Spectator HUD Changes:
- Added Timer (same timer that is in the standard HUD)
- Added "Monsters Remaining" count
- Added "Player Health" (for the player that you are spectating)
USER.INI settings:
[MonsterManager_1_8.HUDExtremeInvasion]
bRadarShowFriendlyMonster=True
bShowWaveTimer=True
bShowWaveName=True
[MonsterManager_1_8.MMShowMonsterHealthInteraction]
ShowHealthType=sht_None (sht_None,sht_Bar,sht_Number,sht_Percent)
bHealthCustomColor=False (True to use the next few variables to set the colors)
FullHealth_R=0 (how much Red used when full health) (All Colors are 0..255)
FullHealth_G=255 (how much Green used when full health)
FullHealth_B=0 (how much Blue used when full health)
MidHealth_R=255 (how much Red used when 50% health)
MidHealth_G=255 (how much Green used when 50% health)
MidHealth_B=0 (how much Blue used when 50% health)
LowHealth_R=255 (how much Red used when no health)
LowHealth_G=0 (how much Green used when no health)
LowHealth_B=0 (how much Blue used when no health)
Friendly_R=0 (how much Red in Friendly Monster health bar)
Friendly_G=0 (how much Green in Friendly Monster health bar)
Friendly_B=255 (how much Blue in Friendly Monster health bar)
Friendly_A=255 (how transparent the friendly health bar will be (255 = opaque, 0 = transparent)
- The numbers shown above are the defaults, green when healthy, yellow when 50% & red when nearly dead
- The colors fade from one to the other so certain colors will work better than others, you just gotta play with it.
- Removed everything inside and including "(" and ")" if you copy/paste them into your ini file, these are for documenation purposes only.
Version 1.7
Changes:
- If there are no monsters selected for the wave the system will generate a random wave of monsters selecting from all of the usable monsters configured in the monster list.
- Added monster count in the spectating mode (if you die you can watch from someone else and see how many monsters are left).
- Added a temporary zoom for the radar (lasts 5 seconds, press the key more than once for greater zoom up to 10x, default key=H configurable).
- Added a perimiter radar dot for monsters outside of radar range, it will send you in the correct direction for hard to find monsters.
- Added bTeamScore to the ini in the [MonsterManager_1_7.MutMonsterManager] section, which will give everyone still alive at the end of the round experience points, not just the high scorer.
- More efficient monster spawning (more monsters more quickly)
Notes:
You can still use your ini file, just change _1_n to _1_7 (or you can change the one in the zip file from MonsterManager_rename.ini to MonsterManager.ini
Version 1.5
Changes:
- Monster Health Indicator: Toggle between a Bar, the actual health number, a percent of health, or none. The default keys are [ and ] but you can change that in the game settings. This is option is turned on and off from the main configuration screen or in the ini file(bShowMonsterHealth). (thanks to Mysterial I used his RPG code as a base!!)
- Fix to Monster HealthMax, so that the the health of a monster relative to max health is accurate, this makes the health bar and percentage of health indicator accurate
- Slightly more aggressive spawning at the beginning of waves
- Monster Count indicator (number of monsters currently in the wave, directly below the radar)
- Eliminated the 2 bot max (use as many bots as you like)
- Minor config menu cleanup
Version 1.4
Not beta anymore.
Changes:
- Fixes to damage inflicted by montsers.
- Added the ability to name the wave, if the wave is named then the wave number doesn't show up.
- Added AlienInv monster, and the Wehtam Invasion monsters to the list of available monsters in the ini file.
Notes:
Wave Difficulty now completely controls the damage monsters do in Extreme Invasion!
Version 1.3 (beta!)
I need to beta this because of the new gametype Extreme Invasion. Although if it happens to be perfect (right!) then we will call it a final I have not put the word beta anywhere, so it's really mostly my paranoia that makes me do this.
Extreme Invasion is based very closely on the original Invasion code from Epic, except I have changed the way it deals with a few things. It doesn't extend Invasion, it is truly a new gametype!
Extreme Invasion:
- Unlimited types of monsters per wave... And while you can do that with MonsterManager and Invasion now, it is very inefficient!
- Unlimited waves... Well virtually the limit is 999, and that is artificial, if someone has good reason I could increase that limit.
- Better natural handing of monster count during a wave, Invasion can get confused when a monster spawns other monsters i.e. the Skaarj Queen spawning Skaarj Pupae.
- The ability to better handle weighted monsters. (i.e. StoneTitan #3 & Warlord #1 ... This means that the StoneTitan on average will spawn 3 times more often than the Warlord)
- Clan and Donator identifiers, so that these individuals can enter a wave in process (requested by Sargon)
- A flag to allow super weapons to replenish (Redeemer & Painter) (requested by Sargon)
- All of this is manageable by way of the Web Admin, however the max is 50 monsters per wave (unlimited was impossible to code).
You can also control all of the wave information right from MonsterManager including:
- Which monsters show up in the wave
- Monster frequency... (How likely any monster is to spawn in relation to the other monsters in the wave)
- How many monsters can be in the wave at one time
- Number of waves (initial wave and final wave)
- Wave duration
- Wave difficulty
As far as changes to MonsterManager as it relates to the original Invasion gametype... I added the Monster Frequency modifier to the game, but again the new Extreme Invasion handles this much more efficiently.
I also removed all of the U4E monsters handling code, because their most recent release eliminated the need for this.
I think I pretty much added all of the new features to Web Admin. (there you go Sargon! I hope it comes in handy)
I have not updated most of the rest of this help file, but hopefully it won't matter, if it does let me know!
You can keep your current ini file, the only change required to the ini file is to do a global replace from "_1_2" to "_1_3". The one in the zip is intentionally named MonsterManager_rename.ini, to avoid problems, to use it rename it to "MonsterManager.ini".
Version 1.2
- Able to reduce the overall size of the mutator by using the stock GIBs as I found a way to reduce those GIBs when configured to do so. You can delete the MonsterManagerGib.usx!
- Added Damage to the list of attributes that can be altered both at the monster level, as well as a random change at spawn time.
- Added a "Balanced" feature that will use the "Size" change to base the changes to health, speed and damage. This feature was not added to the Web Admin, because of its restrictive and complex nature, however, if I get requests for it I will probably add it.
You can keep your current ini file (just make sure you don't overwrite it with the one in the zip). The only change required to the ini file is to do a global replace from "_1_1" to "_1_2".
Version 1.1
- Fix to a calculation that would allow monsters that have changed in size to fall through terrain or static mesh. You can keep your current ini file (just make sure you don't overwrite it with the one in the zip). The only change required to the ini file is to do a global replace from "_1_0" to "_1_1".
Version 1.0
- Monsters now have a use the monster flag so they won't be used, or to use reduced GIBs and added Web Admin handling of your monster list.
- Reduced GIBs have been included to make up for the wacky Epic math that makes the GIB get HUGE!
- Kill Sounds have been added (so you can tell if you killed the monster).
- Wave Config updated so you can now exceed 16 monsters per wave.
beta 5:
- Enabled the ability to set all of the configurations via the web server interface. However this resulted in the next change:
- Major changes in the ini file! You can keep your old ini file if you have one, but I recommend renaming it and opening up the configuration menu to generate a new one because the format has vastly changed! You may get really confused if you keep the old one before running the new one! It will be fairly obvious how to copy your old settings back in to the new ini file if you choose to take this approach.
- Added an option that will potentially fix problems detecting the end of the wave (if monsters that do not use the MonsterController controller class are used, such as the U4E PawnDoll, or the NaliFighter).
- Added U4E Monsters compatibility option (thereby eliminating the need for my other mut U4EMonsters) (it is the MonsterManager after all).
beta 4: First real beta and the base for the code... (I know shouldn't it have been beta 1?)
Overview:
There are 5 parts to this mutator which are listed by their mutator configuration screen tab name.
- Manager Config - Allows you to enable/disable
- Monsters - The Name (whatever you want to call them) and the Class of the monsters available for use.
- Monster Config - The ability to change the base size, health, ground speed, air speed, water speed and score value.
- Random Config - Allows a random probability of a random change to size, health, ground speed, air speed, water speed and score value.
- Wave Config - Create your own waves using any of the monsters available.
It should work with any other mutator that uses monsters such as Invasion Anywhere or Satore Monster Pack. It should also work with game types like standard Invasion, or invasion type games such as U4E or Fraghouse Invasion.
A little information about the INI file:
All of the settings are stored in the ini file. The ini file will be created when the mutator configuration screen is opened and closed. I will typically ship with my ini file as it will be easier to see how to use it as well as getting all the monsters into the Monsters list. I think I have a fairly comprehensive list of the monsters available for UT2K4, you can view my actual Monster List here, however, my waves will only work if you have everything configured just as I do.
The actual function of each item in the ini file will not be discussed, but should be obvious based on the information in the below.
A little information about Web Admin system:
I have had to handle data that changes based on other data that has to be entered, specifically the Wave configuration and the Monster Override. With the Wave configuration the wave has to be selected and with the Monster Override the monster has to be selected. With both of these after the wave or the monster has been changed by pressing the "Accept" button, you must also press the browser's "Refresh" button to enable the resulting data to be saved.
Additionally the Monster Override system has an additionally checkbox "Save Setting" that must be checked in order for the changes to be saved. If the monster has been identified as already having a configuration change a "Delete Setting" checkbox will be available, do not check both the Save Setting box and the Delete Setting box, this will only result in saving the data, not deleting it. Finally, there is also a restriction here, that you can only manage one change per monster using this system, where the in-game menu system will allow multiple configuration per monster based on wave.
Manager Config
This tab sets some basic uses for the mutator.
- Use Monster Configs - If you want to change the base information for a monster this must be checked and you must enter the information on the Monster Config tab. Un-checking this option will disable any current Monster Config changes you have made.
- Use Random Monster Configs - If you want to have random changes made to the monsters, this must be checked, other wise uncheck it. You can edit the Random Config settings, but there are defaults that will automatically apply.
- Use Custom Monster Waves - If you are playing the Invasion game type you can use any of the pre-configured Monsters and have your own Wave Configs.
- Ensure End Of Wave Monster Count - Fixes a potential problem where Invasion may lose count of the number of monsters in the wave and then never end even when there are no monsters remaining.
- Dump Monster Data - Will allow you to dump information about each of the pre-configured Monsters to the log file so you can make more intelligent changes to the Monster Configs.
- Debug Logging - Turns on the pre-configured log messages to help in debugging if there are any problems (or suspected problems).
- Show Monster Health - Allows the client to see a health indicator above the monster, they can select from a bar, actual health number, percent of health remaining or turn it off. The default keys are [ and ] but you can change that in the game settings
Monsters
This is where you maintain a list of all monsters that you want to be available for use with the Monster Config and Wave Config features of this mutator.
- Available Monsters list - All of the monsters currently in the list.
- Name edit box - What you want to call the monster, this is only for your organizational use, it has no bearing on the usability of the monster, however, since the list of monsters is sorted it will have a bearing on where the monsters name will show up on the list.
- Class edit box - This must be the actual class name of the monster, i.e. the Skaarj Pupae that comes with invasion is actually SkaarjPack.SkaarjPupae. It is not case sensitive, if you type it wrong the monster will not be recognized.
- Use Monster check box so a specific monster won't get used in a wave.
- Use Reduced GIBs check box so they will not have such huge GIBs if you are increasing the size of the monsters.
- Add/Overwrite button - This will add a new entry or update an existing one. Overwrite is based on the class, if it finds and exact match for the class it will prompt for you to overwrite, this is because no two monsters will ever be the same class name.
- Edit button - Edit the currently selected monster in the list (double clicking in the list has the same affect).
- Delete button - Deletes the currently selected monster from the list.
Reduced GIBs
Reduced GIBs are simply a very small version of the original GIBs but since there is some messed up math that makes them onerous when you make the monster 3 or more times larger, I have added this. It does mean if the monster is normal size or smaller the GIBs are quite small. There are two places this gets set:
- in the Monster Config where you set "by monster" if they should use the reduced GIB.
- and in the Manager Config, where you can turn the entire feature on or off.
Use Monster
Just in case you don't want to include a monster, this will make it unavailable in the other menus.
Monster Config
This will allow you to specify new base attributes for monsters. You can change the size, health, speed (ground, air & water) and score by wave.
- Configured Monsters list - Shows all of the monsters currently configured and what waves they apply to.
- Monster drop down - Select a monster to change, this is populated by the list of monsters on the Monsters tab.
- Amount to change (column 1) - This allows you to specify how much to change the attribute directly to the left.
- Apply Method (column 2) - How to apply the new factor (in column 1), you can Add, Multiply or Replace it.
- Add - Add the value in column 1 to the monsters default. If the monster's speed defaults to 440 you could add 100 to it resulting in a speed of 540 (which is about 25% faster).
- Multiply - Multiply the value in column 1 to the monsters default. if the monster's speed defaults to 440 you could multiply it by 1.25 resulting in a speed of 550 (which is 25% faster) or you could multiply it by 0.5 resulting in 220 (which is half as fast).
- Replace - You can use the new number as the default, it will replace the current default.
- Allow Random (column 3) - If you do not want any random changes made to the attribute for this monster un-check this box i.e. if you want the speed to always be the same un-check the box, you can even leave the default values for column 1 and 2, this would just have the effect of no random changes to the monster for speed, but the defaults would still be in affect.
- Score - This is how many points you get for killing the monster, it affects adrenaline as well as RPG points if you are using that mutator.
- Damage - This will alter how much damage the monster will do, it is a factor that will be applied to the monsters default damage, i.e. 2 will do double damage.
- Min Wave** - This is the lowest wave for which you want to have the change take affect.
- Max Wave** - This is the highest wave for which you want to have the change take affect.
- Add/Save button - Saves if you are editing a configuration, or adds it if its a new configuration.
- Clear button - Restores the default values for all of the fields.
- Edit button - Allows you to edit the information for the currently selected Configured Monster, double clicking on a monster in the list also has the same affect.
- Delete button - deletes the Configured Monster from the list.
**Note: There are 16 waves 0 - 15. No two configs for the same monster can overlap waves (it shouldn't allow it). In a non-invasion game type, the first one found for the monster will be used since there are no waves.
Random Config
This is by far the most complex piece, but once you understand what each item does it should be very straight forward to use.
Attribute Adjustments
- Attribute drop down - Attributes that can be randomized are: Size, Health, Ground Speed, Air Speed, Water Speed and Damage.
- Balanced - Uses the random value for size to adjust the other attributes based on the balanced scale for each one.
- Allow Changes - If unchecked the currently selected attribute will have no affect during game play.
- Change Probability - This is the chance that the monster will be changed when it spawns. (0.0=never, 1.0=always, 0.5=50%, etc...)
- Minimum Random Factor and Maximum Random Factor - A random number is generated between the Minimum and Maximum, and that is how the attribute will be effected. i.e. if the Attribute is Size and the Minimum=0.50 and Maximum=2.00, the monster could be as much as half the size or as much as twice the size or anywhere in between depending on the random value generated.
- Minimum to Not Apply and Maximum to Not Apply - These determine when to and when not to apply to a monster. i.e. the Razor Fly height is only 12 (you can get this value from Dump Monster Data so likely you will not want it to be even smaller, so if you make the Minimum to Not Apply value 12 or more, and the random number generated is less than 1 it will not apply to this monster. Same is true of Maximum only it wont apply if the number is greater than 1. Use Dump Monster Data to get a feel for what a good range is for these, for each attribute. (Doesn't apply to the Damage attribute)
- Minimum Point Adj. and Maximum Point Adj. - If you want the random change to have an affect on the amount of points the monster is worth this is where that can be set. i.e. If you want the monster to be worth more points if it is smaller and less points if it is bigger you would make the Minimum a positive number and the Maximum a negative, it is a relative scale from along the lines of the Minimum and Maximum Random Factors. i.e. If you want a monster to be worth more if it is faster and less if it is slower, then you would make the Minimum a negative number and the Maximum a positive number. Point adjustment is based on the random factor generated, where the relative location between the Min Random and Max Random is identified and then that same location is identified between Min and Max Point Adj. and that is the value used.
- Balanced Scale - If Balanced is used this will determine the amount of change that each attribute will adjust based on random size factor.
Scoring Adjustments
- Score Calculated - If this is checked then the scores will be adjusted based on the "Attribute Adjustment" to Minimum and Maximum Point Adj. (this and Score Randomized are mutually exclusive)
- Additive - If checked the points will be added to the monsters base points, if unchecked they will be multiplied.
- Score Randomized - If this is checked then Score Calculated will be automatically unchecked and a Random number to affect the points for killing the monster will be determined by the next three settings. This negates any changes to the Attribute Adjustments for Minimum and Maximum Point Adj, they will be ignored.
- Probability - The chance that the score will be changed where 0.0=never, 1.0=always, 0.5=50%, etc...
- Minimum Factor - The minimum number to change the points by. (the low end of the randomly generated change)
- Maximum Factor - the maximum number to change the points by. (the high end of the randomly generated change)
Wave Config
The monsters for any given can be configured here, the length of the wave will still come from the game settings, but you can have as many monsters in a wave as you want. However I am not sure there may be a performance hit if you exceed the basic 16 monsters.
- Available Monsters list - The monsters that are configured for use (of course if you have typed anything wrong they will not actually show up in the wave.
- Used Monsters list - This is the monsters that will be used in the currently selected wave, the first monster is always the fallback monster (what is used if one of the other monsters fails to spawn for some reason).
- Wave - Select the wave to change, if you are using the standard Invasion game type you can set all 16 waves or 1 wave if you want (actually you can set 0, but then why are you reading this?). If you don't configure a wave it will use what has been configured in the Game Settings.
- Fallback button - This will set the selected monster in the Used Monster list to the "fallback" monster. By default the first monster added to the list will be the fallback monster, but this button allows you to redefine it.
- Random button - This will clear the current Used Monsters list for the selected wave, then take a random selection from the Available Monsters and add it to the Used Monsters list until it has filled up each of the available slots. Handy if you are lazy or just want something different, it can produce crazy waves, both crappy and good, that is the beauty of random!
- Clear button - This will clear the wave, if the Used Monsters list is empty that wave will use the default monster configuration.
- Add button - This will add the currently selected monster from the Available Monsters list and add it to the Used Monsters list. You can add the same monster more than once, it will increase its chance of spawning relative to the total number of monsters selected for that wave.
- Delete button - This will remove the currently selected monster from the Used MOonsters list.
Ensure End Of Wave Monster Count
During testing I identified a problem with some of the new monsters that don't use the standard MonsterController (Nali Fighter). While I don't know exactly why, occasionally Invasion lost count of the monsters in the wave, and then because the way Invasion deals with this it counts all of the active MonsterControllers still active. Because some monsters have their own controller this won't work and the result can be a wave ending while there are still monsters or a wave that never ends even though there are no more monsters... The code basically does the same thing that the Invasion code does at the same basic time, but it also includes code to find out just how many monsters there really are. And it doesn't count monsters that have been summoned as pets via RPG.
Use Web Admin
There is a but in the Unreal menu system when Web Admin code is enabled. It will not allow changes to be saved in the standard menu when the Web Admin code is enabled. This flag will allow the main menu to save changes, and the menu items will not show up in Web Admin, or the items will show up in the Web Admin system but you cannot save the changes in the standard menu. Hopefully Epic will fix this but until then this flag will allow both to coexist.
Kill Sounds
If this feature is enabled a sound will be made each time you kill a monster, but only you hear your own kills so you can tell if you actually got the kill, and not some other player.
Debug Logging
This will turn on logging in the ut2004.log file, with LOTS of information about stuff this mutator is doing.
Dump Monster Data
If you turn this option on it will dump some default data about each of the monsters so you can determine appropriate settings for the mutator. However, since I have already done this for all of these monsters here is the result: (this data is a bit old, but I think for the monsters listed it is accurate)
MonsterName | MonsterClassName | Health | ScoringValue | GroundSpeed | AirSpeed | WaterSpeed | Height |
[C5] Alien | C502Invasion.C5Alien | 450 | 8 | 440 | 440 | 220 | 44 |
[C5] Brick | C502Invasion.Brick | 300 | 20 | 400 | 440 | 100 | 52 |
[C5] Brute | C502Invasion.C5Brute | 300 | 20 | 400 | 440 | 100 | 52 |
[C5] Elite Gimp | C502Invasion.EliteGimp | 100 | 5 | 440 | 440 | 220 | 44 |
[C5] Fly Bag | C502Invasion.FlyBag | 150 | 4 | 440 | 330 | 220 | 36 |
[C5] Gasbag | C502Invasion.Gasbag | 150 | 6 | 440 | 375 | 220 | 36 |
[C5] Grunt | C502Invasion.C5Grunt | 100 | 6 | 400 | 440 | 200 | 44 |
[C5] Mulcher | C502Invasion.C5Mulcher | 450 | 8 | 440 | 440 | 220 | 44 |
[C5] OverLord | C502Invasion.C5OverLord | 600 | 13 | 250 | 250 | 220 | 78 |
[C5] Zeeblo | C502Invasion.Zeeblo | 450 | 8 | 300 | 440 | 100 | 44 |
[EDW] Alien | EDWMutes.EDWAlien | 70 | 1 | 800 | 440 | 220 | 44 |
[EDW] Alien Queen | EDWMutes.EDWAlienQueen | 400 | 13 | 450 | 440 | 220 | 60 |
[Evil] Facehugger | Facehugger.Facehugger | 100 | 1 | 440 | 440 | 220 | 44 |
[Evil] Floaty Drone | Evil.FloatyDrone | 70 | 2 | 440 | 1000 | 220 | 20 |
[FHI] Butcher (Boss) | FHI.Monster_Butcher | 30000 | 100 | 600 | 900 | 220 | 700 |
[FHI] Fire Warrior (Boss) | FHI.Monster_FireWarrior | 30000 | 100 | 900 | 440 | 220 | 3200 |
[FHI] Ghost | FHI.Monster_Ghost | 130 | 1 | 700 | 900 | 220 | 44 |
[FHI] Guardian | FHI.Monster_Guardian | 100 | 2 | 500 | 440 | 220 | 44 |
[FHI] Hell Raiser (Boss) | FHI.Monster_HellRaiser | 20000 | 100 | 900 | 440 | 220 | 220 |
[FHI] Ictus | FHI.Monster_Ictus | 150 | 6 | 440 | 440 | 220 | 44 |
[FHI] Maphorus | FHI.Monster_Maphorus | 100 | 1 | 440 | 800 | 300 | 14 |
[FHI] Nepolia (Boss) | FHI.Monster_Nepolia | 30000 | 100 | 1200 | 440 | 650 | 100 |
[FHI] Rhagjar (Boss) | FHI.Monster_Rhagjar | 30000 | 100 | 900 | 440 | 220 | 100 |
[FHI] Sandman | FHI.Monster_Sandman | 100 | 1 | 600 | 440 | 220 | 44 |
[FHI] Shock Soldier | FHI.Monster_ShockSoldier | 100 | 2 | 500 | 440 | 220 | 44 |
[FHI] Skeleton | FHI.Monster_Skeleton | 100 | 1 | 700 | 440 | 220 | 60 |
[FHI] Solid Shot | FHI.Monster_SolidShot | 100 | 2 | 500 | 440 | 220 | 44 |
[FHI] Spider | FHI.Monster_Spider | 100 | 1 | 700 | 440 | 500 | 12 |
[FHI] Trogg | FHI.Monster_Trogg | 150 | 6 | 1200 | 440 | 220 | 44 |
[FHI] Werebeast | FHI.Monster_Werebeast | 100 | 2 | 900 | 440 | 220 | 44 |
[FHI] Zombie | FHI.Monster_Zombie | 170 | 1 | 600 | 440 | 220 | 44 |
[Inv K] Bad Pear | InvK_MonsterPM.PM_BadPear | 100 | 2 | 440 | 440 | 220 | 44 |
[Inv K] Firefly | InvK_MonsterPM.PM_firefly | 35 | 1 | 440 | 300 | 220 | 11 |
[Kang] Brute Grenadier | Invasion_Kang.Brute_Grenadier | 220 | 5 | 150 | 440 | 100 | 52 |
[Kang] Gigadoosh Manta | Invasion_Kang.GigadooshManta | 375 | 3 | 440 | 600 | 300 | 60 |
[Kang] Krall Cloaker | Invasion_Kang.KrallCloaker | 100 | 3 | 440 | 440 | 220 | 44 |
[Kang] Mini Pupae | Invasion_Kang.MiniPupae | 20 | 1 | 300 | 440 | 300 | 6 |
[Kang] Moo Cow | Invasion_Kang.MooCow_hc | 60 | 1 | 150 | 440 | 300 | 36 |
[Kang] Pumpkin Bag | Invasion_Kang.PumpkinBag | 170 | 4 | 440 | 330 | 220 | 36 |
[Kang] Shadow Skaarj | Invasion_Kang.ShadowSkaarj | 150 | 6 | 440 | 440 | 220 | 44 |
[Kang] Skeleton | Invasion_Kang.Skeleton_m | 100 | 2 | 440 | 440 | 220 | 44 |
[Kang] Skel Sniper | Invasion_Kang.Skel_Sniper | 100 | 2 | 440 | 440 | 220 | 44 |
[Kang] Skel Trooper | Invasion_Kang.Skel_Trooper | 100 | 3 | 440 | 440 | 220 | 44 |
[Kang] Skel Humper | Invasion_Kang.Skel_Humper | 150 | 2 | 440 | 440 | 220 | 44 |
[Parser] Baby Skaarj | Invasion_Parser.Babyskaarj | 50 | 2 | 440 | 440 | 220 | 44 |
[Parser] Behemoth Pupae | Invasion_Parser.BehemothPupae | 100 | 1 | 500 | 440 | 500 | 24 |
[Parser] Butcher | Invasion_Parser.Butcher | 750 | 10 | 600 | 500 | 220 | 117 |
[Parser] Fartbag | Invasion_Parser.Fartbag | 120 | 6 | 440 | 430 | 220 | 36 |
[Parser] Fire Soldier - Bio Marine | Invasion_Parser.Soldier_m_biomarine | 100 | 2 | 440 | 440 | 220 | 44 |
[Parser] Fire Soldier - Shocketeer | Invasion_Parser.Soldier_m | 100 | 2 | 440 | 440 | 220 | 44 |
[Parser] Goliath | Invasion_Parser.Goliath | 300 | 5 | 150 | 440 | 100 | 62 |
[Parser] Grenade Krall | Invasion_Parser.GrenadeKrall | 100 | 4 | 440 | 440 | 220 | 44 |
[Parser] Killer Cow | Invasion_Parser.KillerCow | 100 | 1 | 750 | 440 | 750 | 24 |
[Parser] Skeletal Flak Soldier | Invasion_Parser.Skel_Flaksoldier | 100 | 2 | 440 | 440 | 220 | 44 |
[Parser] Skeletal Rocketeer | Invasion_Parser.Skel_Rocketeer | 100 | 2 | 440 | 440 | 220 | 44 |
[Parser] Small Cow | Invasion_Parser.SmallCow | 70 | 1 | 250 | 440 | 250 | 12 |
[SMP] DevilFish | satoreMonsterPackv112.SMPDevilFish | 70 | 1 | 440 | 440 | 250 | 20 |
[SMP] Gasbag | satoreMonsterPackv112.SMPGasbag | 150 | 4 | 440 | 330 | 220 | 36 |
[SMP] Giant Razor Fly | satoreMonsterPackv112.SMPGiantRazorFly | 200 | 1 | 440 | 2000 | 220 | 55 |
[SMP] Giant Gasbag | satoreMonsterPackv112.SMPGiantGasbag | 600 | 8 | 440 | 330 | 220 | 90 |
[SMP] Mercenary | satoreMonsterPackv112.SMPMercenary | 180 | 7 | 385 | 300 | 220 | 48 |
[SMP] Mercenary Elite | satoreMonsterPackv112.SMPMercenaryElite | 240 | 8 | 385 | 300 | 220 | 48 |
[SMP] MetalSkaarj | satoreMonsterPackv112.SMPMetalSkaarj | 150 | 7 | 440 | 440 | 220 | 44 |
[SMP] Nali | satoreMonsterPackv112.SMPNali | 50 | 1 | 440 | 440 | 220 | 44 |
[SMP] Nali Fighter | satoreMonsterPackv112.SMPNaliFighter | 70 | 3 | 440 | 440 | 220 | 44 |
[SMP] Nali Rabbit | satoreMonsterPackv112.SMPNaliRabbit | 5 | 1 | 400 | 440 | 220 | 13.3 |
[SMP] Nali Cow | satoreMonsterPackv112.SMPNaliCow | 80 | 1 | 440 | 440 | 220 | 35 |
[SMP] Queen | satoreMonsterPackv112.SMPQueen | 700 | 14 | 600 | 440 | 220 | 106 |
[SMP] Skaarj Sniper | satoreMonsterPackv112.SMPSkaarjSniper | 200 | 6 | 440 | 440 | 220 | 42 |
[SMP] Skaarj Trooper | satoreMonsterPackv112.SMPSkaarjTrooper | 200 | 6 | 440 | 440 | 220 | 42 |
[SMP] Slith | satoreMonsterPackv112.SMPSlith | 210 | 6 | 370 | 440 | 350 | 47 |
[SMP] Stone Titan | satoreMonsterPackv112.SMPStoneTitan | 900 | 16 | 500 | 440 | 220 | 115 |
[SMP] Tentacle | satoreMonsterPackv112.SMPTentacle | 50 | 1 | 0 | 0 | 220 | 36 |
[SMP] Titan | satoreMonsterPackv112.SMPTitan | 900 | 16 | 500 | 440 | 220 | 115 |
[Sang] Sangwyr HC | SangHC.SangwyrHC | 55 | 6 | 700 | 440 | 220 | 44 |
[Skaarj] Boss | U2Skaarj.U2SkaarjBoss | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Invisible | U2Skaarj.U2Skaarjinvisible | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster Armor | U2Skaarj.U2Skaarjmonsterarmor | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster Armor 1 | U2Skaarj.U2Skaarjmonsterarmor1 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster Armor 2 | U2Skaarj.U2Skaarjmonsterarmor2 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster 5 | U2Skaarj.Skaarjmonster5 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster 4 | U2Skaarj.Skaarjmonster4 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster 3 | U2Skaarj.Skaarjmonster3 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster 2 | U2Skaarj.Skaarjmonster2 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster Armor 4 | U2Skaarj.U2Skaarjmonsterarmor4 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster Armor 3 | U2Skaarj.U2Skaarjmonsterarmor3 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster Armor 5 | U2Skaarj.U2Skaarjmonsterarmor5 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster 6 | U2Skaarj.Skaarjmonster6 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Monster 1 | U2Skaarj.Skaarjmonster | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] Skeleton | U2Skaarj.SkaarjSkeleton1 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 9 | U2Skaarj.U2Skaarjmonster9 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 1 | U2Skaarj.U2Skaarjmonster1 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 2 | U2Skaarj.U2Skaarjmonster2 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 3 | U2Skaarj.U2Skaarjmonster3 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 4 | U2Skaarj.U2Skaarjmonster4 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 5 | U2Skaarj.U2Skaarjmonster5 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 6 | U2Skaarj.U2Skaarjmonster6 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 7 | U2Skaarj.U2Skaarjmonster7 | 150 | 6 | 440 | 440 | 220 | 44 |
[Skaarj] U2 Monster 8 | U2Skaarj.U2Skaarjmonster8 | 150 | 6 | 440 | 440 | 220 | 44 |
[U4E2] Blob Boy | u4e2.BlobBoy | 100 | 1 | 440 | 440 | 220 | 32 |
[U4E2] Bloodworm | u4e2.Bloodworm | 100 | 1 | 600 | 440 | 600 | 20 |
[U4E2] Bloodworm Baby | u4e2.BloodwormBaby | 100 | 1 | 600 | 440 | 600 | 8 |
[U4E2] Enlightened | u4e2.Enlightened | 100 | 1 | 440 | 440 | 220 | 44 |
[U4E2] Goro Baby | u4e2.GoroBaby | 100 | 1 | 800 | 440 | 220 | 44 |
[U4E2] Goro | u4e2.Goro | 200 | 1 | 1600 | 440 | 220 | 96 |
[U4E2] Pawn Doll | u4e2.pawnDoll | 1 | 1 | 300 | 440 | 300 | 41 |
[UT2] Behemoth | SkaarjPack.Behemoth | 260 | 6 | 150 | 440 | 100 | 52 |
[UT2] Brute | SkaarjPack.Brute | 220 | 5 | 150 | 440 | 100 | 52 |
[UT2] Elite Krall | SkaarjPack.EliteKrall | 100 | 3 | 440 | 440 | 220 | 44 |
[UT2] Fire Skaarj | SkaarjPack.FireSkaarj | 150 | 7 | 440 | 440 | 220 | 44 |
[UT2] Gasbag | SkaarjPack.Gasbag | 150 | 4 | 440 | 330 | 220 | 36 |
[UT2] Ice Skaarj | SkaarjPack.IceSkaarj | 150 | 6 | 440 | 440 | 220 | 44 |
[UT2] Krall | SkaarjPack.Krall | 100 | 2 | 440 | 440 | 220 | 44 |
[UT2] Manta | SkaarjPack.Manta | 100 | 1 | 440 | 400 | 300 | 12 |
[UT2] Pupae | SkaarjPack.SkaarjPupae | 60 | 1 | 300 | 440 | 300 | 12 |
[UT2] Razor Fly | SkaarjPack.Razorfly | 35 | 1 | 440 | 300 | 220 | 11 |
[UT2] Skaarj | SkaarjPack.Skaarj | 150 | 6 | 440 | 440 | 220 | 44 |
[UT2] WarLord | SkaarjPack.WarLord | 500 | 10 | 400 | 500 | 220 | 78 |
[VAS] Bio Blob B | VasBioInvasionv1x2.VasBioBlobMonsterB | 30 | 1 | 100 | 440 | 300 | 11 |
[VAS] Bio Blob Mother | VasBioInvasionv1x2.VasBioBlobMonsterMother | 150 | 1 | 25 | 440 | 300 | 11 |
[VAS] Bio Blob | VasBioInvasionv1x2.VasBioBlobMonster | 15 | 1 | 250 | 440 | 100 | 12 |
My Monster List
MonsterTable=(MonsterName="[C5] Brick",MonsterClassName="C502Invasion.Brick",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] Brute",MonsterClassName="C502Invasion.C5Brute",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] Elite Gimp",MonsterClassName="C502Invasion.EliteGimp",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] Fly Bag",MonsterClassName="C502Invasion.FlyBag",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] Gasbag",MonsterClassName="C502Invasion.Gasbag",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] Grunt",MonsterClassName="C502Invasion.C5Grunt",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] Mulcher",MonsterClassName="C502Invasion.C5Mulcher",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] OverLord",MonsterClassName="C502Invasion.C5OverLord",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] Zeeblo",MonsterClassName="C502Invasion.Zeeblo",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[C5] Alien",MonsterClassName="C502Invasion.C5Alien",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[EDW] Alien",MonsterClassName="EDWMutes.EDWAlien",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[EDW] Alien Queen",MonsterClassName="EDWMutes.EDWAlienQueen",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Evil] Floaty Drone",MonsterClassName="Evil.FloatyDrone",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Evil] Facehugger",MonsterClassName="Facehugger.Facehugger",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Sandman",MonsterClassName="FHI.Monster_Sandman",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Skeleton",MonsterClassName="FHI.Monster_Skeleton",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Spider",MonsterClassName="FHI.Monster_Spider",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Trogg",MonsterClassName="FHI.Monster_Trogg",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Werebeast",MonsterClassName="FHI.Monster_Werebeast",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Zombie",MonsterClassName="FHI.Monster_Zombie",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Fire Warrior (Boss)",MonsterClassName="FHI.Monster_FireWarrior",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Ghost",MonsterClassName="FHI.Monster_Ghost",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Guardian",MonsterClassName="FHI.Monster_Guardian",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Hell Raiser (Boss)",MonsterClassName="FHI.Monster_HellRaiser",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Maphorus",MonsterClassName="FHI.Monster_Maphorus",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Nepolia (Boss)",MonsterClassName="FHI.Monster_Nepolia",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Rhagjar (Boss)",MonsterClassName="FHI.Monster_Rhagjar",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Shock Soldier",MonsterClassName="FHI.Monster_ShockSoldier",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Solid Shot",MonsterClassName="FHI.Monster_SolidShot",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Ictus",MonsterClassName="FHI.Monster_Ictus",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[FHI] Butcher (Boss)",MonsterClassName="FHI.Monster_Butcher",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[HALO] Infection",MonsterClassName="HaloCreatures.Infection",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[HALO] Human Flood Monster",MonsterClassName="Haloscript.HumanFloodMonster",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[HALO] InfectionD",MonsterClassName="HaloCreatures.InfectionD",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[HALO] InfectionC",MonsterClassName="HaloCreatures.InfectionC",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[HALO] InfectionB",MonsterClassName="HaloCreatures.InfectionB",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[HALO] Elite Flood Monster",MonsterClassName="Haloscript.EliteFloodMonster",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[HALO] Flood Monster",MonsterClassName="HaloCreatures.Floodmonster",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[HALO] InfectionA",MonsterClassName="Haloscript.InfectionA",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Inv K] Bad Pear",MonsterClassName="InvK_MonsterPM.PM_BadPear",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Inv K] Firefly",MonsterClassName="InvK_MonsterPM.PM_firefly",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Brute Grenadier",MonsterClassName="Invasion_Kang.Brute_Grenadier",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Shadow Skaarj",MonsterClassName="Invasion_Kang.ShadowSkaarj",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Pumpkin Bag",MonsterClassName="Invasion_Kang.PumpkinBag",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Mini Pupae",MonsterClassName="Invasion_Kang.MiniPupae",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Krall Cloaker",MonsterClassName="Invasion_Kang.KrallCloaker",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Moo Cow",MonsterClassName="Invasion_Kang.MooCow_hc",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Skeleton",MonsterClassName="Invasion_Kang.Skeleton_m",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Skel Trooper",MonsterClassName="Invasion_Kang.Skel_Trooper",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Gigadoosh Manta",MonsterClassName="Invasion_Kang.GigadooshManta",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Skel Sniper",MonsterClassName="Invasion_Kang.Skel_Sniper",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Kang] Skel Humper",MonsterClassName="Invasion_Kang.Skel_Humper",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Parser] Skeletal Rocketeer",MonsterClassName="Invasion_Parser.Skel_Rocketeer",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Parser] Behemoth Pupae",MonsterClassName="Invasion_Parser.BehemothPupae",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Parser] Fire Soldier - Bio Marine",MonsterClassName="Invasion_Parser.Soldier_m_biomarine",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Parser] Fire Soldier - Shocketeer",MonsterClassName="Invasion_Parser.Soldier_m",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Parser] Skeletal Flak Soldier",MonsterClassName="Invasion_Parser.Skel_Flaksoldier",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Parser] Small Cow",MonsterClassName="Invasion_Parser.SmallCow",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Parser] Killer Cow",MonsterClassName="Invasion_Parser.KillerCow",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[Parser] Grenade Krall",MonsterClassName="Invasion_Parser.GrenadeKrall",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[Parser] Fartbag",MonsterClassName="Invasion_Parser.Fartbag",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[Parser] Butcher",MonsterClassName="Invasion_Parser.Butcher",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[Parser] Baby Skaarj",MonsterClassName="Invasion_Parser.Babyskaarj",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[Parser] Goliath",MonsterClassName="Invasion_Parser.Goliath",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[Sang] Sangwyr HC",MonsterClassName="SangHC.SangwyrHC",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 8",MonsterClassName="U2Skaarj.U2Skaarjmonster8",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 7",MonsterClassName="U2Skaarj.U2Skaarjmonster7",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 6",MonsterClassName="U2Skaarj.U2Skaarjmonster6",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 5",MonsterClassName="U2Skaarj.U2Skaarjmonster5",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 3",MonsterClassName="U2Skaarj.U2Skaarjmonster3",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 2",MonsterClassName="U2Skaarj.U2Skaarjmonster2",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 1",MonsterClassName="U2Skaarj.U2Skaarjmonster1",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster Armor 5",MonsterClassName="U2Skaarj.U2Skaarjmonsterarmor5",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster Armor 4",MonsterClassName="U2Skaarj.U2Skaarjmonsterarmor4",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster Armor 3",MonsterClassName="U2Skaarj.U2Skaarjmonsterarmor3",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster Armor 1",MonsterClassName="U2Skaarj.U2Skaarjmonsterarmor1",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster Armor",MonsterClassName="U2Skaarj.U2Skaarjmonsterarmor",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster 6",MonsterClassName="U2Skaarj.Skaarjmonster6",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster 5",MonsterClassName="U2Skaarj.Skaarjmonster5",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster 4",MonsterClassName="U2Skaarj.Skaarjmonster4",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster 3",MonsterClassName="U2Skaarj.Skaarjmonster3",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster 2",MonsterClassName="U2Skaarj.Skaarjmonster2",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster 1",MonsterClassName="U2Skaarj.Skaarjmonster",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Skeleton",MonsterClassName="U2Skaarj.SkaarjSkeleton1",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Invisible",MonsterClassName="U2Skaarj.U2Skaarjinvisible",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Boss",MonsterClassName="U2Skaarj.U2SkaarjBoss",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 9",MonsterClassName="U2Skaarj.U2Skaarjmonster9",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] Monster Armor 2",MonsterClassName="U2Skaarj.U2Skaarjmonsterarmor2",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[Skaarj] U2 Monster 4",MonsterClassName="U2Skaarj.U2Skaarjmonster4",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] DevilFish",MonsterClassName="satoreMonsterPackv120.SMPDevilFish",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Nali",MonsterClassName="satoreMonsterPackv120.SMPNali",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Nali Cow",MonsterClassName="satoreMonsterPackv120.SMPNaliCow",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Nali Rabbit",MonsterClassName="satoreMonsterPackv120.SMPNaliRabbit",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Titan",MonsterClassName="satoreMonsterPackv120.SMPTitan",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Stone Titan",MonsterClassName="satoreMonsterPackv120.SMPStoneTitan",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Slith",MonsterClassName="satoreMonsterPackv120.SMPSlith",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Skaarj Trooper",MonsterClassName="satoreMonsterPackv120.SMPSkaarjTrooper",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Skaarj Sniper",MonsterClassName="satoreMonsterPackv120.SMPSkaarjSniper",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Queen",MonsterClassName="satoreMonsterPackv120.SMPQueen",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Nali Fighter",MonsterClassName="satoreMonsterPackv120.SMPNaliFighter",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] MetalSkaarj",MonsterClassName="satoreMonsterPackv120.SMPMetalSkaarj",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Mercenary Elite",MonsterClassName="satoreMonsterPackv120.SMPMercenaryElite",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Mercenary",MonsterClassName="satoreMonsterPackv120.SMPMercenary",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Giant Razor Fly",MonsterClassName="satoreMonsterPackv120.SMPGiantRazorFly",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Giant Gasbag",MonsterClassName="satoreMonsterPackv120.SMPGiantGasbag",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Gasbag",MonsterClassName="satoreMonsterPackv120.SMPGasbag",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[SMP] Tentacle",MonsterClassName="satoreMonsterPackv120.SMPTentacle",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[U4E3] Goro",MonsterClassName="u4e3.Goro",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[U4E3] Metal Goro",MonsterClassName="u4e3.MetalGoro",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[U4E3] Baby Enlightened",MonsterClassName="u4e3.BabyEnlightened",bUseMonster=False,bUseGibReduction=True)
MonsterTable=(MonsterName="[U4E3] Blob Boy",MonsterClassName="u4e3.BlobBoy",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[U4E3] Bloodworm",MonsterClassName="u4e3.Bloodworm",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[U4E3] Bloodworm Baby",MonsterClassName="u4e3.BloodwormBaby",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[U4E3] Enlightened",MonsterClassName="u4e3.Enlightened",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[U4E3] Goro Baby",MonsterClassName="u4e3.GoroBaby",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[U4E3] Gun Walker",MonsterClassName="u4e3.GunWalker",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[U4E3] Pawn Doll",MonsterClassName="u4e3.pawnDoll",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[UT2] Skaarj Pupae",MonsterClassName="SkaarjPack.SkaarjPupae",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Behemoth",MonsterClassName="SkaarjPack.Behemoth",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Brute",MonsterClassName="SkaarjPack.Brute",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Elite Krall",MonsterClassName="SkaarjPack.EliteKrall",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Fire Skaarj",MonsterClassName="SkaarjPack.FireSkaarj",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Gasbag",MonsterClassName="SkaarjPack.Gasbag",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Ice Skaarj",MonsterClassName="SkaarjPack.IceSkaarj",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Krall",MonsterClassName="SkaarjPack.Krall",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Manta",MonsterClassName="SkaarjPack.Manta",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Razor Fly",MonsterClassName="SkaarjPack.Razorfly",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] Skaarj",MonsterClassName="SkaarjPack.Skaarj",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[UT2] WarLord",MonsterClassName="SkaarjPack.WarLord",bUseMonster=True,bUseGibReduction=True)
MonsterTable=(MonsterName="[VAS] Bio Blob",MonsterClassName="VasBioInvasionv1x2.VasBioBlobMonster",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[VAS] Bio Blob B",MonsterClassName="VasBioInvasionv1x2.VasBioBlobMonsterB",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[VAS] Bio Blob Mother",MonsterClassName="VasBioInvasionv1x2.VasBioBlobMonsterMother",bUseMonster=False,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Bin Laden",MonsterClassName="MonsterZombies.ZombieBinLaden",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Blue",MonsterClassName="MonsterZombies.ZombieBlue",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Boney",MonsterClassName="MonsterZombies.ZombieBoney",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Boney Snd",MonsterClassName="MonsterZombies.ZombieBoneySnd",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Burned",MonsterClassName="MonsterZombies.ZombieBurned",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Dark",MonsterClassName="MonsterZombies.ZombieDark",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Yellow",MonsterClassName="MonsterZombies.ZombieYellow",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Trite",MonsterClassName="MonsterZombies.ZombieTrite",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Strange Eyes",MonsterClassName="MonsterZombies.ZombieStrangeEyes",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Skeleton",MonsterClassName="MonsterZombies.ZombieSkeleton",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Red Eye",MonsterClassName="MonsterZombies.ZombieRedEye",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Red",MonsterClassName="MonsterZombies.ZombieRed",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Mummy Snd",MonsterClassName="MonsterZombies.ZombieMummySnd",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Mummy",MonsterClassName="MonsterZombies.ZombieMummy",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Morgue",MonsterClassName="MonsterZombies.ZombieMorgue",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Gutted",MonsterClassName="MonsterZombies.ZombieGutted",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Green",MonsterClassName="MonsterZombies.ZombieGreen",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Female Snd",MonsterClassName="MonsterZombies.ZombieFemaleSnd",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Female",MonsterClassName="MonsterZombies.ZombieFemale",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Fat Ugly Snd",MonsterClassName="MonsterZombies.ZombieFatUglySnd",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Fat Ugly",MonsterClassName="MonsterZombies.ZombieFatUgly",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[ZON] Zombie Eaten",MonsterClassName="MonsterZombies.ZombieEaten",bUseMonster=True,bUseGibReduction=False)