<?xml version="1.0" encoding="UTF-8"?>
<oakxmlfile>
	<struct name="mons">
		<long name="flags" />
		<tag name="collection" group=".256" />
		<sequence_index name="seq_idle" />
		<sequence_index name="seq_moving" />
		<sequence_index name="seq_placeholder" />
		<sequence_index name="seq_pausing_for_obstacle" />
		<sequence_index name="seq_turning" />
		<sequence_index name="seq_blocking" />
		<sequence_index name="seq_taking_damage" />
		<sequence_index name="seq_picking_up_object" />
		<sequence_index name="seq_head_shots" />
		<sequence_index name="seq_celebration" />
		<sequence_index name="seq_transition_to_secondary_idle" />
		<sequence_index name="seq_secondary_idle" />
		<sequence_index name="seq_transition_to_primary_idle" />
		<sequence_index name="seq_running" />
		<sequence_index name="seq_ammunition_icon" />
		<sequence_index name="seq_holding_for_attack" />
		<sequence_index name="seq_taunting" />
		<sequence_index name="seq_gliding" />
		<sequence_index name="seq_propelled" />
		<padding count="14" />
		<tag name="burning_death_projectile_group_tag" group="prgr" />
		<padding count="2" />
		<byte name="experience_kill_bonus" />
		<byte name="experience_bonus_radius" />
		<fixed_fraction name="propelled_system_shock" />
		<fixed_fraction name="damage_to_propulsion" />
		<byte name="dwarf_depth_cost" />
		<byte name="human_depth_cost" />
		<byte name="giant_depth_cost" />
		<byte name="deep_cost" />
		<byte name="extflags_sloped" />
		<byte name="block_delay_rate" />
		<short name="extflags_grass_desert" />
		<byte name="speed_modifier" />
		<byte name="maximum_experience_points" />
		<byte name="charge_range" />
		<padding count="5" />
		<short name="terrain_impassability_flags" />
		<short_world name="pathfinding_radius" />
		<short_fixed_fraction name="movement_modifiers" count="16" />
		<fixed_fraction name="absorbed_fraction" />
		<short_world name="warning_distance" />
		<short_world name="critical_distance" />
		<short_fixed name="healing_fraction" />
		<short name="initial_ammunition_lower_bound" />
		<short name="initial_ammunition_delta" lower_bound="initial_ammunition_lower_bound" />
		<short_world name="activation_distance" />
		<padding count="2" />
		<angular_velocity name="turning_speed" />
		<short_world name="base_movement_speed" />
		<fixed_fraction name="left_handed_fraction" />
		<short_enum name="size">
			<member text="Small" value="0" />
			<member text="Man-sized" value="1" />
			<member text="Giant" value="2" />
		</short_enum>
		<tag name="object_tag" group="obje" />
		<short name="number_of_attacks" />
		<short_enum name="desired_projectile_volume">
			<member text="NONE" value="-1" />
			<member text="Unwieldy" value="0" />
			<member text="Small" value="1" />
			<member text="Large" value="2" />
			<member text="X1" value="3" />
			<member text="X2" value="4" />
			<member text="X3" value="5" />
			<member text="X4" value="6" />
			<member text="X5" value="7" />
			<member text="X6" value="8" />
			<member text="X7" value="9" />
			<member text="X8" value="10" />
			<member text="X9" value="11" />
			<member text="X10" value="12" />
			<member text="X11" value="13" />
			<member text="X12" value="14" />
			<member text="X13" value="15" />
		</short_enum>
		<substruct struct="monster_attack_definition" name="attacks" count="4" runtime_count="number_of_attacks" />
		<tag name="map_action_tag" group="temp" />
		<short_time name="attack_frequency_lower_bound" />
		<short_time name="attack_frequency_delta" lower_bound="attack_frequency_lower_bound" />
		<tag name="exploding_projectile_group_tag" group="prgr" />
		<short name="hack" />
		<short name="maximum_ammunition_count" />
		<fixed_fraction name="hard_death_system_shock" />
		<fixed_fraction name="flinch_system_shock" />
		<tag name="melee_impact_projectile_group_tag" group="prgr" />
		<tag name="dying_projectile_group_tag" group="prgr" />
		<tag name="spelling_string_list_tag" group="stli" />
		<tag name="names_string_list_tag" group="stli" />
		<tag name="flavor_string_list_tag" group="stli" />
		<byte name="use_attack_frequency" />
		<byte name="more_hack" />
		<short_enum name="monster_class">
			<member text="Melee" value="0" />
			<member text="Missile" value="1" />
			<member text="Suicide" value="2" />
			<member text="Special" value="3" />
			<member text="Harmless" value="4" />
			<member text="Ambient Life" value="5" />
			<member text="Invisible Observer" value="6" />
		</short_enum>
		<short_enum name="allegiance">
			<member text="Light" value="0" />
			<member text="Dark" value="1" />
		</short_enum>
		<short name="experience_point_value" />
		<tag name="sound_tags" group="soun" count="10" />
		<tag name="blocked_impact_projectile_group_tag" group="prgr" />
		<tag name="absorbed_impact_projectile_group_tag" group="prgr" />
		<tag name="ammunition_projectile_tag" group="proj" />
		<short_enum name="visibility_type">
			<member text="Nearsighted" value="0" />
			<member text="Farsighted" value="1" />
		</short_enum>
		<short name="combined_power" />
		<short_world name="longest_range" />
		<short name="cost" />
		<byte_enum name="sound_types" count="10">
			<member text="Attack Order" value="0" />
			<member text="Multiple Attack Order" value="1" />
			<!--member text="Attack Order Vs. Undead" value="2"/-->
			<member text="Move Order" value="3" />
			<member text="Multiple Move Order" value="4" />
			<member text="Selection" value="5" />
			<member text="Multiple Selection" value="6" />
			<member text="Hit Friendly Unit" value="7" />
			<member text="Hit By Friendly Unit" value="8" />
			<member text="Attack Obstructed By Friendly Unit" value="9" />
			<!--member text="Attack Enemy Unit" value="10"/-->
			<member text="Attack Enemy With Friendly Units Nearby" value="11" />
			<!--member text="Sprayed By Gore" value="12"/-->
			<member text="Caused Enemy Death" value="13" />
			<member text="Caused Friendly Death" value="14" />
			<member text="Caused Death Of Enemy Undead" value="15" />
			<!--member text="Caused Multiple Enemy Deaths" value="16"/-->
		</byte_enum>
		<short name="enemy_experience_kill_bonus" />
		<tag name="entrance_projectile_group_tag" group="prgr" />
		<tag name="local_projectile_group_tag" group="lpgr" />
		<tag name="special_ability_string_list_tag" group="stli" />
		<tag name="exit_projectile_group_tag" group="prgr" />
		<short_fixed name="maximum_mana" />
		<short_fixed name="mana_recharge_rate" />
		<fixed_fraction name="berserk_system_shock" />
		<fixed_fraction name="berserk_vitality" />
		<short name="maximum_artifacts_carried" />
		<padding count="2" />
		<tag name="initial_artifacts_projectile_group_tag" group="prgr" />
		<long name="extra_flags" />
		<padding count="472" />
	</struct>
	<structedit struct="mons" layout="horizontal">
		<frame stretch="true">
			<!-- left column-->
			<frame text="General" layout="table" stretch="true">
				<row>
					<label text="Collection:" />
					<item target="collection" />
				</row>
				<row>
					<label text="Object Tag:" />
					<item target="object_tag" />
				</row>
				<row>
					<label text="Size:" />
					<item target="size" />
				</row>
				<row>
					<label text="Visibility:" />
					<item target="visibility_type" />
				</row>
				<row>
					<label text="Class:" />
					<item target="monster_class" />
				</row>
				<row>
					<label text="Allegiance:" />
					<item target="allegiance" />
				</row>
				<row>
					<label text="Local Projectile Group:" />
					<item target="local_projectile_group_tag" />
				</row>
				<row>
					<label text="Map Action Tag:" />
					<item target="map_action_tag" />
				</row>
			</frame>
			<frame text="Attacks">
				<frame layout="table">
					<row>
						<item target="use_attack_frequency" bit="0" text="Use Attack Frequency" />
					</row>
					<row>
						<label text="Min. Attack frequency:" />
						<item target="attack_frequency_lower_bound" />
					</row>
					<row>
						<label text="Max. Attack frequency:" />
						<item target="attack_frequency_delta" />
					</row>
					<row>
						<label text="Desired proj. volume:" />
						<item target="desired_projectile_volume" />
					</row>
				</frame>
				<item target="attacks" text_target="projectile_tag" />
			</frame>
			<frame text="Stuff That Didn't Fit On One Page :P" stretch="true">
				<structedit caption="Parameters" text="" layout="table" stretch="true" alignchildren="true">
					<row>
						<label text="Left Handed Fraction:" />
						<item target="left_handed_fraction" />
					</row>
					<row>
						<label text="Turning Speed(deg/s):" />
						<item target="turning_speed" />
					</row>
					<row>
						<label text="Hard Death Sys. Shock:" />
						<item target="hard_death_system_shock" />
					</row>
					<row>
						<label text="Flinch Sys. Shock:" />
						<item target="flinch_system_shock" />
					</row>
					<row>
						<label text="Propelled Sys. Shock:" />
						<item target="propelled_system_shock" />
					</row>
					<row>
						<label text="Damage To Propusion:" />
						<item target="damage_to_propulsion" />
					</row>
					<row>
						<label text="Absorbed Fraction:" />
						<item target="absorbed_fraction" />
					</row>
					<row>
						<label text="Healing Fraction:" />
						<item target="healing_fraction" />
					</row>
					<row>
						<label text="Combined Power:" />
						<item target="combined_power" />
					</row>
					<row>
						<label text="Longest Range:" />
						<item target="longest_range" />
					</row>
					<row>
						<label text="Experience Pt. Value:" />
						<item target="experience_point_value" />
					</row>
					<row>
						<label text="Cost:" />
						<item target="cost" />
					</row>
					<row>
						<label text="Pathfinding Radius:" />
						<item target="pathfinding_radius" />
					</row>
					<row>
						<label text="Maximum Mana:" />
						<item target="maximum_mana" />
					</row>
					<row>
						<label text="Mana Recharge Rate:" />
						<item target="mana_recharge_rate" />
					</row>
					<row>
						<label text="Berserk Sys. Shock:" />
						<item target="berserk_system_shock" />
					</row>
					<row>
						<label text="Berserk Health Fraction:" />
						<item target="berserk_vitality" />
					</row>
					<row>
						<label text="*Max. Experience Level:" />
						<item target="maximum_experience_points" />
					</row>
					<row>
						<item target="flags" bit="26" text="Morale can be Boosted" />
					</row>
					<row>
						<label text="Morale Affect Radius:" />
						<item target="experience_bonus_radius" />
					</row>
					<row>
						<label text="Morale Allied Kill Bonus:" />
						<item target="experience_kill_bonus" />
					</row>
					<row>
						<label text="Morale Enemy Kill Bonus:" />
						<item target="enemy_experience_kill_bonus" />
					</row>
					<row>
						<item target="flags" bit="21" text="Carries Multiple Artifacts" />
					</row>
					<row>
						<label text="Max Artifacts Carried:" />
						<item target="maximum_artifacts_carried" />
					</row>
					<row>
						<item target="extflags_grass_desert" bit="10" text="*Unit can Charge" />
					</row>
					<row>
						<label text="Speed Modifer:" />
						<item target="speed_modifier" />
					</row>
					<row>
						<label text="Chage Range (WU):" />
						<item target="charge_range" />
					</row>
					<row>
						<item target="extflags_grass_desert" bit="7" text="*Adjust Block Rate" />
					</row>
					<row>
						<label text="Block delay modifier:" />
						<item target="block_delay_rate" />
					</row>
					<row>
						<label text="*Requires 'Use Extended' flag" />
					</row>
				</structedit>
				<structedit caption="Flags" layout="horizontal">
					<frame text="Flags">
						<item target="flags" bit="0" text="Translates Continuously" />
						<item target="flags" bit="1" text="Holds with Clear Shot" />
						<item target="flags" bit="2" text="Floats" />
						<item target="flags" bit="3" text="Flies" />
						<item target="flags" bit="24" text="Raise To Flying Height" />
						<item target="flags" bit="4" text="Allows Projectiles to Pass Through" />
						<item target="flags" bit="5" text="Experience Proportional to Damage" />
						<item target="flags" bit="6" text="Is Anti-Missile Unit" />
						<item target="flags" bit="7" text="Is Anti-Missile Target" />
						<item target="flags" bit="8" text="Turns to Stone When Killed" />
						<item target="flags" bit="9" text="Concentrates on Single Target" />
						<item target="flags" bit="10" text="Is Undead" />
						<item target="flags" bit="11" text="Cannot Be Autotargeted" />
						<item target="flags" bit="12" text="Is Giant Sized" />
						<item target="flags" bit="13" text="Does Not Respect Visibility" />
						<item target="flags" bit="14" text="Is Not Solid" />
						<item target="flags" bit="15" text="Leaves Contrail" />
						<item target="flags" bit="16" text="Invisible On Overhead Map" />
						<item target="flags" bit="17" text="Cannot Be Healed By Damage" />
						<item target="flags" bit="18" text="Does Not Drop Ammo When Dying" />
						<item target="flags" bit="19" text="Is Inanimate Object" />
						<!--item target="flags" bit="20" text="Is Skittish"/-->
						<!--item target="flags" bit="21" text="Carries Multiple Artifacts" /-->
						<item target="flags" bit="22" text="Has Burning Death" />
						<item target="flags" bit="23" text="Can Be Propelled" />
						<item target="flags" bit="25" text="If Ambient, Can be targeted normally" />
						<!--item target="flags" bit="26" text="Morale can be Boosted" /-->
						<item target="flags" bit="27" text="Affects Morale" />
						<item target="extra_flags" bit="0" text="Hide Owner Name" />
						<item target="extra_flags" bit="1" text="Don't Autoequip Initial Artifacts" />
						<item target="flags" bit="28" text="Always uses entrance Projectile Group" />
						<item target="flags" bit="29" text="Can extend charge durration" />
						<item target="flags" bit="31" text="Limited charge durration" />
					</frame>
					<frame text="Extended Flags">
						<item target="flags" bit="20" text="Use Extended" />
						<item target="extflags_grass_desert" bit="8" text="Doesn't close on Target" />
						<item target="extflags_grass_desert" bit="9" text="Resizable Selection Box" />
						<!--item target="extflags_grass_desert" bit="10" text="Unit can Charge" /-->
						<item target="extflags_grass_desert" bit="11" text="Turns in a Curve" />
						<item target="extflags_grass_desert" bit="12" text="Enemies can't see Mana" />
						<item target="extflags_grass_desert" bit="13" text="Mana isn't Shown" />
						<item target="extflags_grass_desert" bit="14" text="Mixes Missile/Melee behaviour" />
						<item target="extflags_grass_desert" bit="15" text="Has Long Range Eyesight (128 WU)" />
						<item target="extflags_grass_desert" bit="0" text="Double Click Selects Monster Type" />
						<item target="extflags_grass_desert" bit="1" text="Missile Attack Not Height Affected" />
						<item target="extflags_grass_desert" bit="2" text="Doesn't Flinch When Healed" />
						<item target="extflags_grass_desert" bit="3" text="Chases Enemy During Attack Recovery" />
						<item target="extflags_grass_desert" bit="4" text="Walks on the Surface of Water" />
						<item target="extflags_grass_desert" bit="5" text="Doesn't Auto-target Enemies" />
						<item target="extflags_grass_desert" bit="6" text="Extra Aggressive (Missile Units Only)" />
						<!--item target="extflags_grass_desert" bit="7" text="Adjust Block Rate" /-->
						<item target="extflags_sloped" bit="0" text="Moves to Position to Shoot Uphill" />
						<item target="extflags_sloped" bit="1" text="Shift-Click Targets Group" />
						<item target="extflags_sloped" bit="2" text="Walks Around Large Unit Blockages" />
						<item target="extflags_sloped" bit="7" text="Can Target Flying Units" />
						<item target="extflags_sloped" bit="3" text="Chases Enemies Intelligently" />
						<item target="extflags_sloped" bit="4" text="Responds to Enemies when attacking" />
					</frame>
				</structedit>
				<structedit caption="Terrain Parameters" alignchildren="true" stretch="true">
					<frame layout="table" text="">
						<row>
							<label text="Base Movement Speed" />
							<item target="base_movement_speed" />
						</row>
						<row />
						<row>
							<label />
							<label text="Speed" />
						</row>
						<row>
							<label text="Dwarf-Depth Media:" />
							<item target="movement_modifiers" index="0" />
						</row>
						<row>
							<label text="Human-Depth Media:" />
							<item target="movement_modifiers" index="1" />
						</row>
						<row>
							<label text="Giant-Depth Media:" />
							<item target="movement_modifiers" index="2" />
						</row>
						<row>
							<label text="Really Deep Media Media:" />
							<item target="movement_modifiers" index="3" />
						</row>
						<row>
							<label text="Sloped:" />
							<item target="movement_modifiers" index="4" />
						</row>
						<row>
							<label text="Steep:" />
							<item target="movement_modifiers" index="5" />
						</row>
						<row>
							<label text="Grass:" />
							<item target="movement_modifiers" index="6" />
						</row>
						<row>
							<label text="Desert:" />
							<item target="movement_modifiers" index="7" />
						</row>
						<row>
							<label text="Rocky:" />
							<item target="movement_modifiers" index="8" />
						</row>
						<row>
							<label text="Marsh:" />
							<item target="movement_modifiers" index="9" />
						</row>
						<row>
							<label text="Snow:" />
							<item target="movement_modifiers" index="10" />
						</row>
						<row>
							<label text="Unused 0:" />
							<item target="movement_modifiers" index="11" />
						</row>
						<row>
							<label text="Unused 1:" />
							<item target="movement_modifiers" index="12" />
						</row>
						<row>
							<label text="Unused 2:" />
							<item target="movement_modifiers" index="13" />
						</row>
						<row>
							<label text="Walking Impassable:" />
							<item target="movement_modifiers" index="14" />
						</row>
						<row>
							<label text="Flying Impassable:" />
							<item target="movement_modifiers" index="15" />
						</row>
					</frame>
				</structedit>
				<structedit caption="Sequences" alignchildren="true" stretch="true">
					<frame layout="table" text="Idle Sequences">
						<row>
							<label text="Primary:" />
							<item target="seq_idle" tag="collection" />
						</row>
						<row>
							<label text="Transition To Secondary:" />
							<item target="seq_transition_to_secondary_idle" tag="collection" />
						</row>
						<row>
							<label text="Secondary:" />
							<item target="seq_secondary_idle" tag="collection" />
						</row>
						<row>
							<label text="Transition To Primary:" />
							<item target="seq_transition_to_primary_idle" tag="collection" />
						</row>
					</frame>
					<frame layout="table" text="Active Sequences">
						<row>
							<label text="Moving:" />
							<item target="seq_moving" tag="collection" />
						</row>
						<row>
							<label text="Running:" />
							<item target="seq_running" tag="collection" />
						</row>
						<row>
							<label text="Pausing For Obstacle:" />
							<item target="seq_pausing_for_obstacle" tag="collection" />
						</row>
						<row>
							<label text="Turning:" />
							<item target="seq_turning" tag="collection" />
						</row>
						<row>
							<label text="Blocking:" />
							<item target="seq_blocking" tag="collection" />
						</row>
						<row>
							<label text="Flinching:" />
							<item target="seq_taking_damage" tag="collection" />
						</row>
						<row>
							<label text="Holding For Attack:" />
							<item target="seq_holding_for_attack" tag="collection" />
						</row>
						<row>
							<label text="Ammunition Icon:" />
							<item target="seq_ammunition_icon" tag="collection" />
						</row>
						<row>
							<label text="Picking Up Object:" />
							<item target="seq_picking_up_object" tag="collection" />
						</row>
						<row>
							<label text="Taunting:" />
							<item target="seq_taunting" tag="collection" />
						</row>
						<row>
							<label text="Celebration:" />
							<item target="seq_celebration" tag="collection" />
						</row>
						<row>
							<label text="Gliding:" />
							<item target="seq_gliding" tag="collection" />
						</row>
						<row>
							<label text="Being Propelled:" />
							<item target="seq_propelled" tag="collection" />
						</row>
						<row>
							<label text="Placeholder:" />
							<item target="seq_placeholder" tag="collection" />
						</row>
						<row>
							<label text="Head Shots:" />
							<item target="seq_head_shots" tag="collection" />
						</row>
					</frame>
				</structedit>
				<structedit caption="Sounds" text="" layout="table">
					<row>
						<label text="Slot 1:" />
						<item target="sound_tags" index="0" />
						<label text="Type:" />
						<item target="sound_types" index="0" />
					</row>
					<row>
						<label text="Slot 2:" />
						<item target="sound_tags" index="1" />
						<label text="Type:" />
						<item target="sound_types" index="1" />
					</row>
					<row>
						<label text="Slot 3:" />
						<item target="sound_tags" index="2" />
						<label text="Type:" />
						<item target="sound_types" index="2" />
					</row>
					<row>
						<label text="Slot 4:" />
						<item target="sound_tags" index="3" />
						<label text="Type:" />
						<item target="sound_types" index="3" />
					</row>
					<row>
						<label text="Slot 5:" />
						<item target="sound_tags" index="4" />
						<label text="Type:" />
						<item target="sound_types" index="4" />
					</row>
					<row>
						<label text="Slot 6:" />
						<item target="sound_tags" index="5" />
						<label text="Type:" />
						<item target="sound_types" index="5" />
					</row>
					<row>
						<label text="Slot 7:" />
						<item target="sound_tags" index="6" />
						<label text="Type:" />
						<item target="sound_types" index="6" />
					</row>
					<row>
						<label text="Slot 8:" />
						<item target="sound_tags" index="7" />
						<label text="Type:" />
						<item target="sound_types" index="7" />
					</row>
					<row>
						<label text="Slot 9:" />
						<item target="sound_tags" index="8" />
						<label text="Type:" />
						<item target="sound_types" index="8" />
					</row>
					<row>
						<label text="Slot 10:" />
						<item target="sound_tags" index="9" />
						<label text="Type:" />
						<item target="sound_types" index="9" />
					</row>
				</structedit>
			</frame>
		</frame>
		<frame stretch="true" alignchildren="true">
			<!-- middle column-->
			<frame text="Projectile Groups" layout="table" stretch="true">
				<row>
					<label text="Exploding:" />
					<item target="exploding_projectile_group_tag" />
				</row>
				<row>
					<label text="Melee Impact:" />
					<item target="melee_impact_projectile_group_tag" />
				</row>
				<row>
					<label text="Dying:" />
					<item target="dying_projectile_group_tag" />
				</row>
				<row>
					<label text="Blocked Impact:" />
					<item target="blocked_impact_projectile_group_tag" />
				</row>
				<row>
					<label text="Absorbed Impact:" />
					<item target="absorbed_impact_projectile_group_tag" />
				</row>
				<row>
					<label text="Entrance:" />
					<item target="entrance_projectile_group_tag" />
				</row>
				<row>
					<label text="Exit:" />
					<item target="exit_projectile_group_tag" />
				</row>
				<row>
					<item target="flags" bit="22" text="Has Burning Death" />
				</row>
				<row>
					<label text="Burned:" />
					<item target="burning_death_projectile_group_tag" />
				</row>
				<row>
					<label text="Artifacts/Ammo:" />
					<item target="initial_artifacts_projectile_group_tag" />
				</row>
			</frame>
			<frame text="String Lists" layout="table" stretch="true">
				<row>
					<label text="Spelling:" />
					<item target="spelling_string_list_tag" />
				</row>
				<row>
					<label text="Names:" />
					<item target="names_string_list_tag" />
				</row>
				<row>
					<label text="Flavor:" />
					<item target="flavor_string_list_tag" />
				</row>
				<row>
					<label text="Special Ability:" />
					<item target="special_ability_string_list_tag" />
				</row>
			</frame>
			<frame text="Distances" layout="table">
				<row>
					<label text="Warning:" />
					<item target="warning_distance" />
				</row>
				<row>
					<label text="Critical:" />
					<item target="critical_distance" />
				</row>
				<row>
					<label text="Activation:" />
					<item target="activation_distance" />
				</row>
			</frame>
			<frame text="Ammunition" layout="table">
				<row>
					<label text="Ammo Tag:" />
					<item target="ammunition_projectile_tag" />
				</row>
				<row>
					<label text="Min. Starting ammo:" />
					<item target="initial_ammunition_lower_bound" />
				</row>
				<row>
					<label text="Max. Starting ammo:" />
					<item target="initial_ammunition_delta" />
				</row>
				<row>
					<label text="Maximum Count:" />
					<item target="maximum_ammunition_count" />
				</row>
			</frame>
		</frame>
	</structedit>
</oakxmlfile>
