0,	89,	0,	0,	0,	0,	0,		twobigshots.wav,		wusswail.wav,	0,				
	168,"Rep. Guard Sniper",youngsoldier,0,		2,		0,	0,	0,	0,	0,	0,	90,	0,	0,	0,	0,	0,		sm.armsxchange.wav,		YEAH.wav,		0,				
	169,"Rep. Guard APC",	apc,		1,		6,		0,	0,	0,	0,	0,	0,	91,	0,	0,	0,	0,	0,		rapidmortar.wav,		mediumblast.wav,0,				
	170,"Rep. Guard Bazooka",bazooka,	0,		1,		0,	0,	0,	0,	0,	0,	92,	0,	0,	0,	0,	0,		bazooka.wav,			OUCH1.wav,		0,				
	171,"Rep. Guard Gunner",machinegunner,0,		5,		0,	0,	0,	0,	0,	0,	93,	0,	0,	0,	0,	0,		machgun1.wav,			SCREAM.wav,		0,				
	172,"Rep. Guard Tank",	Iraqtank,	1,		7,		0,	0,	0,	0,	0,	0,	94,	0,	0,	0,	0,	0,		artillary.wav,			nuke.wav,		0,				
	173,"Chemical Weapon",	josh31,		-5,		3,		0,	0,	0,	0,	0,	0,	95,	0,	0,	0,	0,	0,		growl1.wav,				pain3.wav,		0,				
	174,"Bio Weapon",		josh2,		-5,		0,		0,	0,	0,	0,	0,	0,	96,	0,	0,	0,	0,	0,		growl4.wav,				pain11.wav,		0,				
	175,"Rep. Guard MIG29",	mig,		1.0.2,	3,		0,	0,	0,	0,	0,	0,	97,	0,	0,	0,	0,	0,		MISSLE1.wav,			largeblast.wav,	0,				
	176,"Rep. Guard Elite",	saboteur,	0,		0,		0,	0,	0,	0,	0,	0,	98,	0,	0,	0,	0,	0,		MACHINEG.wav,			wusswail.wav,	0,				
	177,"Rep. Guard Artillary",artillary,	1,		6,		0,	0,	0,	0,	0,	0,	99,	0,	0,	0,	0,	0,		artillary.wav,			mediumblast.wav,0,				
	178,"Rep. Guard Commander",Intelligentsoldier,0,		5,		0,	0,	0,	0,	0,	0,	100,0,	0,	0,	0,	0,		machgun1.wav,			wusswail.wav,	0,				
;
;		    	skin      scale	   el	hp	   mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav
;	0	1..........	2		3	    4	5	    6	7	8	9	10	11	12	13	14	15	16		17						18
;
; Big Bosses 200 - 255
;
;	201,"",		josh59,		0.1,	3,	0,		0,	0,	0,	0,	0,	50,	0,	0,	0,	0,	-1,		"growl5.wav",			"pain9.wav",	-1
;	202,"",		josh60,		0.1,	4,	0,		0,	0,	0,	0,	0,	55,	0,	0,	0,	0,	-1,		"growl11.wav",			"pain9.wav",	-1
;	203,"",		josh10,		0.1,	6,	0,		0,	0,	0,	0,	0,	60,	0,	0,	0,	0,	-1,		"growl7.wav",			"pain3.wav",	-1
;	204,"",		josh14,		0.1,	1,	0,		0,	0,	0,	0,	0,	65,	0,	0,	0,	0,	-1,		"growl3.wav",			"pain9.wav",	-1
	205,"Cell Leader",		saboteur,	0.1.23,	6,		0,	0,	0,	0,	0,	0,	200,0,	0,	0,	0,	0,		machgun1.wav,			pain4.wav,		0,				
	206,"Muslim Extremist",	bazooka,	0.0,	6,		0,	0,	0,	0,	0,	0,	150,0,	0,	0,	0,	0,		bazooka.wav,			OUCH1.wav,		0,				
	207,"Loyal Extremist",	machinegunner,0.0.6,	2,		0,	0,	0,	0,	0,	0,	160,0,	0,	0,	0,	0,		machgun2.wav,			pain4.wav,		0,				
	208,"Experienced  Extremist",soldier1,	0.0.0,	1,		0,	0,	0,	0,	0,	0,	170,0,	0,	0,	0,	0,		machgun1.wav,			pain9.wav,		0,				
	209,"Insane Extremist",	saboteur,	0.0.13,	7,		0,	0,	0,	0,	0,	0,	180,0,	0,	0,	0,	0,		sm.armsxchange.wav,		pain4.wav,		0,				
	210,"Suicidal Extremist",Intelligentsoldier,0.0.10,	1,		0,	0,	0,	0,	0,	0,	190,0,	0,	0,	0,	0,		machgun1.wav,			pain9.wav,		0,				
	211,"Palace Guard",		saboteur,	0.1,	6,		0,	0,	0,	0,	0,	0,	100,0,	0,	0,	0,	0,		rapidmortar.wav,		distantblasts.wav,0,				
	212,"Heavy Weapons Elite",rpg,		0.0.3,	0,		0,	0,	0,	0,	0,	0,	200,0,	0,	0,	0,	0,		bazooka.wav,			pain7.wav,		0,				
	213,"Artillary Elite",	artillary,	0.0.12,	3,		0,	0,	0,	0,	0,	0,	215,0,	0,	0,	0,	0,		artillary.wav,			mediumblast.wav,0,				
	240,"APC Elite",		apc,		0.0.7,	5,		0,	0,	0,	0,	0,	0,	230,0,	0,	0,	0,	0,		rapidmortar.wav,		mediumblast.wav,0,				
	241,"Tank Elite",		Iraqtank,	0.0.21,	7,		0,	0,	0,	0,	0,	0,	245,0,	0,	0,	0,	0,		artillary.wav,			largeblast.wav,	0,				
	242,"Suicide Bomber",	Intelligentsoldier,0.0.9,	2,		0,	0,	0,	0,	0,	0,	260,0,	0,	0,	0,	0,		wusswail.wav,			largeblast.wav,	-1,				
	243,Osama,				osama,		0.0,	8,		0,	0,	0,	0,	0,	0,	300,0,	0,	0,	0,	-1,		rapidmortar.wav,		pain9.wav,		0,				
	255,Saddam,				saddam,		0.1,	8,		0,	0,	0,	0,	0,	0,	250,0,	0,	0,	0,	-1,		artillary.wav,			YEAH.wav,		0,				

;
;							skin		scale		el	hp		mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav
;	0	1................	2			3		4	5		6	7	8	9	10	11	12	13	14	15	16		17						18
;
; 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.
;
;	        		skin		   scale	el	hp	mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav
;	0    1................	2		       3	4	5	6	7	8	9	10	11	12	13	14	15	16		17						18



	1000,Sharpshooter,	youngsoldier,           0.2,	3,	0,	0,	0,	0,	0,	0,	10,	0,	0,	0,	0,	-1,		sm.armsxchange.wav,		pain9.wav,		0,				
	1001,Medic,		oldintellisoldier,      0.2,	0,	0,	0,	0,	0,	0,	0,	20,	0,	0,	0,	0,	-1,		useItem.wav,			pain10.wav,		0,				
	1002,Artillary,		artillary,	        0.2,	6,	0,	0,	0,	0,	0,	0,	30,	0,	0,	0,	0,	-1,		artillary.wav,			mediumblast.wav,        0,				
	1003,"M1A2 Abrams",	M1A2-Abrams,            0.2,	5,	0,	0,	0,	0,	0,	0,	40,	0,	0,	0,	0,	-1,		artillary.wav,			largeblast.wav,	        0,				
	1004,"F-16 Fighter",	F-16,		        0.2,	7,	0,	0,	0,	0,	0,	0,	50,	0,	0,	0,	0,	-1,		MISSLE1.wav,			mediumblast.wav,        0,				
	1005,"F-14 Fighter",		F-14,		1.2,	2,		0,	0,	0,	0,	0,	0,	60,	0,	0,	0,	0,	-1,		MISSLE1.wav,			mediumblast.wav,0,				
;	1006,"Bad Andy",	petKDrH,		0,	7,	0,	0,	0,	0,	0,	0,	30,	0,	0,	0,	0,	-1,		"growl5.wav",			"pain9.wav",	-1
;	1007,"Mean Comb",	petKDrH2,	        0,	7,	0,	0,	0,	0,	0,	0,	35,	0,	0,	0,	0,	-1,		"growl5.wav",			"pain9.wav",	-1
;	1008,"Forest Wyrm",	pet05,		      0.2,    100,      0,	0,	0,	0,	0,	0,	50,	0,	0,	0,	0,	-1,		"growl5.wav",			"pain9.wav",	-1
;	1009,"Needler",		pet06,		        0,      2,	0,	0,	0,	0,	0,	0,	40,	0,	0,	0,	0,	-1,		"growl5.wav",			"pain9.wav",	-1
;
; these are quest-prize pets, unavailable elsewhere
;	2000,"Earth Master",		josh60,		0.0.0.1,3,		0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	255,	growl5.wav,				pain9.wav,		-1,				
;	2001,"Air Master",		josh59,		0,		7,		0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	255,	growl5.wav,				pain9.wav,		-1,				
;	2002,"Fire Master",		josh42,		0,		5,		0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	255,	growl5.wav,				pain9.wav,		-1,				
;	2003,"Water Master",		josh41,		0,		1,		0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	255,	growl5.wav,				pain9.wav,		-1,				
;
;
; Be sure to leave a blank line at the end of this file

