The changes in this patch will make spells and abilities used by monsters read from
the animation ID in the spell's data struct instead of using the spell ID only.

This allows more freedom in changing the effects and animations of spells,
without needing to resort to pointer hacking and reordering.

Note that you will need to update all monster spells to use their correct IDs,
as by default they all use the wrong ones.

This patch writes to $07A8D0, and uses free space at $EE0C00.