<?xml version="1.0" standalone="no"?>

<unit>
	<parameters>
		<size value="2"/>
		<height value="2"/>
		<max-hp value="1200" regeneration="0"/>
		<max-ep value="0"/>
		<max-unit-count value="6"/>
		<armor value="30"/>	
		<armor-type value="leather"/>
		<sight value="10"/>
		<time value="120"/>	
		<multi-selection value="true"/>	
		<cellmap value="false"/>
		<levels>
			<level name="loyal" kills="6"/>
		</levels>
		<fields>
			<field value="land"/>
		</fields>	
		<properties/>
		<light enabled="false"/>
		<unit-requirements>
			<unit name="powder_house"/>
		</unit-requirements>
		<upgrade-requirements>
			<upgrade name="stables"/>
		</upgrade-requirements>
		<resource-requirements>
			<resource name="wood" amount="150"/>
			<resource name="gold" amount="300"/>
			<resource name="food" amount="2"/>
		</resource-requirements>
		<resources-stored/>
		<image path="images/horseman.bmp"/>
		<image-cancel path="images/tech_cancel.bmp"/>
		<meeting-point value="false"/>
		<selection-sounds enabled="true">
			<sound path="sounds/horseman_select1.wav"/>
			<sound path="sounds/horseman_select2.wav"/>
			<sound path="sounds/horseman_select3.wav"/>
			<sound path="sounds/horseman_select4.wav"/>
			<sound path="sounds/horseman_select5.wav"/>
			<sound path="sounds/horseman_select6.wav"/>
			<sound path="sounds/horseman_select7.wav"/>
			<sound path="sounds/horseman_select8.wav"/>
			<sound path="sounds/horseman_select9.wav"/>
			<sound path="sounds/horseman_select10.wav"/>
			<sound path="sounds/horseman_select11.wav"/>
			<sound path="sounds/horseman_select12.wav"/>
		</selection-sounds>
		<command-sounds enabled="true">
			<sound path="sounds/horseman_ack1.wav"/>
			<sound path="sounds/horseman_ack2.wav"/>
			<sound path="sounds/horseman_ack3.wav"/>
			<sound path="sounds/horseman_ack4.wav"/>		
			<sound path="sounds/horseman_ack5.wav"/>
			<sound path="sounds/horseman_ack6.wav"/>
			<sound path="sounds/horseman_ack7.wav"/>
			<sound path="sounds/horseman_ack8.wav"/>
			<sound path="sounds/horseman_ack9.wav"/>
			<sound path="sounds/horseman_ack10.wav"/>
			<sound path="sounds/horseman_ack11.wav"/>		
			<sound path="sounds/horseman_ack12.wav"/>
			<sound path="sounds/horseman_ack13.wav"/>
			<sound path="sounds/horseman_ack14.wav"/>
			<sound path="sounds/horseman_ack15.wav"/>						
		</command-sounds>

	</parameters>

	<skills>
	
		<skill>
			<type value="stop"/>
			<name value="stop_skill"/>
			<ep-cost value="0"/>
			<speed value="1000"/>
			<anim-speed value="50"/>
			<animation path="models/captain_idle.g3d"/>
			<sound enabled="false"/>
                        <attack-boost>
				<allow-multiple-boosts value="false" />
				<radius value="10"/>
                        	<target value="faction">
                                </target>

				<max-hp value="0"/>
				<max-ep value="0"/>
				<sight value="2"/>
				<attack-strenght value="30" value-percent-multiplier="true"/>
				<attack-range value="0"/>
				<armor value="10"/>
				<move-speed value="0"/>
				<production-speed value="0"/>
				
				<particles value="true">
					<!--originator-particle-file path="glow_particles.xml"/-->
					<affected-particle-file path="glow_particles.xml"/>
				</particles>

                        </attack-boost>
		</skill>

		<skill>
			<type value="morph"/>
			<name value="morph_skill"/>		
			<ep-cost value="0"/>
			<speed value="500"/>
			<anim-speed value="80"/>
			<animation path="models/captain_idle.g3d"/>
			<sound enabled="false"/>
		</skill>
		
		<skill>
			<type value="move"/>
			<name value="move_skill"/>		
			<ep-cost value="0"/>
			<speed value="500"/>
			<anim-speed value="130"/>
			<animation path="models/captain_walk.g3d"/>
			<sound enabled="true" start-time="0">
				<sound-file path="sounds/horseman_walk1.wav"/>
				<sound-file path="sounds/horseman_walk2.wav"/>
				<sound-file path="sounds/horseman_walk3.wav"/>
			</sound> 
                        <attack-boost>
				<allow-multiple-boosts value="false" />
				<radius value="10"/>
                        	<target value="faction">
                                </target>

				<max-hp value="0"/>
				<max-ep value="0"/>
				<sight value="2"/>
				<attack-strenght value="30" value-percent-multiplier="true"/>
				<attack-range value="0"/>
				<armor value="10"/>
				<move-speed value="0"/>
				<production-speed value="0"/>
				
				<particles value="true">
					<!--originator-particle-file path="glow_particles.xml"/-->
					<affected-particle-file path="glow_particles.xml"/>
				</particles>

                        </attack-boost>
		</skill>

		<skill>
			<type value="attack"/>
			<name value="attack_skill"/>		
			<ep-cost value="0"/>
			<speed value="50"/>
			<anim-speed value="50"/>
			<animation path="models/captain_attack.g3d"/>
			<sound enabled="true" start-time="0.06">
				<sound-file path="/sounds/shot1.wav"/>
			</sound>
			<attack-strenght value="300"/>
			<attack-var value="60"/>
			<attack-range value="7"/>
			<attack-type value="piercing"/>
			<attack-start-time value="0.05"/>
			<particles value="true" start-time="0.1" end-time="0.2">
				<particle-file path="flash.xml"/>
			</particles>
			<attack-fields>
				<field value="land"/>
				<field value="air"/>
			</attack-fields>
			<projectile value="true">
				<particle value="true" path="particle_proj.xml"/>
				<sound enabled="false">
				</sound>
			</projectile>
			<splash value="false"/>
                        <attack-boost>
				<allow-multiple-boosts value="false" />
				<radius value="10"/>
                        	<target value="faction">
                                </target>

				<max-hp value="0"/>
				<max-ep value="0"/>
				<sight value="2"/>
				<attack-strenght value="30" value-percent-multiplier="true"/>
				<attack-range value="0"/>
				<armor value="10"/>
				<move-speed value="0"/>
				<production-speed value="0"/>
				
				<particles value="true">
					<!--originator-particle-file path="glow_particles.xml"/-->
					<affected-particle-file path="glow_particles.xml"/>
				</particles>

                        </attack-boost>
		</skill>
                
		<skill>
			<type value="die"/>	
			<name value="die_skill"/>		
			<ep-cost value="0"/>
			<speed value="70"/>
			<anim-speed value="70"/>
			<animation path="models/captain_die.g3d"/>
			<sound enabled="true" start-time="0">
				<sound-file path="sounds/horseman_die1.wav"/>
				<sound-file path="sounds/horseman_die2.wav"/>
				<sound-file path="sounds/horseman_die3.wav"/>
				<sound-file path="sounds/horseman_die4.wav"/>
			</sound> 
                        <fade value="false"/>
		</skill>

	</skills>

	<commands>
		
		<command>
			<type value="stop"/>
			<name value="stop"/>
			<image path="images/tech_stop.bmp"/>
			<unit-requirements/>
			<upgrade-requirements/>
			<stop-skill value="stop_skill"/>
		</command>

		<command>
			<type value="move"/>
			<name value="move"/>
			<image path="images/tech_move.bmp"/>
			<unit-requirements/>
			<upgrade-requirements/>
			<move-skill value="move_skill"/>
		</command>

		<command>
			<type value="attack"/>
			<name value="attack"/>
			<image path="images/horseman_attack.bmp"/>
			<unit-requirements/>
			<upgrade-requirements/>
			<move-skill value="move_skill"/>
			<attack-skill value="attack_skill"/>
		</command>

		<command>
			<type value="attack_stopped"/>
			<name value="hold_position"/>
			<image path="images/tech_hold.bmp"/>
			<unit-requirements/>
			<upgrade-requirements/>
			<stop-skill value="stop_skill"/>
			<attack-skill value="attack_skill"/>
		</command>
                
		<!--command>
			<type value="morph"/>
			<name value="go_off_horse"/>
			<image path="../captain_/images/archer.bmp"/>
			<unit-requirements/>
			<upgrade-requirements/>
			<morph-skill value="morph_skill"/>
			<morph-unit name= "captain_"/>
			<discount value="100"/>
		</command-->

	</commands>
</unit>
