0x0294A2: In the 'animate PC target' spell animation command, jump here is changed
	-This makes it so that the target of a spell will no longer animate for the spell's duration
	-That's how Jeff got around Comet's positioning stuff
	-A better solution is to edit Comet's animation script, IMO


	(Mod of Balance spell damage)
	-A = Int + (Total Spell Power)/2
	-B = (Int+Luck)/2 + (Total Spell Power) + Int 
		damage varies from 1/2 to a little over 3/2 of base, and INT is highly important
	-Store A to [sp] = base damage of spell
	-damage = rand[A..(A+B)]

0xEE0C00 - Routine hardcoding a whole lot of spell animation ID stuff for monsters

0xEE2100: (MoB) Text data related to the revised status screen

0xEE1800  0xEE1E3F: MoB AI Definitions