;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;	projectile descriptions text file
;
; to calculate projectile parameters take
;	d = shot distance from export_unit_descr.txt
;	d = v^2 / g (at 45 deg) -> v = sqrt(d*9.81)
;	check weapon ranges with angle ranges using
;	d = v^2 * sin(2*a) / g
;
; NB: a velocity of 0 indicates a dropped projectile (oil, stones from walls etc), these are
;     solely gravity propelled and ignore most range checks that would otherwise prevent them
;     from firing.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; IMPACT FLAGS
; 
; bounce		Will bounce when hits ground.  Parameters are threshold velocity and normal 
;			component, and multipliers.  When it's movement falls below threshold projectile
;			will stick, shatter or vanish depending on other flags.
;			1st param: velocity threshold (will only bounce if velocity is above this % of the original)
;			2nd param: up vector threshold (will only bounce if up vector is above this % of the original)
;			3rd param: velocity dampener (% of velocity retained after bounce)
;			4th param: up vector dampener (% of up vector retained after bounce - ie get flatter with every bounce)
;
; body_piercing		Indicates this projectile can hit several soldiers in a single tick (ie not
;			stopped by soldiers).  Will bounce, shatter or vanish when it hits the ground 
;			depending on other flags.  There is also a bp flag in descr_engines.txt.  This flag
;			tells the AI the engine is capable of body piercing attacks.  These two flags may
;			be merged in a future release but for now the engine flag should be set if it is 
;			capable of firing a "body_piercing" projectile.
;
; ground_shatter	Projectile shatters when it hits ground, package or soldiers (if not body_piercing)
;			This flag is required for the area_effect tag.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ROCKETS
;
; Normal rockets have a min angle check as rockets can spiral after launch and a negative		
; minimum angle could result in a rocket plowing into the ground almost immediately which		
; could kill the launching crew.  Rockets fired from elephants have a launch point about		
; 4 metres in the air so reasonable negative angle is safe and necessary for can_hit_target	
; tests later on.  Elevated rockets and rockets are identical except for the minimum angle		
; check.																						
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Projectile Delays
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

delay		standard	0.0
delay		flaming		15.0
delay		gunpowder	0.0




projectile arrow

effect			arrows_new_set
end_effect				arrow_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_impact_wall_set
end_shatter_effect		arrow_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_broken_impact_wall_set

effect_offset	-1.5
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.05
affected_by_rain
min_angle	-75
max_angle	65
velocity	20 48
display		aimed
effect_only


projectile arrow_fiery

flaming		arrow
effect 			arrows_fire_new_set
end_effect				arrow_flaming_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_flaming_impact_wall_set
end_shatter_effect		arrow_flaming_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_flaming_broken_impact_wall_set

effect_offset -0.85
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.07
affected_by_rain
fiery
min_angle	-60
max_angle	65
velocity	20	48
display		aimed
effect_only

projectile composite_arrow

effect			arrows_new_set
end_effect				arrow_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_impact_wall_set
end_shatter_effect		arrow_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_broken_impact_wall_set

effect_offset	-1.5
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.04
affected_by_rain
min_angle	-75
max_angle	65
velocity	20 48
display		aimed
effect_only

projectile composite_arrow_fiery

flaming		composite_arrow
effect 			arrows_fire_new_set
end_effect				arrow_flaming_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_flaming_impact_wall_set
end_shatter_effect		arrow_flaming_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_flaming_broken_impact_wall_set

effect_offset -0.85
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.06
affected_by_rain
fiery
min_angle	-60
max_angle	65
velocity	20	48
display		aimed
effect_only

projectile cav_composite_arrow

effect			arrows_new_set
end_effect				arrow_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_impact_wall_set
end_shatter_effect		arrow_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_broken_impact_wall_set

effect_offset	-1.5
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.06
affected_by_rain
min_angle	-75
max_angle	65
velocity	20 48
display		aimed
effect_only

projectile cav_composite_arrow_fiery

flaming		cav_composite_arrow
effect 			arrows_fire_new_set
end_effect				arrow_flaming_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_flaming_impact_wall_set
end_shatter_effect		arrow_flaming_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_flaming_broken_impact_wall_set

effect_offset -0.85
damage		0
radius		0.1
mass		0.05
;accuracy_vs_units		0.07
affected_by_rain
fiery
min_angle	-60
max_angle	65
velocity	20	48
display		aimed
effect_only

projectile bodkin_arrow

effect			arrows_new_set
end_effect				arrow_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_impact_wall_set
end_shatter_effect		arrow_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_broken_impact_wall_set

effect_offset	-1.5
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.04
affected_by_rain
min_angle	-75
max_angle	65
velocity	20 48
display		aimed
effect_only

projectile bodkin_arrow_fiery

flaming		bodkin_arrow
effect 			arrows_fire_new_set
end_effect				arrow_flaming_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_flaming_impact_wall_set
end_shatter_effect		arrow_flaming_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_flaming_broken_impact_wall_set

effect_offset -0.85
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.06
affected_by_rain
fiery
min_angle	-60
max_angle	65
velocity	20	48
display		aimed
effect_only

projectile cav_bodkin_arrow

effect			arrows_new_set
end_effect				arrow_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_impact_wall_set
end_shatter_effect		arrow_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_broken_impact_wall_set

effect_offset	-1.5
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.06
affected_by_rain
min_angle	-75
max_angle	65
velocity	20 48
display		aimed
effect_only

projectile cav_bodkin_arrow_fiery

flaming		cav_bodkin_arrow
effect 			arrows_fire_new_set
end_effect				arrow_flaming_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	arrow_flaming_impact_wall_set
end_shatter_effect		arrow_flaming_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	arrow_flaming_broken_impact_wall_set

effect_offset -0.85
damage		0
radius		0.1
mass		0.05
accuracy_vs_units		0.07
affected_by_rain
fiery
min_angle	-60
max_angle	65
velocity	20	48
display		aimed
effect_only

projectile catapult

effect 			boulder_medium_set
end_effect				ground_impact_medium_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_medium_set
end_shatter_effect		ground_impact_medium_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect	wall_impact_medium_set


area_effect				ae_mortar_shot
damage			30
damage_to_troops 30
radius			0.3
mass			2.4
area			2.0
accuracy_vs_units		0.0625
accuracy_vs_buildings	0.0500
accuracy_vs_towers      0.0325 
min_angle		-15
max_angle		70
velocity		75	;61
ground_shatter
body_piercing
;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_catapult

flaming			catapult
effect 			fiery_boulder_catapult_set
end_effect				ground_fiery_impact_catapult_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_fiery_catapult_set
end_shatter_effect		ground_fiery_impact_catapult_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect	wall_impact_fiery_catapult_set


damage			30
damage_to_troops 30
radius			0.3
mass			0.8
area			2.5
accuracy_vs_units		0.0625
accuracy_vs_buildings	0.05
accuracy_vs_towers      0.035 
fiery					; uncomment this to make all boulders fiery
min_angle		-15
max_angle		70
velocity		75	;61
ground_shatter
body_piercing
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 trebuchet

effect 			boulder_medium_set
end_effect				ground_impact_treb_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_medium_set
end_shatter_effect		ground_impact_treb_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect	wall_impact_medium_set


damage			90
damage_to_troops 10
radius			0.3
mass			2.4		;appears to be units of 100kg (given a man is 0.8)
area			2.0
accuracy_vs_units		0.075
accuracy_vs_buildings	0.05
accuracy_vs_towers      0.0305 
min_angle		-15
max_angle		70
velocity		75 ;61
;bounce			0.01 0.01 0.93 0.5
body_piercing
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_trebuchet

flaming			trebuchet
effect 			fiery_boulder_set
end_effect				ground_fiery_impact_large_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_fiery_treb_set
end_shatter_effect		ground_fiery_impact_large_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect	wall_impact_fiery_treb_set


damage			90
damage_to_troops 40
radius			0.30
mass			0.8
area			3.0
accuracy_vs_units		0.125
accuracy_vs_buildings	0.075
accuracy_vs_towers      0.055 
fiery					; uncomment this to make all boulders fiery
min_angle		-15
max_angle		70
velocity		75 ;61
ground_shatter
body_piercing
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
mass		0.1
fiery
min_angle	-15
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
min_angle	-60
max_angle	70
velocity	60
display 
model		data/models_missile/sling_stone.cas, max

projectile bolt

damage		3
radius		0
mass		0.05
min_angle	-60
max_angle	65
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 javelin

damage		0
radius		0
mass		0.05
accuracy_vs_units		0.03
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 cav_javelin

damage		0
radius		0
mass		0.05
accuracy_vs_units		0.03
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 ballista

effect	    large_arrow_trail_set
end_effect   large_arrow_explode_set
end_man_effect			man_impact_small_set
end_package_effect    	wall_impact_small_set
end_shatter_effect		large_arrow_explode_set
end_shatter_man_effect		man_impact_small_set
end_shatter_package_effect	wall_impact_small_set


damage		10
damage_to_troops 5
radius		0
mass		0.8
accuracy_vs_units		0.005
accuracy_vs_buildings	0.05
accuracy_vs_towers      0.025 
min_angle	-30
max_angle	35
velocity	60
;bounce		0.5 0.6 0.5 0.4
body_piercing
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	        flaming_ballista_projectile_set
end_effect				ground_fiery_impact_ballista_set
end_man_effect			man_impact_tiny_set
end_package_effect    	wall_impact_fiery_ballista_set
end_shatter_effect		ground_fiery_impact_ballista_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect	wall_impact_fiery_ballista_set


effect_offset 1.0
damage		10
damage_to_troops 5
radius		0
mass		0.8
accuracy_vs_units		0.01
accuracy_vs_buildings	0.05
accuracy_vs_towers      0.025 
fiery
min_angle	-60
max_angle	70
velocity	60
;bounce		0.5 0.6 0.5 0.4
body_piercing
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
end_man_effect			man_impact_small_set
damage		1
damage_to_troops 5
radius		0
mass		0.05
accuracy_vs_units	0.05
accuracy_vs_buildings	0.0001
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	        flaming_ballista_projectile_set
end_effect				ground_fiery_impact_ballista_set
end_man_effect			man_impact_explosive_small_set
end_package_effect    	wall_impact_fiery_ballista_set
end_shatter_effect		ground_fiery_impact_ballista_set
end_shatter_man_effect		man_impact_explosive_small_set
end_shatter_package_effect	wall_impact_fiery_ballista_set

effect_offset 1.0
damage		6
damage_to_troops 5
radius		0
mass		0.05
accuracy_vs_units	0.04 ;This effects siege towers
accuracy_vs_buildings	0.05
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
mass		0.05
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
mass		0.05
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
mass		0.05
accuracy_vs_units		0.15
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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; NEW MTW Cannon Shots
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

projectile bombard_shot

effect 			bombard_set
end_effect				ground_impact_bombard_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_medium_set
end_shatter_effect		ground_impact_bombard_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_medium_set


damage			120
damage_to_troops 10
radius			0.3
mass			6.0
area			2.0
accuracy_vs_units		0.0725
accuracy_vs_buildings	0.0455
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
bounce			0.01 0.01 0.93 0.5
body_piercing
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
effect_only

projectile flaming_bombard_shot

flaming			bombard_shot
effect 			fiery_boulder_bombard_set
end_effect				ground_fiery_impact_medium_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_fiery_treb_set
end_shatter_effect		ground_fiery_impact_medium_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_fiery_treb_set

damage			75
damage_to_troops 30
radius			0.3
mass			0.8
area			1.5
accuracy_vs_units	0.0825
accuracy_vs_buildings	0.0455
accuracy_vs_towers      0.025 
fiery					
min_angle		-10
max_angle		40
velocity		80
ground_shatter
body_piercing
display			aimed
effect_only

projectile bombard_tower_shot

effect 			bombard_set
end_effect				ground_impact_bombard_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_medium_set
end_shatter_effect		ground_impact_bombard_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_medium_set


damage			120
damage_to_troops 10
radius			0.3
mass			6.0
area			2.0
accuracy_vs_units		0.0525
accuracy_vs_buildings	0.0455
accuracy_vs_towers      0.025 
min_angle		-30
max_angle		30
velocity		90
bounce			0.01 0.01 0.93 0.5
body_piercing
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
effect_only

;*********************************************

projectile ribault_shot

effect 					ribault_shot_set
end_effect				ground_impact_ribault_set
end_man_effect			man_impact_small_set
end_package_effect    	wall_impact_small_set
end_shatter_effect		ground_impact_ribault_set
end_shatter_man_effect		man_impact_small_set
end_shatter_package_effect		wall_impact_small_set

damage			5
damage_to_troops 10
radius			0.3
mass			0.1
area			1.0
accuracy_vs_units		0.04
accuracy_vs_buildings	0.0625
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
ground_shatter
;bounce			0.01 0.01 0.93 0.5
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_effects/none.CAS, max,  max
model			data/models_effects/none.CAS,  40.0
model			data/models_effects/none.CAS,  80.0
model			data/models_effects/none.CAS,  max

;*********************************************

projectile monster_ribault_shot

effect 					monster_ribault_shot_set
end_effect				ground_impact_ribault_set
end_man_effect			man_impact_small_set
end_package_effect    	wall_impact_small_set
end_shatter_effect		ground_impact_ribault_set
end_shatter_man_effect		man_impact_small_set
end_shatter_package_effect		wall_impact_small_set

damage			5
damage_to_troops 5
radius			0.3
mass			0.1
area			1.0
accuracy_vs_units		0.040
accuracy_vs_buildings	0.0625
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
;bounce			0.01 0.01 0.93 0.5
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
effect_only

;*********************************************

projectile grand_bombard_shot

effect 					bombard_set
end_effect				ground_impact_grand_bombard_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_medium_set
end_shatter_effect		ground_impact_grand_bombard_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_medium_set

;area_effect				ae_cannon_shot_large
damage			180
damage_to_troops 10
radius			0.5
mass			3.5
area			2.0
accuracy_vs_units		0.055
accuracy_vs_buildings	0.040
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
;ground_shatter`
bounce			0.01 0.01 0.93 0.5
;bounce			0.01 0.01 0.93 0.93
body_piercing
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
effect_only

projectile flaming_grand_bombard_shot

flaming				grand_bombard_shot
effect 					fiery_boulder_grand_bombard_set
end_effect				ground_fiery_impact_grand_bombard_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_fiery_grand_bombard_set
end_shatter_effect		ground_fiery_impact_grand_bombard_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_fiery_grand_bombard_set

damage			180
damage_to_troops 10
radius			0.3
mass			0.8
area			1.5
accuracy_vs_units	0.075
accuracy_vs_buildings	0.0425
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
ground_shatter
body_piercing
;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
effect_only


projectile monster_bombard_shot

effect 					huge_cannon_ball_set
end_effect				ground_impact_large_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_monster_set
end_shatter_effect		ground_impact_large_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_monster_set

;area_effect		ae_monster_shot_large
damage			1000
damage_to_troops 50
radius			1.0
mass			6.0
area			2.0
accuracy_vs_units		0.09
accuracy_vs_buildings	0.04
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		110
bounce			0.01 0.01 0.93 0.5
body_piercing
;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
effect_only

projectile cannon_shot

effect 					cannon_ball_medium_set
end_effect				ground_impact_bombard_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_cannons_set
end_shatter_effect		ground_impact_bombard_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_cannons_set

;area_effect		ae_cannon_shot_large
damage			250
damage_to_troops 30
radius			0.3
mass			3.5
area			12.0
accuracy_vs_units		0.05
accuracy_vs_buildings	0.035
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
;ground_shatter
bounce			0.01 0.01 0.93 0.5
body_piercing
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
effect_only

projectile exploding_cannon_shot

exploding				cannon_shot
effect 					cannon_ball_medium_set
end_effect				ground_impact_explosion_culvern_set
end_man_effect			man_impact_catapult_set
end_package_effect    	ground_impact_wall_explosion_culvern_set
end_shatter_effect		ground_impact_explosion_culvern_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		ground_impact_wall_explosion_culvern_set

area_effect		ae_cannon_shot_large
damage			250
damage_to_troops 30
radius			0.3
mass			4.5
area			15.0
accuracy_vs_units		0.065
accuracy_vs_buildings	0.0375
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
ground_shatter
body_piercing
;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
effect_only

projectile culverin_shot

effect 					cannon_ball_medium_set
end_effect				ground_impact_bombard_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_cannons_set
end_shatter_effect		ground_impact_bombard_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_cannons_set

;area_effect		ae_cannon_shot_large
damage			230
damage_to_troops 30
radius			0.3
mass			3.5
area			2.0
accuracy_vs_units		0.045
accuracy_vs_buildings	0.035
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
;ground_shatter
bounce			0.01 0.01 0.93 0.5
body_piercing
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
effect_only

projectile exploding_culverin_shot

exploding 				culverin_shot
effect 					cannon_ball_medium_set
end_effect				ground_impact_explosion_culvern_set
end_man_effect			man_impact_catapult_set
end_package_effect    	ground_impact_wall_explosion_culvern_set
end_shatter_effect		ground_impact_explosion_culvern_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		ground_impact_wall_explosion_culvern_set

area_effect		ae_cannon_shot_large
damage			230
damage_to_troops 30
radius			0.3
mass			4.5
area			15.0
accuracy_vs_units		0.065
accuracy_vs_buildings	0.0475
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
ground_shatter
body_piercing
;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
effect_only

projectile mortar_shot
effect 			cannon_ball_medium_set
end_effect				ground_impact_mortar_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_medium_set
end_shatter_effect		ground_impact_mortar_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_medium_set

area_effect				ae_mortar_shot
damage			150
damage_to_troops 15
radius			0.3
mass			0.4
area			2.0
accuracy_vs_units	0.05
accuracy_vs_buildings	0.0355
accuracy_vs_towers      0.0355 
min_angle		40
max_angle		60
prefer_high
velocity		55, 30
ground_shatter
body_piercing		
;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
effect_only

projectile basilisk_shot

effect 					cannon_ball_medium_set
end_effect				ground_impact_grand_bombard_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_large_set
end_shatter_effect		ground_impact_grand_bombard_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_large_set

;area_effect				ae_cannon_shot_large
damage			330
damage_to_troops 30
radius			0.3
mass			6.0
area			8.0
accuracy_vs_units	0.0425
accuracy_vs_buildings	0.035
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
;ground_shatter
bounce			0.01 0.01 0.93 0.5
body_piercing
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
effect_only

projectile exploding_basilisk_shot

exploding				basilisk_shot
effect 					cannon_ball_medium_set
end_effect				ground_impact_explosion_culvern_set
end_man_effect			man_impact_catapult_set
end_package_effect    	ground_impact_wall_explosion_culvern_set
end_shatter_effect		ground_impact_explosion_culvern_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		ground_impact_wall_explosion_culvern_set

area_effect				ae_cannon_shot_large
damage			330
damage_to_troops 30
radius			0.3
mass			4.5
area			18.0
accuracy_vs_units	0.0425
accuracy_vs_buildings	0.0375
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
ground_shatter
body_piercing
;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
effect_only


projectile serpentine_shot

effect 			cannon_ball_medium_set
end_effect				ground_impact_mortar_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_serpentine_set
end_shatter_effect		ground_impact_mortar_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_serpentine_set

;area_effect				ae_small_cannon_shot
damage			10
damage_to_troops 10
radius			0.3
mass			4.0
area			2.0
accuracy_vs_units		0.03
accuracy_vs_buildings	0.04
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		80
;ground_shatter
bounce			0.01 0.01 0.93 0.5
body_piercing
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
effect_only

projectile elephant_cannon_shot

effect 			cannon_ball_medium_set
end_effect				ground_impact_mortar_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_serpentine_set
end_shatter_effect		ground_impact_mortar_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		wall_impact_serpentine_set

;area_effect				ae_small_cannon_shot
damage			10
damage_to_troops 10
radius			0.3
mass			4.5
area			2.0
accuracy_vs_units		0.055
accuracy_vs_buildings	0.055
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
;ground_shatter
bounce			0.01 0.01 0.93 0.5
body_piercing
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
effect_only

projectile 		cow_carcass

effect 			cow_carcass_projectile_set
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;NB: effects for cow cow_carcass are now handled in ae_cow_carcass described in descr_area_effects.xml;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;end_effect 	 			cow_impact_ground_set
;end_man_effect			cow_impact_ground_set
;end_package_effect    	cow_impact_wall_set
;end_shatter_effect		cow_impact_ground_set
;end_shatter_man_effect		cow_impact_ground_set
;end_shatter_package_effect		cow_impact_wall_set

area_effect		ae_cow_carcass
damage			0
damage_to_troops 	5
radius			0.30
mass			0.1
area			3.0
accuracy_vs_units	0.15
accuracy_vs_buildings	0.15
accuracy_vs_towers      0.525 
min_angle		-15
max_angle		70
velocity		61
ground_shatter
cow_carcass
display			aimed
effect_only


;*******************************
projectile		rocket
effect 			rocket_projectile_set
end_effect				ground_fiery_impact_small_set
end_man_effect			man_impact_explosive_small_set
end_package_effect    	wall_impact_fiery_small_set
end_shatter_effect		ground_fiery_impact_small_set
end_shatter_man_effect		man_impact_explosive_small_set
end_shatter_package_effect		wall_impact_fiery_small_set

;explode_effect	wall_impact_fiery_small_set

effect_offset	-0.85
area_effect		ae_rocket_shot
damage			10
radius			0.3
mass			0.05
accuracy_vs_units		0.06
accuracy_vs_buildings	0.09
accuracy_vs_towers      0.05 
affected_by_rain
fiery
min_angle		-15
max_angle		30
velocity		90
ground_shatter
; rocket		<trail time sec> <spin prob> <spin tick> <max radius dlt> <angle min deg> <angle max deg> <erratic prob> <erratic tick> <erratic max angle>
rocket			3.5	0.6 10 0.3 120 360 0.3 12 10
; self_explode	<prob> <min sec> <max sec> [<area effect>]
self_explode	0.3 1.5 3.0
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		elephant_rocket
effect 			rocket_projectile_set
end_effect				ground_fiery_impact_small_set
end_man_effect			man_impact_explosive_small_set
end_package_effect    	wall_impact_fiery_small_set
end_shatter_effect		ground_fiery_impact_small_set
end_shatter_man_effect		man_impact_explosive_small_set
end_shatter_package_effect		wall_impact_fiery_small_set

explode_effect	wall_impact_fiery_small_set

effect_offset	-0.85
;area_effect		ae_cannon_shot
damage			10
radius			0.2
mass			0.05
accuracy_vs_units		0.06
accuracy_vs_buildings	0.09
accuracy_vs_towers      0.05 
affected_by_rain
fiery
min_angle		-30
max_angle		30
velocity		90
ground_shatter

; See notes in file header about rockets and elevated rockets
; rocket		<trail time sec> <spin prob> <spin tick> <max radius dlt> <angle min deg> <angle max deg> <erratic prob> <erratic tick> <erratic max angle>
elevated_rocket		3.5	0.6 10 0.3 120 360 0.3 12 10

; self_explode	<prob> <min sec> <max sec> [<area effect>]
self_explode	0.3 1.5 3.0
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		test_cannon_ball
;effect 			cannon_ball
effect 			fiery_arrow_set
end_effect				ground_impact_medium_set
end_man_effect			man_impact_medium_set
end_package_effect    	wall_impact_medium_set
end_shatter_effect		ground_impact_medium_set
end_shatter_man_effect		man_impact_medium_set
end_shatter_package_effect		wall_impact_medium_set

damage			110
damage_to_troops 10
radius			0.3
mass			0.8
area			2.0
accuracy_vs_units		0.02
accuracy_vs_buildings	0.01
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
bounce			0.01 0.01 0.93 0.5
body_piercing
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/cannon_ball4.cas,	max
;model			data/models/cannon_ball3.cas,	40.0
;model			data/models/cannon_ball2.cas,	80.0
;model			data/models/cannon_ball.cas,	max
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

;******************************************************************
; New MTW Personal Weapons
;******************************************************************

projectile nahptha_bomb

effect					nahptha_bomb_projectile_set
end_effect				ground_fiery_impact_nahptha_set
end_man_effect			man_impact_explosive_small_set
end_package_effect    	wall_impact_fiery_ballista_set
end_shatter_effect		ground_fiery_impact_nahptha_set
;end_shatter_man_effect		man_impact_explosive_small_set
;end_shatter_package_effect		wall_impact_fiery_ballista_set

area_effect				ae_nahptha_shot
damage		0
radius		0.1
mass		0.05
min_angle	-60
max_angle	70
velocity	30
ground_shatter
display		aimed
effect_only

projectile hand_gun_bullet

effect					bullet_model_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect		bullet_impact_wall_set

damage		0
radius		0
mass		0.05
accuracy_vs_units		0.04
min_angle	-60
max_angle	70
velocity	40 65
display		aimed
effect_only

projectile arquebus_bullet

effect					bullet_model_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect		bullet_impact_wall_set

damage		0
radius		0
mass		0.09
accuracy_vs_units		0.03
min_angle	-60
max_angle	70
velocity	55 75
display		aimed
effect_only

projectile musket_bullet

effect					bullet_model_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect		bullet_impact_wall_set

damage		0
radius		0
mass		0.05
accuracy_vs_units		0.03
min_angle	-60
max_angle	70
velocity	60 85
display		aimed
effect_only

projectile pistol_bullet

effect					bullet_model_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect			bullet_impact_wall_set

damage		0
radius		0
mass		0.05
accuracy_vs_units		0.0750
min_angle	-60
max_angle	70
velocity	80
display		aimed
effect_only

projectile camel_gun_bullet

effect					bullet_model_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect		bullet_impact_wall_set

damage		0
radius		0
mass		0.05
accuracy_vs_units		0.0750
min_angle	-60
max_angle	70
velocity	80
display		aimed
effect_only

projectile crossbow_bolt

effect			crossbow_arrows_new_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect		bullet_impact_wall_set

damage		0
radius		0
mass		0.05
accuracy_vs_units		0.04
min_angle	-60
max_angle	65
velocity	20 80
display		aimed
effect_only

projectile steel_crossbow_bolt

effect			crossbow_steel_arrows_new_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect		bullet_impact_wall_set

damage		0
radius		0
mass		0.05
accuracy_vs_units		0.04
min_angle	-60
max_angle	65
velocity	20 80
display		aimed
effect_only


projectile norman_catapult

effect 			boulder_medium_set
end_effect				ground_impact_medium_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_medium_set
end_shatter_effect		ground_impact_medium_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect	wall_impact_medium_set


area_effect				ae_mortar_shot
damage			30
damage_to_troops 30
radius			0.3
mass			0.8
area			2.0
accuracy_vs_units		0.0625
accuracy_vs_buildings	0.0300
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		70
velocity		75	;61
ground_shatter
bounce			0.5 0.6 0.5 0.4
body_piercing
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_norman_catapult

flaming			norman_catapult
effect 			fiery_boulder_catapult_set
end_effect				ground_fiery_impact_catapult_set
end_man_effect			man_impact_catapult_set
end_package_effect    	wall_impact_fiery_catapult_set
end_shatter_effect		ground_fiery_impact_catapult_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect	wall_impact_fiery_catapult_set


damage			30
damage_to_troops 30
radius			0.3
mass			0.8
area			2.5
accuracy_vs_units		0.0625
accuracy_vs_buildings	0.065
accuracy_vs_towers      0.025 
fiery					; uncomment this to make all boulders fiery
min_angle		-15
max_angle		70
velocity		75	;61
ground_shatter
body_piercing
display			aimed
effect_only

projectile greek_fire
	
effect					nahptha_bomb_projectile_set			;descr_flaming_projectiles
end_effect				ground_fiery_impact_nahptha_set			;descr_effect_impacts
end_man_effect			man_impact_explosive_small_set
end_package_effect    	wall_impact_fiery_ballista_set
end_shatter_effect		ground_fiery_impact_nahptha_set
;end_shatter_man_effect		man_impact_explosive_small_set
;end_shatter_package_effect		wall_impact_fiery_ballista_set

area_effect				ae_nahptha_shot
damage		15
radius		1.0
mass		0.0
area			2
affected_by_rain
fiery
min_angle	-80
max_angle	70
velocity	100
ground_shatter
body_piercing
display		aimed
effect_only

projectile air_burst_fire
	
effect 			mangonel_fire_set
end_effect				mangonel_fiery_impact_small_set
end_man_effect			greek_fire_man_impact_set
end_package_effect    	mangonel_fiery_impact_package_small_set
end_shatter_effect		mangonel_fiery_impact_small_set
end_shatter_man_effect		greek_fire_man_impact_set
end_shatter_package_effect	mangonel_fiery_impact_package_small_set

area_effect		aeset_mangonel_fire
damage		0
radius		1.0
mass		0.2
area			2
affected_by_rain
fiery
min_angle	-180
max_angle	180
velocity	5 20
ground_shatter
;body_piercing
display		aimed 
effect_only


projectile grape_shot
 
;effect    bombard_set
end_effect    ground_impact_bombard_set
end_man_effect   man_impact_catapult_set
end_package_effect     wall_impact_medium_set
end_shatter_effect  ground_impact_bombard_set
end_shatter_man_effect  man_impact_catapult_set
end_shatter_package_effect  wall_impact_medium_set
 

damage   120
damage_to_troops 10
radius   0.3
mass   1.0
area   2.0
accuracy_vs_units  0.0725
accuracy_vs_buildings 0.0455
accuracy_vs_towers      0.025 
min_angle  -15
max_angle  25
velocity  50
bounce   0.01 0.01 0.93 0.5
body_piercing
; self_explode <prob> <min sec> <max sec> [<area effect>]
self_explode 1.0 0.1 0.1 grape_shot
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
effect_only

projectile mangonel_shot


effect 			barrel_medium_set_test
end_effect				ground_impact_wall_explosion_mangonel_set
end_man_effect			ground_impact_wall_explosion_mangonel_set
end_package_effect    	air_burst_impact_wall_explosion_culvern_set
end_shatter_effect		ground_impact_wall_explosion_mangonel_set
end_shatter_man_effect		ground_impact_wall_explosion_mangonel_set
end_shatter_package_effect	air_burst_impact_wall_explosion_culvern_set
explode_effect		air_burst_impact_wall_explosion_culvern_set

area_effect		ae_barrel_explosion

damage			5
damage_to_troops 40
radius			0.30
mass			2.4;0.8
area			3.0
accuracy_vs_units		0.125
accuracy_vs_buildings	0.075
accuracy_vs_towers      0.055 
;fiery					; uncomment this to make all boulders fiery
min_angle		-15
max_angle		30
prefer_high
velocity		25 55 ;75 ;61
ground_shatter
body_piercing
; rocket		<trail time sec> <spin prob> <spin tick> <max radius dlt> <angle min deg> <angle max deg> <erratic prob> <erratic tick> <erratic max angle>
rocket			0.0	0.0 0 0.0 0 0 0.0 0 0
; self_explode	<prob> <min sec> <max sec> [<area effect>]
self_explode	0.8 1.5 4.5 air_burst_test
display			aimed spin 4.0
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 oil

effect				;boiling_oil_set							;uses static emitter, effect found in descr_walls 
;end_effect			boiling_oil_ground_impact_set
;end_man_effect			man_impact_tiny_set
;end_package_effect    		boiling_oil_ground_impact_set
end_shatter_effect		boiling_oil_ground_impact_set
;end_shatter_man_effect		man_impact_tiny_set
;end_shatter_package_effect	boiling_oil_ground_impact_set

area_effect			aeset_boiling_oil
no_ae_on_ram			;ram provides overhead protection from this area effect
damage				2
damage_to_troops 		4
radius				1.0
mass				3.8
area				10.0
fiery					; uncomment this to make all boulders fiery
min_angle			-80
max_angle			-70
velocity			0
ground_shatter
body_piercing
display				aimed
effect_only

;;;;;;;NEW PROJECTILES;;;;;;;;
;;;;;;;;;;;Ice Apprentice Spell
projectile ice_spike

effect					ice_spike_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect		bullet_impact_wall_set

damage		2
radius		0
mass		0.05
accuracy_vs_units		0.001
min_angle	-60
max_angle	40
velocity	90
display		aimed
effect_only

;;;;;;;;;;;;;;Lightning Master Spell
projectile thunder
	
effect 			normal_lighting_set
end_effect			ground_impact_explosion_culvern_set
end_man_effect			man_impact_explosive_small_set
end_package_effect    	ground_impact_explosion_culvern_set
end_shatter_effect		ground_impact_explosion_culvern_set
end_shatter_man_effect		man_impact_catapult_set
end_shatter_package_effect		ground_impact_explosion_culvern_set

area_effect		aeset_greek_fire
damage		0
damage_to_troops       1
radius		1.5
mass		0.5
area			3
accuracy_vs_units		0.002
;affected_by_rain
min_angle	-80
max_angle		70
velocity	170
ground_shatter
body_piercing
display		aimed
effect_only

;;;;;;;Lightning Apprentice Spell
projectile lighting_bolt

effect					bolt_lighting_set
end_effect				bullet_impact_ground_set
end_man_effect			greek_fire_man_impact_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		greek_fire_man_impact_set
end_shatter_package_effect		bullet_impact_wall_set

damage		2
radius		0
mass		0.05
accuracy_vs_units		0.001
min_angle	-60
max_angle	40
velocity	90
display		aimed
effect_only

;;;;;;;;;;Ice Master Spell
projectile avalanche
	
effect 			avalanche_set
end_effect			white_water_man_impact_set
end_man_effect			white_water_man_impact_set
end_package_effect    		white_water_man_impact_set
end_shatter_effect			white_water_man_impact_set
end_shatter_man_effect		white_water_man_impact_set
end_shatter_package_effect		white_water_man_impact_set

area_effect				ae_mortar_shot
damage		20
radius		0.1
mass		0.05
min_angle	-70
max_angle	70
velocity	70
ground_shatter
display		aimed
effect_only

;;;;;;;;;Fire Apprentice Spell
projectile firebolt

effect					firebolt_set
end_effect				es_fire_man
end_man_effect			es_fire_man
end_package_effect    	es_fire_man
end_shatter_effect		es_fire_man
end_shatter_man_effect		es_fire_man
end_shatter_package_effect		es_fire_man

damage		2
radius		0
mass		0.05
accuracy_vs_units		0.001
min_angle	-60
max_angle	40
velocity	90
display		aimed
effect_only

;;;;;;;;;;;;;;;Fire Master Spell
projectile comet

effect					comet_set
end_effect				es_fire_ground
end_man_effect			es_fire_ground
end_package_effect    		es_fire_ground
end_shatter_effect			es_fire_ground
end_shatter_man_effect		es_fire_ground
end_shatter_package_effect		es_fire_ground

area_effect				ae_mortar_shot
damage		20
radius		0.1
mass		0.05
min_angle	-70
max_angle	70
velocity	70
ground_shatter
display		aimed
effect_only

;;;;;;;;;;;;Apprentice Vampire Spell;;;;;;;;;;;;;;;;
projectile vampiricdrain
	
effect 			vampiric_drain_set
end_effect				bullet_impact_ground_set
end_man_effect			man_impact_tiny_set
end_package_effect    	bullet_impact_wall_set
end_shatter_effect		bullet_impact_ground_set
end_shatter_man_effect		man_impact_tiny_set
end_shatter_package_effect		bullet_impact_wall_set

damage		2
radius		0
mass		0.05
accuracy_vs_units		0.001
min_angle	-60
max_angle	40
velocity	300
display		aimed
effect_only

;;;;;;;;;;;;;;;;Ash Master Spell;;;;;;;;;;;;;;;;
projectile ash

effect					ash_set
end_effect				dustbelch_set
end_man_effect			dustbelch_set
end_package_effect    	dustbelch_set
end_shatter_effect		dustbelch_set
;end_shatter_man_effect		dustbelch_set
;end_shatter_package_effect		dustbelch_set

area_effect				ae_mortar_shot
damage		5
radius		0.1
mass		0.05
min_angle	-70
max_angle	70
velocity	70
ground_shatter
display		aimed
effect_only

;;;;;;;;;;;;;;;;Ash Apprentice Spell;;;;;;;;;;;;;;;;;
projectile ashbolt

effect					ashbolt_set
end_effect				ash_cloud_set
end_man_effect			ash_cloud_set
end_package_effect    	ash_cloud_set
end_shatter_effect		ash_cloud_set
end_shatter_man_effect		ash_cloud_set
end_shatter_package_effect		ash_cloud_set

damage		2
radius		0
mass		0.05
accuracy_vs_units		0.001
min_angle	-60
max_angle	40
velocity	90
display		aimed
effect_only

;;;;;;;;;;;;;;;;Vampire Apprentice Spell;;;;;;;;;;;;;;;;;
projectile bloodbolt

effect					bloodbolt_set
end_effect				bloodsplatter_set
end_man_effect			bloodsplatter_set
end_package_effect    	bloodsplatter_set
end_shatter_effect		bloodsplatter_set
end_shatter_man_effect		bloodsplatter_set
end_shatter_package_effect		bloodsplatter_set

damage		2
radius		0
mass		0.05
accuracy_vs_units		0.001
min_angle	-60
max_angle	40
velocity	90
display		aimed
effect_only
