//Set Monster Stats Values
bool CMonster::SetStats(bool all)
{
    if(thisnpc == NULL) return false;
    Stats->Level = thisnpc->level;    
    Stats->Attack_Power = GetAttackPower( );
    Stats->Defense = GetDefense( );
    Stats->xprate = GetXPRate( );
    Stats->itemdroprate = GetItemDropRate( );
    Stats->zulydroprate = GetZulyDropRate( );
    Stats->Attack_Speed = GetAttackSpeed( );
    Stats->Move_Speed = GetMoveSpeed( );
    Stats->Dodge = GetDodge( );
    Stats->Accury = GetAccury( );
    Stats->Critical = GetCritical( );
    Stats->Magic_Defense = GetMagicDefense( );
    Stats->magicattack = GetMagicAttack( );
    Stats->Attack_Distance = GetAttackDistance( );
    for(int i=0;i<20;i++)
    {
        AIVar[i] = 0;        
    }
    return true;
}
//Set Monster Stats Values
bool CMonster::SetStats(bool all)
{
    if(thisnpc == NULL) return false;
    
    Stats->Attack_Power = GetAttackPower( );
    Stats->Defense = GetDefense( );
    Stats->xprate = GetXPRate( );
    Stats->itemdroprate = GetItemDropRate( );
    //Stats->zulydroprate = GetZulyDropRate( );		//PY: pointless stat. It's always zero. Use thisnpc->money to get the value directly from the STB
    Stats->Attack_Speed = GetAttackSpeed( );
    Stats->Move_Speed = GetMoveSpeed( );
    Stats->Dodge = GetDodge( );
    Stats->Accury = GetAccury( );
    Stats->Critical = GetCritical( );
    Stats->Magic_Defense = GetMagicDefense( );
    Stats->magicattack = GetMagicAttack( );
    Stats->Attack_Distance = GetAttackDistance( );
    for(int i=0;i<20;i++)
    {
        AIVar[i] = 0;        
    }
    return true;
}