;
;	projectile descriptions text file
;



projectile arrow

;effect			default_arrow_trail_set
effect_offset	-1.5
damage		0
radius		0.1
affected_by_rain
fiery
min_angle	-60
max_angle	60
velocity	48
display		particle_trail
triangle
texture		data/textures/arrow_test.tga
tail		0.3
length		2.5
tail_tex0	0 0.0 
tail_tex1	0 0.25 
head_tex	1 0.125
end

projectile arrow_fiery

flaming		arrow
effect 		fiery_arrow_set
end_effect	fiery_arrow_explosion_set
effect_offset -0.85
damage		0
radius		0.1
affected_by_rain
fiery
min_angle	-60
max_angle	70
velocity	48
display		aimed
triangle	
texture		data/textures/arrow_test.tga
tail		0.3
length		2.5
tail_tex0	0 0.0 
tail_tex1	0 0.25 
head_tex	1 0.125
end

projectile head

damage		0
radius		0.1
fiery
min_angle	-60
max_angle	70
velocity	25
display		
model		data/models_missile/missile_head_high.CAS,  40.0
model		data/models_missile/missile_head_med.CAS,  80.0
model		data/models_missile/missile_head_low.CAS,  max

projectile boulder

effect 			boulder_set
end_effect		boulder_explosion_set
damage			70
damage_to_troops 8
radius			0.3
mass			0.1
area			2.0
accuracy_vs_units		0.09
accuracy_vs_buildings	0.0625
fiery
min_angle		0
max_angle		70
velocity		60
bounce			0.5 0.6 0.5 0.4
display			aimed
effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model			data/models_missile/onager_rock.CAS,  max
;model			data/models_missile/Big_Boulder_high.CAS, 40.0
;model			data/models_missile/Big_Boulder_med.CAS,  80.0
;model			data/models_missile/Big_Boulder_low.CAS,  max

projectile fiery_boulder

flaming			boulder
effect 			fiery_boulder_set
end_effect		fiery_boulder_explosion_set
damage			40
damage_to_troops 30
radius			0.3
mass			0.1
area			2.5
accuracy_vs_units		0.35
accuracy_vs_buildings	0.125
fiery					; uncomment this to make all boulders fiery
min_angle		0
max_angle		70
velocity		60
ground_shatter
display			aimed
effect_only

; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model			data/models_missile/onager_rock.CAS,  max
;model			data/models_missile/Big_Boulder_high.CAS, 40.0
;model			data/models_missile/Big_Boulder_med.CAS,  80.0
;model			data/models_missile/Big_Boulder_low.CAS,  max

projectile big_boulder

effect 			boulder_set
end_effect		boulder_explosion_set
damage			110
damage_to_troops 10
radius			0.3
mass			0.1
area			2.0
accuracy_vs_units		0.09
accuracy_vs_buildings	0.0625
fiery
min_angle		0
max_angle		70
velocity		60
bounce			0.5 0.6 0.5 0.4
display			aimed 
effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model			data/models_missile/onager_rock.CAS,  max
;model			data/models_missile/Big_Boulder_high.CAS, 40.0
;model			data/models_missile/Big_Boulder_med.CAS,  80.0
;model			data/models_missile/Big_Boulder_low.CAS,  max

projectile big_fiery_boulder

flaming			big_boulder
effect 			fiery_boulder_set
end_effect		fiery_boulder_explosion_set
damage			60
damage_to_troops 40
radius			0.30
mass			0.1
area			3.0
accuracy_vs_units		0.35
accuracy_vs_buildings	0.125
fiery					; uncomment this to make all boulders fiery
min_angle		0
max_angle		70
velocity		60
ground_shatter
display			aimed
effect_only

; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model			data/models_missile/onager_rock.CAS,  max
;model			data/models_missile/Big_Boulder_high.CAS, 40.0
;model			data/models_missile/Big_Boulder_med.CAS,  80.0
;model			data/models_missile/Big_Boulder_low.CAS,  max

projectile tarred_rock

damage		5
radius		0.3
fiery
min_angle	0
max_angle	70
velocity	60
display		particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model		data/models_missile/onager_rock.CAS,  max

projectile stone

effect		small_arrow_trail_set
damage		0
radius		0.1
mass		0.05
fiery
min_angle	-60
max_angle	70
velocity	60
display 
model		data/models_missile/sling_stone.cas, max


projectile bolt

damage		3
radius		0
fiery
min_angle	-60
max_angle	70
velocity	60
display		aimed particle_trail invert_model_z
model		data/models_missile/Bolt_high.CAS,  40.0
model		data/models_missile/Bolt_med.CAS,  80.0
model		data/models_missile/Bolt_low.CAS,  max

projectile bullet

damage		0
radius		0
fiery
min_angle	-60
max_angle	70
velocity	60
display 
model		data/models_missile/sling_stone.cas, max

projectile javelin

damage		0
radius		0
fiery
min_angle	-60
max_angle	70
velocity	30
display		aimed invert_model_z 
model		data/models_missile/weapon_javelin_high.cas, 40
model		data/models_missile/weapon_javelin_low.cas,  max


projectile pilum

damage		0
radius		0
fiery
min_angle	-60
max_angle	70
velocity	25
display		aimed 
model		data/models_missile/weapon_pilum_high.cas, 40
model		data/models_missile/weapon_pilum_low.cas,  max

projectile dart

damage		0
radius		0
fiery
min_angle	-60
max_angle	70
velocity	60
display 
triangle
texture		data/textures/arrow_test.tga
tail		0.2
length		0.5
tail_tex0	0 0 
tail_tex1	0 0 
head_tex	0 0 
end

projectile axe

damage		0
radius		0
fiery
min_angle	-60
max_angle	70
velocity	60
display 
triangle
texture		data/textures/arrow_test.tga
tail		0.2
length		0.5
tail_tex0	0 0 
tail_tex1	0 0 
head_tex	0 0 
end

projectile ballista

effect	    large_arrow_trail_set
end_effect   large_arrow_explode_set
damage		24
damage_to_troops 5
radius		0
fiery
min_angle	-30
max_angle	70
velocity	60
;bounce		0.5 0.6 0.5 0.4
display		aimed particle_trail invert_model_z
model		data/models_missile/missile_ballista_bolt_high.CAS,  40.0
model		data/models_missile/missile_ballista_bolt_med.CAS,  80.0
model		data/models_missile/missile_ballista_bolt_low.CAS,  max

projectile flaming_ballista

flaming		ballista
effect	        fiery_ballista_trail_set
end_effect	fiery_ballista_explosion_set
effect_offset 1.0
damage		24
damage_to_troops 5
radius		0
accuracy_vs_units		0.15
fiery
min_angle	-60
max_angle	70
velocity	60
;bounce		0.5 0.6 0.5 0.4
display		aimed invert_model_z
model		data/models_missile/missile_ballista_bolt_high.CAS,  40.0
model		data/models_missile/missile_ballista_bolt_med.CAS,  80.0
model		data/models_missile/missile_ballista_bolt_low.CAS,  max

;tower ballistas are identical to normal ballistas, have do reduced damage
;intoduced when the number of artillery pieces per unit was reduced, as this
;required doubling the power of each hit to save having to rebalance all the 
;wall and building hit points.
projectile tower_ballista

effect	    large_arrow_trail_set
end_effect   large_arrow_explode_set
damage		12
damage_to_troops 5
radius		0
fiery
min_angle	-30
max_angle	70
velocity	60
;bounce		0.5 0.6 0.5 0.4
display		aimed particle_trail invert_model_z
model		data/models_missile/missile_ballista_bolt_high.CAS,  40.0
model		data/models_missile/missile_ballista_bolt_med.CAS,  80.0
model		data/models_missile/missile_ballista_bolt_low.CAS,  max

projectile tower_flaming_ballista

flaming		tower_ballista
effect	        fiery_ballista_trail_set
end_effect	fiery_ballista_explosion_set
effect_offset 1.0
damage		12
damage_to_troops 5
radius		0
accuracy_vs_units		0.15
fiery
min_angle	-60
max_angle	70
velocity	60
;bounce		0.5 0.6 0.5 0.4
display		aimed invert_model_z
model		data/models_missile/missile_ballista_bolt_high.CAS,  40.0
model		data/models_missile/missile_ballista_bolt_med.CAS,  80.0
model		data/models_missile/missile_ballista_bolt_low.CAS,  max

projectile scorpion

effect	    large_arrow_trail_set
end_effect  large_arrow_explode_set
damage		0
damage_to_troops 2
radius		0
fiery
min_angle	-30
max_angle	70
velocity	90
display		aimed particle_trail
model		data/models_missile/missile_scorpion_bolt_high.CAS,  40.0
model		data/models_missile/missile_scorpion_bolt_med.CAS,  80.0
model		data/models_missile/missile_scorpion_bolt_low.CAS,  max

projectile flaming_scorpion

flaming		scorpion
effect	    	fiery_ballista_trail_set
end_effect      fiery_ballista_explosion_set
effect_offset	1.0
damage		0
damage_to_troops 2
radius		0
accuracy_vs_units		0.15
fiery
min_angle	-60
max_angle	70
velocity	90
display		aimed particle_trail
model		data/models_missile/missile_scorpion_bolt_high.CAS,  40.0
model		data/models_missile/missile_scorpion_bolt_med.CAS,  80.0
model		data/models_missile/missile_scorpion_bolt_low.CAS,  max

projectile repeating_ballista

effect	    large_arrow_trail_set
end_effect  large_arrow_explode_set
damage		0
damage_to_troops 2
radius		0
fiery
min_angle	-30
max_angle	70
velocity	60
display		aimed particle_trail
model		data/models_missile/missile_scorpion_bolt_high.CAS,  40.0
model		data/models_missile/missile_scorpion_bolt_med.CAS,  80.0
model		data/models_missile/missile_scorpion_bolt_low.CAS,  max
