Code by ThatBum. <3

-----VERSION HISTORY-----
v0: Updated for rock/powers, monster mode functions completed.
v1: Initial release with monster mode triggers.
v2: Fixed typo in runspeed tuning variable. Workaround for hunger and sanity resetting upon transforming.
v3: Fiddled with the anim art a bit, made the face and face w/ hat sprites stop clipping with each other. Also removed the image-source archive since you can get the images from extracting the textures with TEXTool anyway. It was wasting space.
v4: Refactored a bunch of stuff. You can no longer increment the monster progress by eating monster food during the daytime. Reduced monster sanity drain to 15 per minute, but there's now an instant -15 to sanity when transforming.
v4 bugs: Health does not persist across saves, it always sets it back to full. Also I cannot dynamically change the maximum health like I can with hunger and sanity. I don't know what is wrong, health is coded exactly like hunger and sanity in my code, and the SetMaxHealth function is very similar to the other two. I'll figure it out eventually.
v5: Fixed bugs in v4, it seems you need health:DoDelta() to get health to do anything, unlike the other ones. Health now saves as well. When you turn monster, you get capacity for 30 more health, but you need to increase your health on your own.
v6: Changed how the tuning vars work, they're now all one large table like the official character tuning vars, instead of lots of little ones. Also other small optimizations and rearrangements.
v7: The food invert function now applies individual multipliers to the monster foods so they each resemble the stats of normal meat. Thanks, simplex!
v8: Every 5-10 seconds, the monster progress will decrement.
v9: Meat and meat based crockpot dishes now give you half their normal health and sanity. Also added a debug output toggle to tuning vars, and separated the animation stuff from the MonsterCheck function and made it its own function.
v10: Improved decrementer function. Thanks again simplex!
v11: There's now a 15% chance of simply knocking yourself out and waking up next day instead of transforming. Changed a backslash to forwardslash for OS compatibility. Fixed typos in speech file.
v12: The monster, unmonster, and knocked out speech is now randomized from a table of sayings. Monster mode has a set of unique strings as well.
v13: Found and fixed a VERY longstanding bug with the threshhold detection, the greater than or equal to check did not run when the monster progress was equal to the threshhold. I didn't understand why at the time and compensated by lowering the threshhold by one, but I've got to the bottom of it now. :P
v14: Fixed a decrementer bug. Re-localized IsMonster variable. Added death sound to the turning animation.
v15: Updated monster mode art and describe strings (Thanks Willette!) Added weremonster function (you will now transform on full moon)
v15 bugs: We discovered that the game hangs when Willette gets in the shadow throne, because she has no ascociated puppet prefab. Not sure how to make one of these.
v16: Added Willette to the character strings for the endgame dialog and puppet (Thanks Ipsquiggle!). Monster food invert function no longer applies to all characters (Thanks simplex!). Adjusted art for normal mode slightly, face parts were clipping on the side view.
v16 bugs: The endgame dialog now works, but it calls her a he. It seems this functionality needs to be fixed in a game update, because the bit that handles gender in endgamedialog.lua is a local function.

-----THANKS LIST-----
Willette - the art and idea, of course :P
zeidrich - concept for the monster food invert function
chromiumboy - teling me about the tiein for unmonster trigger
Malacath - HUGE help with the monstercheck function
simplex - refining of the monster food invert function and decrementer
Ipsquiggle - Teaching me about the puppet functions