-----------------------------------------------------------------
a list of properties used in the npcdesc.cfg:
-----------------------------------------------------------------

All properties are stored in the following format:

  AISetting	init_script		s:ai_brain:init_scripts/bird

whereas e.g. init_script in that case would match the list of events as described below:

As to type of value... 
  integer, (define i:<value>)
  string,  (define s:<value>)
  sw-str:=splitword(string), (define s:<value1> <value2> <...>)

  ### Pollcycles
  ===============
  
   - settings["idle_wait"]           [integer] pollcycle in seconds for the npc when awake!
   - settings["sleep_ticks"]         [integer] specifies poll cycles idle before npc goes to sleepmode
   - settings["sleep_wait"]           [integer] pollcycle in seconds for the npc in sleep mode!

  ### Daily Life
  =================================
   - settings["init_script"]         [string]  script to start when the NPC is created!
   - settings["sleep_script"]        [string]  script to run in sleep mode
   - settings["enter_react_script"]  [string]  script to call when a player enters the bark radius!
   - settings["leave_react_script"]  [string]  script to call when a player leaves the bark radius!
   - settings["dbl_click_script"]    [string]  script to call if NPC is dclicked by a player
   - settings["item_script"]         [string]  script to call if NPC was given an item
   - settings["virtual_nerve"]       [string]  script to call if no other nerve applied 
                                               (further options in sub-brain possible)

  ### Speech
  =================================
   - settings["listen_script"]       [string]  script to call when someone nearby speaks to him
   - settings["listen_range"]        [integer] range he will listen to speech
   - settings["ghost_script"]        [string]  script to call when someone nearby speaks to him
   - settings["command_script"]      [string]  script to call if his master tells him a command

   
  ### Combat related script references
  =====================================
  
   - settings["combat_script"]       [string]  script to call when engaging in combat!
   - settings["disengage_script"]    [string]  script to call when enemy disengages!
   - settings["flee_script"]         [string]  script to call when the NPC decides to flee!
   - settings["win_script"]          [string]  script to call when an opponent is defeated

  ### Other generic NPC related settings
  =======================================
  
   - settings["idle_sound"]          [SW-str]  sound id's to play when idle or just grunting/barking
   - settings["range_vision"]        [integer] players in that radius can be "seen" (must be >= range_felt!!!!)
   - settings["range_felt"]          [integer] players in that radius can be "felt" (must be <= range_vision!!!)
   - settings["range_exit"]          [integer] how far an enemy must run before he gives up chase.

Note: if you want a monster to be dressed up, (e.g. a bandid needing clothes, or some other animal
      needing a coloring/painting up, or a random name generation... make sure you put a '!' at
      the beginning of their name! This will make initialization of the script start the init_script.
      (Without a '!' in the beginning of their name, the script asumes it's a reboot, and you don't
      want existing chars to be renamed or to receive equipment twice!)
      


Additionally the NPC needs these entries:
-----------------------------------------

NPCTemplate Skelleton
{   
    Name        !Skelleton
    script      :npc_ai:npc_brain
    Color       0
    TrueColor   0
    Gender      0
    ObjType     0x32
    #Race is used to determine whom to attack
    Cprop title_race  sUndead 

    #base starting stats (init scripts may modify this!)
    STR         30
    INT         30
    DEX         30
    #Note: the values below apply only as max values, if the NPC has a value of 100
    #      in the corresponding stat!!!
    # -> e.g. STR=50, HITS=50  => NPC has a maxHP of 25!! (50% of 50)
    # -> e.g. STR=120, HITS=60 => NPC has a maxHP of 72!! (120% of 60)
    HITS        50
    MANA        0
    STAM        50
    #Monsters can get a damage bonus on their attacks - and a recovery speed bonus. 
    #Specify theem here (consider the value % of normal, higher speedval is slower)
    NPCRECOVERY 100
    NPCDAMAGE   300
    
    #dummy combat values for the system! - none of them is really used if NPC is set up proper!
    AttackAttribute	Wrestling
    AttackSpeed		20
    AttackDamage	1d1
    AttackHitSound	0x1E
    AttackMissSound	0x239
    DeathSound		0x82
    DamagedSound	0x1F
    
    #npc_ai nerves available:
    AISetting	init_script	s:monsters:init_script/init_skelleton
}
