<!--game parameters for Tower Wars-->

<!--
Changing this file allows changing and adding any amount of monster and tower types.
Add their textures in textures.png
-->

<?xml version="1.0"?>
<towerwars>
  <mod_author>standard game</mod_author> <!--if you modify this file, enter name and author of your mod in here. This is shown in the About window.-->
  <lin_gold>0.3</lin_gold> <!--how much the gold reward of monsters increases lineary (relative)-->
  <sq_gold>0.0</sq_gold> <!--how much the gold reward of monsters increases quadratically-->
  <exp_gold>1</exp_gold> <!--how much the gold reward of monsters increases exponentially-->
  <tweak_gold>1.0</tweak_gold> <!--multiplier factor of gold to tweak without modifying all monsters-->
  <lin_health>0.5</lin_health> <!--how much the health of monsters increases lineary (relative)-->
  <sq_health>0.0</sq_health> <!--how much the health of monsters increases quadratically-->
  <exp_health>1.15</exp_health> <!--how much the health of monsters increases exponentially-->
  <tweak_health>1.0</tweak_health> <!--multiplier factor of health to tweak without modifying all monsters-->
  <juggle_cost_base>0</juggle_cost_base> <!--juggling penalty, see manual.txt-->
  <juggle_cost_lin>1</juggle_cost_lin> <!--linear juggling penalty increase (absolute)-->
  <juggle_cost_sq>0</juggle_cost_sq> <!--square juggling penalty increase-->
  <juggle_cost_exp>1</juggle_cost_exp> <!--exponential juggling penalty increase-->
  <sell_factor>0.8</sell_factor> <!--how much less a tower gives when sold-->
  <start_gold>100</start_gold> <!--how much gold you start with in normal difficulty mode-->
  <start_lives>25</start_lives> <!--how much gold you start with in normal difficulty  mode-->
  <time_between_waves>20.0</time_between_waves> <!--how much seconds between two waves-->
  
  <monstertype>
    <speed>1.5</speed> <!--how much tiles/second the monster moves-->
    <basehealth>10</basehealth> <!--health the monster will have in level 0-->
    <basegold>1</basegold> <!--how much gold the monster gives at level 0-->
    <wavesize>10</wavesize> <!--how much monsters of this type come together in a wave-->
    <chance>6</chance> <!--chance that this monstertype is sent in a wave; chances are divided over all types-->
    <immune>false</immune> <!--immunity to "slow" towers: true or false-->
    <texture>60</texture> <!--which texture to use, 60 is the first texture of the 7th row of textures.png-->
  </monstertype>
  <monstertype>
    <speed>1.0</speed>
    <basehealth>15</basehealth>
    <basegold>1</basegold>
    <wavesize>10</wavesize>
    <chance>5</chance>
    <immune>false</immune>
    <texture>61</texture>
  </monstertype>
  <monstertype>
    <speed>2.0</speed>
    <basehealth>5</basehealth>
    <basegold>0.7</basegold>
    <wavesize>20</wavesize>
    <chance>4</chance>
    <immune>false</immune>
    <texture>62</texture>
  </monstertype>
  <monstertype>
    <speed>1.5</speed>
    <basehealth>10</basehealth>
    <basegold>1.5</basegold>
    <wavesize>10</wavesize>
    <chance>5</chance>
    <immune>true</immune>
    <texture>63</texture>
  </monstertype>
  <monstertype>
    <speed>1.5</speed>
    <basehealth>80</basehealth>
    <basegold>12</basegold>
    <wavesize>1</wavesize>
    <chance>2</chance>
    <immune>false</immune>
    <texture>64</texture>
  </monstertype>
  <monstertype>
    <speed>1.2</speed>
    <basehealth>25</basehealth>
    <basegold>4</basegold>
    <wavesize>3</wavesize>
    <chance>2</chance>
    <immune>false</immune>
    <texture>65</texture>
  </monstertype>
  <monstertype>
    <user>true</user> <!--this monster can be sent by players-->
    <name>red mean square</name>
    <speed>1.5</speed>
    <basehealth>15</basehealth>
    <basegold>0.2</basegold>
    <basecost>0.66</basecost> <!--multiply with wavesize to get basecost of sending a wave; increases in time-->
    <wavesize>10</wavesize>
    <chance>0</chance> <!--set appearance chance to 0 to make computer spawns not send player monsters-->
    <immune>false</immune>
    <texture>80</texture>
  </monstertype>
  <monstertype>
    <user>true</user>
    <name>mad blue trio</name>
    <speed>0.9</speed>
    <basehealth>65</basehealth>
    <basegold>0.5</basegold>
    <basecost>2</basecost>
    <wavesize>3</wavesize>
    <chance>0</chance>
    <immune>false</immune>
    <texture>81</texture>
  </monstertype>
  
  
  <towertype>
    <name>cheap</name> <!--name of the tower-->
    <method>1</method> <!--shooting method: 1 = direct-hit bullet, 2 = missile with splash-->
    <effect>1</effect> <!--shooting effect: 1 = damage, 2 = slow effect-->
    <upgrades>4</upgrades> <!--how many times this tower can be upgraded-->
    <range>3</range> <!--how much tiles far this tower can shoot-->
    <rate>1.0</rate> <!--how much times a second this tower shoots-->
    <!--REMARK: you can define multiple rates here if you want higher tower levels to have higher rate, as done here with damage-->
    <cost>10</cost> <!--cost to build this tower the first time-->
    <cost>10</cost> <!--the cost to do the first upgrade-->
    <cost>20</cost> <!--etc...-->
    <cost>40</cost>
    <cost>80</cost>
    <damage>10</damage> <!--the damage this tower does at level 0-->
    <damage>20</damage> <!--the damage this tower does at level 1-->
    <damage>40</damage> <!--etc...-->
    <damage>80</damage>
    <damage>160</damage>
    <upgradetime>2</upgradetime> <!--time to upgrade to level 1-->
    <upgradetime>4</upgradetime> <!--time to upgrade to level 2-->
    <upgradetime>5</upgradetime> <!--etc...-->
    <upgradetime>6</upgradetime>
    <texture>20</texture> <!--texture for this tower, 20 is the first texture of the 3rd row of textures.png-->
    <bullet_texture>40</bullet_texture> <!--texture for the bullet of this tower-->
  </towertype>
  <towertype>
    <name>turret</name>
    <method>1</method>
    <effect>1</effect>
    <upgrades>4</upgrades>
    <range>3</range>
    <range>3</range>
    <range>4</range>
    <range>5</range>
    <range>6</range>
    <rate>1.0</rate>
    <cost>32</cost>
    <cost>32</cost>
    <cost>64</cost>
    <cost>200</cost>
    <cost>300</cost>
    <damage>35</damage>
    <damage>75</damage>
    <damage>150</damage>
    <damage>500</damage>
    <damage>1000</damage>
    <upgradetime>2</upgradetime>
    <upgradetime>4</upgradetime>
    <upgradetime>8</upgradetime>
    <upgradetime>16</upgradetime>
    <texture>21</texture>
    <bullet_texture>41</bullet_texture>
  </towertype>
  <towertype>
    <name>bunker</name>
    <method>1</method>
    <effect>1</effect>
    <upgrades>4</upgrades>
    <range>2</range>
    <range>2</range>
    <range>2</range>
    <range>2</range>
    <range>3</range>
    <rate>1.6</rate>
    <cost>32</cost>
    <cost>32</cost>
    <cost>64</cost>
    <cost>150</cost>
    <cost>500</cost>
    <damage>50</damage>
    <damage>100</damage>
    <damage>200</damage>
    <damage>400</damage>
    <damage>1100</damage>
    <upgradetime>2</upgradetime>
    <upgradetime>4</upgradetime>
    <upgradetime>10</upgradetime>
    <upgradetime>20</upgradetime>
    <texture>22</texture>
    <bullet_texture>42</bullet_texture>
  </towertype>
  <towertype>
    <name>plasma</name>
    <method>2</method>
    <effect>1</effect>
    <upgrades>4</upgrades>
    <range>3</range>
    <range>3</range>
    <range>3</range>
    <range>4</range>
    <range>4</range>
    <rate>0.5</rate>
    <cost>50</cost>
    <cost>50</cost>
    <cost>90</cost>
    <cost>180</cost>
    <cost>500</cost>
    <damage>40</damage>
    <damage>80</damage>
    <damage>160</damage>
    <damage>320</damage>
    <damage>1000</damage>
    <upgradetime>2</upgradetime>
    <upgradetime>4</upgradetime>
    <upgradetime>10</upgradetime>
    <upgradetime>20</upgradetime>
    <texture>23</texture>
    <bullet_texture>43</bullet_texture>
    <splash>2</splash>
    <splash>2.2</splash>
    <splash>2.5</splash>
    <splash>2.8</splash>
    <splash>3</splash>
  </towertype>
  <towertype>
    <name>slow</name>
    <method>2</method>
    <effect>2</effect>
    <upgrades>4</upgrades>
    <range>3</range>
    <rate>1.0</rate>
    <cost>50</cost>
    <cost>60</cost>
    <cost>70</cost>
    <cost>80</cost>
    <cost>90</cost>
    <damage>0.25</damage>
    <damage>0.3</damage>
    <damage>0.4</damage>
    <damage>0.5</damage>
    <damage>0.6</damage>
    <upgradetime>2</upgradetime>
    <upgradetime>4</upgradetime>
    <upgradetime>10</upgradetime>
    <upgradetime>20</upgradetime>
    <texture>24</texture>
    <bullet_texture>44</bullet_texture>
    <splash>2</splash>
  </towertype>
  <towertype>
    <name>tera</name>
    <method>1</method>
    <effect>1</effect>
    <upgrades>3</upgrades>
    <range>5</range>
    <range>6</range>
    <range>7</range>
    <range>8</range>
    <rate>2.0</rate>
    <cost>2000</cost>
    <cost>2000</cost>
    <cost>4000</cost>
    <cost>8000</cost>
    <damage>3000</damage>
    <damage>6500</damage>
    <damage>14000</damage>
    <damage>30000</damage>
    <upgradetime>20</upgradetime>
    <upgradetime>30</upgradetime>
    <upgradetime>40</upgradetime>
    <texture>25</texture>
    <bullet_texture>45</bullet_texture>
  </towertype>

</towerwars>
