<?xml version="1.0" encoding="UTF-8" ?>
<oakxmlfile>
  <struct name="proj">
    <long name="flags" />
    <tag name="collection_tag" group=".256" />
    <sequence_index name="sequences" count="3" />
    <short_enum name="splash_or_rebound_effect_type">
      <member text="NONE" value="-1" />
      <member text="Small" value="0" />
      <member text="Medium" value="1" />
      <member text="Large" value="2" />
    </short_enum>
    <tag name="detonation_projectile_group_tag" group="prgr" />
    <tag name="contrail_projectile_tag" group="proj" />
    <short name="ticks_between_contrails" />
    <short name="maximum_contrail_count" />
    <tag name="object_tag" group="obje" />
    <short_fixed name="inertia_lower_bound" />
    <short_fixed name="inertia_delta" lower_bound="inertia_lower_bound" />
    <short_world name="random_initial_velocity" />
    <short_enum name="volume">
      <member text="NONE" value="-1" />
      <member text="Unwieldy" value="0" />
      <member text="Small" value="1" />
      <member text="Large" value="2" />
    </short_enum>
    <short name="tracking_priority" />
    <fixed_fraction name="promotion_on_detonation_fraction" />
    <fixed_fraction name="detonation_frequency" />
    <fixed_fraction name="media_detonation_frequency" />
    <short_world name="detonation_velocity" />
    <short_enum name="projectile_class">
      <member text="NONE" value="-1" />
      <member text="Unknown" value="0" />
      <member text="Head" value="1" />
      <member text="Arm" value="2" />
      <member text="Leg" value="3" />
      <member text="Torso" value="4" />
      <member text="Bloody Chunk" value="5" />
      <member text="Lethal" value="6" />
      <member text="Nonlethal" value="7" />
      <member text="Explosive" value="8" />
      <member text="Potentially Explosive" value="9" />
      <member text="Item" value="10" />
    </short_enum>
    <tag name="lightning_tag" group="ligh" />
    <byte count="4" />
    <!--unused-->
    <tag name="sounds" group="soun" count="4" />
    <short_fixed name="animation_rate_lower_bound" />
    <short_fixed name="animation_rate_delta" lower_bound="animation_rate_lower_bound" />
    <short_time name="lifespan_lower_bound" />
    <short_time name="lifespan_delta" lower_bound="lifespan_lower_bound" />
    <fixed_fraction name="initial_contrail_frequency" />
    <fixed_fraction name="final_contrail_frequency" />
    <fixed_fraction name="contrail_frequency_delta" />
    <angle name="guided_turning_speed" />
    <tag name="promoted_projectile_tag" group="proj" />
    <tag name="promotion_projectile_group_tag" group="prgr" />
    <short_world name="maximum_safe_acceleration" />
    <fixed_fraction name="acceleration_detonation_fraction" />
    <substruct name="damage" struct="damage_definition" count="1" />
    <tag name="artifact_tag" group="arti" />
    <tag name="target_detonation_projectile_group_tag" group="prgr" />
    <tag name="geometry_tag" group="geom" />
    <short name="delay_lower_bound" />
    <short name="delay_delta" lower_bound="delay_lower_bound" />
    <tag name="local_projectile_group_tag" group="lpgr" />
    <short name="nearby_target_radius" />
    <short name="exclude_nearby_target_radius" />
    <tag name="promotion_unit_tag" group="unit" />
    <tag name="script_tag" group="scri" />
    <byte count="71" />
    <!--unused3 and unused3c-->
    <byte name="use_accel" />
    <padding count="32" />
  </struct>
  <structedit struct="proj" layout="horizontal">
    <frame stretch="true">
      <!-- left column-->
      <frame layout="table" stretch="true" text="">
        <row>
          <label text="Collection:" />
          <item target="collection_tag" />
        </row>
        <row>
          <label text="Object Tag:" />
          <item target="object_tag" />
        </row>
        <row>
          <label text="Lightning Tag:" />
          <item target="lightning_tag" />
        </row>
        <row>
          <label text="Artifact Tag:" />
          <item target="artifact_tag" />
        </row>
        <row>
          <label text="Local Proj. Group:" />
          <item target="local_projectile_group_tag" />
        </row>
        <row>
          <label text="Script Tag:" />
          <item target="script_tag" />
        </row>
      </frame>
      <frame text="Sequences" layout="table" stretch="false">
        <row>
          <label text="Flight:" />
          <item target="sequences" index="0" tag="collection_tag"/>
        </row>
        <row>
          <label text="Debris:" />
          <item target="sequences" index="1" tag="collection_tag"/>
        </row>
        <row>
          <label text="Bounce:" />
          <item target="sequences" index="2" tag="collection_tag"/>
        </row>
      </frame>
      <frame text="Detonation" layout="vertical" stretch="false">
        <frame align="right">
          <frame layout="horizontal">
            <label text="Tag:" />
            <item target="detonation_projectile_group_tag" />
          </frame>
          <frame layout="horizontal">
            <label text="Target:" />
            <item target="target_detonation_projectile_group_tag" />
          </frame>
          <frame layout="horizontal">
            <label text="Splash/Rebound Type:" />
            <item target="splash_or_rebound_effect_type" />
          </frame>
          <frame layout="horizontal">
            <label text="Normal Frequency:" />
            <item target="detonation_frequency" />
          </frame>
          <frame layout="horizontal">
            <label text="Media Frequency:" />
            <item target="media_detonation_frequency" />
          </frame>
          <frame layout="horizontal">
            <label text="Velocity:" />
            <item target="detonation_velocity" />
          </frame>
        </frame>
        <frame align="left">
          <item target="flags" text="When Animation Loops" bit="3" />
          <item target="flags" text="When Transfer Loops" bit="4" />
          <item target="flags" text="At Rest" bit="5" />
          <item target="flags" text="Remains After Detonation" bit="17" />
        </frame>
      </frame>
    </frame>
    <frame stretch="true">
      <!-- middle column-->
      <frame text="Contrail" layout="vertical" align="right" stretch="false">
        <frame layout="horizontal">
          <label text="Tag:" />
          <item target="contrail_projectile_tag" />
        </frame>
        <frame layout="horizontal">
          <label text="Ticks Between Contrails:" />
          <item target="ticks_between_contrails" />
        </frame>
        <frame layout="horizontal">
          <!--<item target="" bit="" /> maximum_contrail_count == SHORT_MAX means this should be unchecked -->
          <label text="Maximum Number:" />
          <item target="maximum_contrail_count" />
        </frame>
        <frame layout="horizontal">
          <label text="Initial Frequency:" />
          <item target="initial_contrail_frequency" />
        </frame>
        <frame layout="horizontal">
          <label text="Final Frequency:" />
          <item target="final_contrail_frequency" />
        </frame>
        <frame layout="horizontal">
          <label text="Frequency Change Per Tick:" />
          <item target="contrail_frequency_delta" />
        </frame>
        <frame layout="horizontal">
          <item target="flags" text="Frequency Resets After Bouncing" bit="10" />
        </frame>
      </frame>
      <frame text="Physics" layout="vertical" align="right" stretch="false">
        <frame align="right">
          <frame layout="horizontal">
            <label text="Volume:" />
            <item target="volume" />
          </frame>
          <frame layout="horizontal">
            <label text="Inertia:" />
            <item target="inertia_lower_bound" />
            <label text=" to: " />
            <item target="inertia_delta" />
          </frame>
          <frame layout="horizontal">
            <label text="Random Initial Velocity:" />
            <item target="random_initial_velocity" />
          </frame>
        </frame>
        <frame align ="left">
          <frame layout="horizontal">
            <item target="use_accel" text="Use Acceleration Values" bit="0" />
          </frame>
        </frame>
        <frame align="right">
          <frame layout="horizontal">
            <label text="Max Safe Acceleration:" />
            <item target="maximum_safe_acceleration" />
          </frame>
          <frame layout="horizontal">
            <label text="Accel. Detonation Fraction:" />
            <item target="acceleration_detonation_fraction" />
          </frame>
        </frame>
        <frame align="left">
          <item target="flags" text="Affected By Wind" bit="6" />
          <item target="flags" text="Cannot Be Accelerated" bit="14" />
          <item target="flags" text="Melee Attack" bit="13" />
        </frame>
      </frame>
    </frame>
    <frame stretch="true">
      <!-- right column-->
      <frame text="Sound" layout="vertical" align="right" stretch="false">
        <frame layout="horizontal">
          <label text="Flight Tag:" />
          <item target="sounds" index="0" />
        </frame>
        <frame layout="horizontal">
          <label text="Rebound Tag:" />
          <item target="sounds" index="1" />
        </frame>
      </frame>
      <frame text="" layout="vertical" align="right" stretch="false">
        <frame layout="horizontal">
          <label text="Class:" />
          <item target="projectile_class" />
        </frame>
        <frame layout="horizontal">
          <label text="Animation Rate:" />
          <item target="animation_rate_lower_bound" />
          <label text=" to: " />
          <item target="animation_rate_delta" />
        </frame>
        <frame layout="horizontal">
          <label text="Lifespan:" />
          <item target="lifespan_lower_bound" />
          <label text=" to: " />
          <item target="lifespan_delta" />
        </frame>
        <frame layout="horizontal">
          <label text="Delay:" />
          <item target="delay_lower_bound" />
          <label text=" to: " />
          <item target="delay_delta" />
        </frame>
        <frame layout="horizontal">
          <label text="Nearby Target Radius:" />
          <item target="nearby_target_radius" />
        </frame>
        <frame layout="horizontal">
          <label text="Exclude Nearby Target Radius:" />
          <item target="exclude_nearby_target_radius" />
        </frame>
        <frame layout="horizontal">
          <label text="Tracking Priority:" />
          <item target="tracking_priority" />
        </frame>
        <frame layout="horizontal">
          <label text="Guided Turning Speed:" />
          <item target="guided_turning_speed" />
        </frame>
      </frame>
      <frame text="Promotion" layout="vertical" stretch="false">
        <frame align="right">
          <frame layout="horizontal">
            <label text="Projectile Tag:" />
            <item target="promoted_projectile_tag" />
          </frame>
          <frame layout="horizontal">
            <label text="Group Tag:" />
            <item target="promotion_projectile_group_tag" />
          </frame>
          <frame layout="horizontal">
            <label text="Unit Tag:" />
            <item target="promotion_unit_tag" />
          </frame>
          <frame layout="horizontal">
            <label text="Promotion On Detonation Fraction:" />
            <item target="promotion_on_detonation_fraction" />
          </frame>
        </frame>
        <frame align="left">
          <item target="flags" text="Promoted at End of Lifespan" bit="12" />
        </frame>
      </frame>
      <frame layout="horizontal">
        <item target="damage" text="Edit Damage..."/>
        <structedit caption="Projectile Flags" layout="horizontal">
          <frame text="Flags">
            <item target="flags" bit="0" text="Uses Owner Color Table index" />
            <item target="flags" bit="9" text="Can Animate Backwards" />
            <item target="flags" bit="11" text="Can Be Mirrored" />
            <item target="flags" bit="8" text="Becomes Dormant at Rest" />
            <item target="flags" bit="7" text="Animates at Rest" />
            <item target="flags" bit="15" text="Bloodies Landscape" />
            <item target="flags" bit="16" text="Is On Fire" />
            <item target="flags" bit="18" text="Passes Through Target" />
            <item target="flags" bit="19" text="Cannot Be Mirrored Vertically" />
            <item target="flags" bit="20" text="Floats" />
            <item target="flags" bit="21" text="Is Media Surface Effect" />
            <item target="flags" bit="26" text="Continually Detonates" />
            <item target="flags" bit="24" text="Is Lightning" />
            <item target="flags" bit="25" text="Chooses Nearby Target" />
            <item target="flags" bit="23" text="Is Only Destroyed By Lifespan" />
            <item target="flags" bit="27" text="Makes Owner Monster Visible" />
            <item target="flags" bit="28" text="Can Set Landscape On Fire" />
            <item target="flags" bit="29" text="Centered on Target" />
            <item target="flags" bit="30" text="Marks Target As Having Been Chosen" />
            <item target="flags" bit="2" text="Is Bloody (Do Not Draw)" />
            <item target="flags" bit="1" text="Is Guided" />
            <item target="flags" bit="31" text="Detonates Immediately" />
            <item target="flags" bit="22" text="Damage Proportional to Mana" />
            <!--<item target="flags" bit="3" text="detonates when animation loops" /-->
            <!--item target="flags" bit="4" text="detonates when transfer loops" /-->
            <!--item target="flags" bit="5" text="detonates at rest" /-->
            <!--item target="flags" bit="6" text="affected by wind" /-->
            <!--item target="flags" bit="10" text="contrail frequency reset after bouncing" /-->
            <!--item target="flags" bit="12" text="is promoted at end of lifespan" /-->
            <!--item target="flags" bit="13" text="is melee attack" /-->
            <!--item target="flags" bit="14" text="cannot be accelerated" /-->
            <!--item target="flags" bit="17" text="remains after detonation" /-->
          </frame>
        </structedit>
      </frame>
    </frame>
  </structedit>
</oakxmlfile>