reformat comment
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@@ -1173,23 +1173,21 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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// to use for each NPC. If a value in this array is -1 (FFFFFFFF), then the
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// corresponding NPC's AI parameters are defined in the AIParams structure
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// above. The names of the AI parameter sets defined in aiprm.dat are:
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// 00 => Sample_Hunter 10 => Endu
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// 01 => Glustar 11 => Heiz
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// 02 => Guykild 12 => KC
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// 03 => Inolis 13 => Lura
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// 04 => Kilia 14 => memoru
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// 05 => Kranz 15 => Ohgun
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// 06 => Orland 16 => Peko
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// 07 => Relmitos 17 => Reiz
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// 08 => Saligun 18 => Rio
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// 09 => Silfer 19 => Rufina
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// 0A => Sample_Hunter 1A => LKnight
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// 0B => Teifu 1B => Boss_Castor
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// 0C => Viviana 1C => Boss_Pollux
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// 0D => Sample_Dark 1D => Sample_Dark
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// 0E => Break
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// 0F => Creinu
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// Presumably 0A is meant to be Stella, and they forgot to change the name.
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// 00 => Sample_Hunter 0D => Sample_Dark 1A => LKnight
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// 01 => Glustar 0E => Break 1B => Boss_Castor
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// 02 => Guykild 0F => Creinu 1C => Boss_Pollux
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// 03 => Inolis 10 => Endu 1D => Sample_Dark
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// 04 => Kilia 11 => Heiz
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// 05 => Kranz 12 => KC
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// 06 => Orland 13 => Lura
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// 07 => Relmitos 14 => memoru
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// 08 => Saligun 15 => Ohgun
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// 09 => Silfer 16 => Peko
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// 0A => Sample_Hunter 17 => Reiz
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// 0B => Teifu 18 => Rio
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// 0C => Viviana 19 => Rufina
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// Presumably 0A is meant to be Stella and 1D is meant to be Amplum Umbra, but
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// they forgot to change the names.
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/* 2434 */ parray<be_int32_t, 3> npc_ai_params_entry_index;
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// before_message appears before the battle if it's not blank. after_message
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