# The first line is two numbers.  The first is the number of monster types
# in this file.  The second is a number, out of 1000, that represents the
# likelyhood of an attack occuring.  It is varied based on the current
# scarcity or commonality of all of the creatures (send mail to Justin
# for more details, or look at Map_C.cpp - basically, it is as high as
# double this number, and as low as half of it).
#7 20
#10 20
9 20
# Now we have one line for each monster.  There should be exactly the number
# of lines as the first number in the line above.  Each monster line has
# six fields.  The first is the name of the monster, with spaces in the
# name expressed as the '_' character instead of a space.  Then follows
# five numbers, which are: group base size, group variance (number in
# group is base + some number between 0 and variance), initial group range,
# base chance of occurance (this is never degraded, representing the fact
# that you never kill all of anything), and extra chance of occurance (this
# number is degraded each time an encounter with that monster type occurs).
# Both of the chance numbers are relative to the TOTAL of all base+extra
# chance (again, mail Justin or see Map_C.cpp for more details).
#
# Wereworg 1 1 50 8 5
#
# NEW FEATURE: You may optionally add two more numbers to the config
#              line.  They indicate the hours that the monster may
#              be found.  The first is a start hour, the second is
#              a stop hour.  THEY ARE IN 24 HOUR TIME!
#              Example: the Firbolg is only available from 6PM to 6AM
Clay_Golem 1 0 30 15 10 18 23
Crueman 2 4 20 20 15 22 5
Dwarf 1 6 10 20 15 9 17
Enchantress 1 0 60 15 5 20 2
#Guardian_of_Rennibister 1 2 50 10 2 8 18
Lightning_Mage 1 1 40 5 20 23 3
Nomad 1 3 20 10 20 11 17
Senrat 1 2 10 15 10 18 6
Thief 1 2 40 20 10 16 2
Townie 3 3 20 30 25 9 18
