<?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"/>
		<byte count="14"/>
		<tag name="burning_death_projectile_group_tag" group="prgr"/>
		<byte count="2"/>
		<!--byte 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"/>
		<byte name="extflags_grass"/>
		<byte name="extflags_desert"/>
		<byte name="run_speed"/>
		<byte name="maximum_experience_points"/>
		<byte name="charge_range"/>
		<byte 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"/>
		<byte 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 name="attack_frequency_lower_bound"/>
		<short name="attack_frequency_delta"/>
		<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="None" value="-1"/>
			<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"/>
		<byte count="2"/>
		<tag name="initial_artifacts_projectile_group_tag" group="prgr"/>
		<long name="extra_flags"/>
		<byte 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>
						<label text="Desired proj. volume:"/>
						<item target="desired_projectile_volume"/>
					</row>
					<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>
				</frame>
				<item target="attacks" text_target="projectile_tag"/>
			</frame>
			<frame text="Ammunition" stretch="true">
				<frame stretch="true">
					<frame 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>
			</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" align="left"><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" align="left"><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="Morale Boost" layout="table"><row><item target="flags" bit="27" text="Affects Morale"/></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></frame>
		</frame>
		<frame stretch="true" alignchildren="true">
			<!-- middle column-->
			<frame text="Parameters" layout="table" stretch="true" alignchildren="true">
				<row>
					<label text="Left Handed Fraction:"/>
					<item target="left_handed_fraction"/>
				</row>
				<row>
					<label text="Turning Speed(degrees/sec):"/>
					<item target="turning_speed"/>
				</row>
				<row>
					<label text="Hard Death System Shock:"/>
					<item target="hard_death_system_shock"/>
				</row>
				<row>
					<label text="Flinch System Shock:"/>
					<item target="flinch_system_shock"/>
				</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 Point 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 System Shock:"/>
					<item target="berserk_system_shock"/>
				</row>
				<row>
					<label text="Berserk Health Fraction:"/>
					<item target="berserk_vitality"/>
				</row>
			</frame>
			<frame text="Propel" layout="table" stretch="true" alignchildren="true">
				<row>
					<item target="flags" bit="23" text="Can Be Propelled"/>
				</row>
				<row>
					<label text="Propelled System Shock:"/>
					<item target="propelled_system_shock"/>
				</row>
				<row>
					<label text="Damage To Propulsion:"/>
					<item target="damage_to_propulsion"/>
				</row>
			</frame>
			<frame text="Artifacts" layout="table" stretch="true" alignchildren="true">
				<row>
					<item target="flags" bit="21" text="Allow Multiple Artifacts"/>
				</row>
				<row>
					<label text="Max Artifacts Carried:"/>
					<item target="maximum_artifacts_carried"/>
				</row>
				<!--row>
                <label text="*Requires 'Use Extended' flag" />
            </row-->
			</frame>
			<frame text="Stuff That Didn't Fit On One Page :P" stretch="true">
				<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="Loathing 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>
				<structedit caption="Terrain Parameters" alignchildren="true" stretch="true" align="right">
					<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="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"/--> //this is now extended flags
                        <!--item target="flags" bit="21" text="Carries Multiple Artifacts" /--> //this is now in the main monster window
                        <item target="flags" bit="22" text="Has Burning Death"/>
                        <!--item target="flags" bit="23" text="Can Be Propelled" /--> //this is now in the main monster window
                        <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" /--> //this is now in the main monster window
                        <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"/>
                        <item target="extra_flags" bit="0" text="Hide Owner Name"/>
                        <item target="extra_flags" bit="1" text="Don't Autoequip Initial Artifacts"/>
                    </frame>
					<frame text="Extended Flags" stretch="true">
						<item target="flags" bit="20" text="Use Extended"/>
						<item target="extflags_grass" bit="0" text="Doesn't close on Target"/>
						<item target="extflags_grass" bit="1" text="Resizable Selection Box"/>
						<frame text="">
							<item target="extflags_grass" bit="2" text="Unit can Charge"/>
							<label text="Speed Modifer:"/>
							<item target="run_speed"/>
							<label text="Charge Range (WU):"/>
							<item target="charge_range"/>
						</frame>
						<item target="extflags_grass" bit="3" text="Turns in a Curve"/>
						<item target="extflags_grass" bit="4" text="Enemies can't see Mana"/>
						<item target="extflags_grass" bit="5" text="Mana isn't Shown"/>
						<item target="extflags_grass" bit="6" text="Mixes Missile/Melee behaviour"/>
						<item target="extflags_grass" bit="7" text="Has Long Range Eyesight (128 WU)"/>
						<item target="extflags_desert" bit="0" text="Double Click Selects Monster Type"/>
						<item target="extflags_desert" bit="1" text="Missile Attack Not Height Affected"/>
						<item target="extflags_desert" bit="2" text="Doesn't Flinch When Healed"/>
						<item target="extflags_desert" bit="3" text="Chases Enemy During Attack Recovery"/>
						<item target="extflags_desert" bit="4" text="Walks on the Surface of Water"/>
						<item target="extflags_desert" bit="5" text="Doesn't Auto-target Enemies"/>
						<item target="extflags_desert" bit="6" text="Extra Aggressive (Missile Units Only)"/>
						<frame text="">
							<item target="extflags_desert" bit="7" text="Adjust Block Rate"/>
							<label text="Block delay modifier (between -29 and 127):"/>
							<item target="block_delay_rate"/>
						</frame>
						<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 text="Custom Experience Limit" stretch="true">
							<!--item target="maximum_experience_points" bit="6" text="Custom Experience Limit" /-->
							<label text="Max. Experience:"/>
							<item target="maximum_experience_points"/>
						</frame>
					</frame>
				</structedit>
			</frame>
		</frame>
	</structedit>
</oakxmlfile>
