========================
restsys_wm_tables.2da Definition
========================
Overview: This is used to define the Rest System Wandering Monster Encounter Tables.
Each row in this 2da defines an encounter table.

An area can be set to reference these encounter tables, one for day and one for night.
TableNames are assigned to area variables.  

//================================================================================
These variables are available as variable set "a_restsys_wm_vars"
The variable names that can be used on the area are:
"WM_ENC_TABLE_DAY";		// encounter "table name" to use during the day
"WM_ENC_TABLE_NIGHT";		// encounter "table name" to use at night
"WM_ENC_PROB_DAY";		// Base % chance of day encounter 
"WM_ENC_PROB_NIGHT";		// Base % chance of night encounter

"WM_ENC_CUM_INCREASE_L";	// low amount to increase  (actual amount will be between low and high)
"WM_ENC_CUM_INCREASE_H";	// high amount to increase
"WM_ENC_CUM_TOTAL";		// amount increased so far (set this if you want to start the cycle later than the probability)
"N2_WM_MIN_THRESHOLD";		// min roll - all rolls less than this for wandering monsters will be ignored.  

"WM_DISABLED";			// TRUE = disable all WM encounters in the area.  Also works on modules and globally for the campaign
"WM_AREA_LISTENCHECK";
"WM_USE_APPEAR_ANIMATIONS";

// Conrolling where to spawn encounters - If not filled, these all default to reasonable values.
// These define how we should use any placed spawn points
"WM_SPAWN_POINTS_DISABLED"; 	// TRUE = don't use spawn points
"WM_SPAWN_POINT_MAX_DIST"; 	// Max dist spawn point can be to be used for encounter
"WM_SPAWN_POINT_PREFERRED_DIST"; // distance to shoot for when creating encounter

// These define how doors should be used for spawning wandering monsters.
"WM_SPAWN_DOORS_DISABLED"; 	// TRUE = don't use doors
"WM_SPAWN_DOOR_MAX_DIST";		// Max dist door can be to be used for encounter

// When spawn points and doors are not used, we then try to spawn at some distance away.
"WM_SPAWN_LOC_MAX_DIST";
"WM_SPAWN_LOC_MAX_DIST";

// The encounter size % of all encounters in area.  Defaults to 100.
// This is calculated in terms of the number of monsters in the particular encounter.  
// example: if 4 monsters in encounter & DIFFICULTY = 150, then 6 monsters will be created.
"WM_ENC_SIZE_PERCENTAGE";		
//================================================================================



Modification history:
ChazM - 5/9/07 - Created



 Column  Column Name	 
+-------+---------------
| A	| *blank*
+-------+---------------
Row id

+-------+---------------
| B	| TableName
+-------+---------------
The name of the encounter table.  Table namese will typically correspond to the kind of encounters they contain. 

+-------+---------------
| C	| Comment	
+-------+---------------
Comment field  use to further define table usage.  
Start each comment with a comma so that excel will automatically quote the entry

+-------+---------------
| D	| FeedBackStrRefSuccess	
+-------+---------------
StrRef to display if Listen Check is successful
Defaults to 83306

+-------+---------------
| E	| FeedBackStrRefFail	
+-------+---------------
StrRef to display if Listen Check fails
Defaults to 83307

+-------+---------------
| F	| Enc1_ResRefs	
+-------+---------------
Encounter 1 list of creature ResRefs to spawn

+-------+---------------
| G	| Enc1_Prob	
+-------+---------------
Percentage probability of Encounter 1 occurring (in relation to the other encounters)
Defaults to 33%

+-------+---------------
| H	| Enc2_ResRefs	
+-------+---------------
Encounter 2 list of creature ResRefs

+-------+---------------
| I	| Enc2_Prob	
+-------+---------------
Encounter 2 probability

+-------+---------------
| J	| Enc3_ResRefs	
+-------+---------------
Encounter 3 list of creature ResRefs
Encounter 3 percentage probability is the remaining percentage

