<?xml version="1.0" encoding="utf-8"?>
<ProjectileDefinitions>
	<!-- Projectile definitions inherit game object definitions properties -->
	<Projectile>
		<Name>EXPLOSIVE_BASE</Name>
		
		<RadialDamage Radius="100" Falloff="Linear" Amount="2.4" EnemyAmount="7.5" TileDamagePattern="2" TileReduction="1" Tier="3" IgnoreDepth="1"/>
		<Knockback Radius="100" Amount="800" StunTime="0.2"/>
		<CameraShake Duration="0.5">20</CameraShake>
	</Projectile>
	
	<Projectile>
		<Name>DYNAMITE_BASE</Name>
		<Template>EXPLOSIVE_BASE</Template>
		
		<Sprite>Sprites/effects;dynamite1</Sprite>
		<CollisionBox>-9;-5;18;10</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>tiles;bounds;hard_enemies;rocks;boss;beams</CollideAgainst>
		<Bounciness>0.35</Bounciness>
		<GravityFactor>0.7</GravityFactor>
		<Friction>0.5</Friction>
		<AutoFacing>0</AutoFacing>
        <Light Sprite="blob" Scale="0.6" Offset="-17,-7" Color="1,1,1"/>
		
		<TimeFuze>1.5</TimeFuze>
		<ContactFuze>0</ContactFuze>
		<DetonationEffect>dynamite_explode</DetonationEffect>
	</Projectile>
	<Projectile>
		<Name>dynamite_shiner</Name>
		<Template>DYNAMITE_BASE</Template>
	</Projectile>
	<Projectile>
		<Name>dynamite</Name>
		<Template>DYNAMITE_BASE</Template>
		<RadialDamage Radius="100" Falloff="Linear" Amount="2.4" EnemyAmount="8.5" TileDamagePattern="3" TileReduction="1" Tier="3" IgnoreDepth="1"/>
	</Projectile>
	
	<Projectile>
		<Name>barrel_explode</Name>
		<Template>EXPLOSIVE_BASE</Template>
		
		<CollisionBox>-10;-10;20;20</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>none</CollideAgainst>
		<UpdatePhysics>false</UpdatePhysics>
		
		<InstantFuze>1</InstantFuze>
	</Projectile>

	<Projectile>
		<Name>vectron_minion_explode</Name>

		<RadialDamage Radius="80" Falloff="Quadratic" Amount="2.0" EnemyAmount="7.5" TileDamagePattern="2" TileReduction="1" Tier="3" IgnoreDepth="1" CanBeNullified="1"/>
		<Knockback Radius="100" Amount="800" StunTime="0.2"/>
		<CameraShake Duration="0.3">12</CameraShake>
		
		<CollisionBox>-10;-10;20;20</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>none</CollideAgainst>
		<UpdatePhysics>false</UpdatePhysics>
		
		<InstantFuze>1</InstantFuze>
	</Projectile>

	<Projectile>
		<Name>acid_drop</Name>

		<Sprite>Sprites/effects;acid_drop</Sprite>
		<CollisionBox>-2;-2;4;4</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>tiles;bounds;hard_enemies;rocks;player;enemies;beams</CollideAgainst>
		<Light Sprite="blob" Scale="1" Offset="0,0" Color="0.5,1,0.5"/>
		<ForceUpdateIfAwake>1</ForceUpdateIfAwake>
		<CanRotate>true</CanRotate>
		
		<TimeFuze>4</TimeFuze>
		<ContactFuze>1</ContactFuze>
		<DetonationEffect>acid_splat</DetonationEffect>
		<DetonationEffectOffset>0,2</DetonationEffectOffset>
		<RadialDamage Radius="4" Falloff="One" Amount="0.5" Tier="2" IgnoreDepth="1"/>
	</Projectile>
	
	<Projectile>
		<Name>turtle_spike</Name>

		<Sprite>Sprites/effects;turtle_spike</Sprite>
		<RotateToFace>1</RotateToFace>
		<CollisionBox>-2;-2;4;4</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>tiles;bounds;hard_enemies;rocks;player;enemies;beams</CollideAgainst>		
		<ForceUpdateIfAwake>1</ForceUpdateIfAwake>
		<CanRotate>true</CanRotate>
		
		<TimeFuze>4</TimeFuze>
		<ContactFuze>1</ContactFuze>
		<DetonationEffect>turtle_hit</DetonationEffect>
		<DetonationEffectOffset>0,0</DetonationEffectOffset>
		<RadialDamage Amount="1.0" Type="reduced" Tier="2" IgnoreDepth="1" Filter="contact"/>
		<Knockback Amount="300" StunTime="0"/>
	</Projectile>

	<Projectile>
		<Name>flask</Name>

		<Sprite>Sprites/effects;projectile_bottle</Sprite>
		<CollisionBox>-5;-5;10;10</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>tiles;bounds;player;enemies;hard_enemies;rocks;beams</CollideAgainst>
		<Bounciness>0.0</Bounciness>
		<Friction>0.5</Friction>
		<AutoFacing>1</AutoFacing>
		
		<ContactFuze>1</ContactFuze>
		<DetonationEffect>bottle_hit</DetonationEffect>
		<RadialDamage Radius="1.0" Falloff="One" Amount="0.5" Tier="2" IgnoreDepth="1" Filter="contact"/>
	</Projectile>

	<Projectile>
		<Name>egg_small_explode</Name>
		
		<CollisionBox>-10;-5;20;10</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>none</CollideAgainst>
		<UpdatePhysics>false</UpdatePhysics>
		
		<InstantFuze>1</InstantFuze>
		<DetonationEffect>explosion_egg_small</DetonationEffect>
		<RadialDamage Radius="60" Falloff="One" Amount="8" Tier="3" Type="enemy_and_tile" IgnoreDepth="1"/>
		<Knockback Radius="100" Amount="550" StunTime="0.2"/>
	</Projectile>

	<Projectile>
		<Name>egg_large_explode</Name>

		<CollisionBox>-10;-5;20;10</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>none</CollideAgainst>
		<UpdatePhysics>false</UpdatePhysics>

		<InstantFuze>1</InstantFuze>
		<DetonationEffect>explosion_egg_large</DetonationEffect>
		<RadialDamage Radius="60" Falloff="One" Amount="8" Tier="3" Type="enemy_and_tile" IgnoreDepth="1"/>
		<Knockback Radius="100" Amount="650" StunTime="0.2"/>
	</Projectile>

	<Projectile>
		<Name>steam_blast</Name>

		<Sprite>Sprites/effects;shockwaves</Sprite>
		<RenderPriority>1200</RenderPriority>
		<CollisionBox>-8;-8;16;16</CollisionBox>
		<CollisionSensor>true</CollisionSensor>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>tiles;bounds;enemies;hard_enemies;rocks;boss;beams</CollideAgainst>
		<ImmuneToBeams>true</ImmuneToBeams>
		<GravityFactor>0</GravityFactor>
		<CanRotate>true</CanRotate>
		<RotateToFace>true</RotateToFace>
		<Light Sprite="blob" Scale="1" Offset="0,0" Color="0.7,0.7,0.7"/>
		<ForceUpdateIfAwake>1</ForceUpdateIfAwake>

		<TimeFuze>0.15</TimeFuze>
		<ContactFuze>1</ContactFuze>
		<ExhaustivePenetration>1</ExhaustivePenetration>
		<DetonationEffect>steampunch_explode</DetonationEffect>
		<UseWeaponDamage>1</UseWeaponDamage>
		<ChargeMultiplierTimeFuze>0.3</ChargeMultiplierTimeFuze>
		<Knockback Radius="0" Amount="250" StunTime="0" VelocityFactor="0.25"/>
	</Projectile>

	<Projectile>
		<Name>BOSS_CAPSULE</Name>

		<Sprite PlayAll="true" Scale="0.8">Sprites/boss-vectron;capsule</Sprite>
		<CollisionBox>-15;-15;30;30</CollisionBox>
		<CollisionGroup>projectiles</CollisionGroup>
		<CollideAgainst>tiles;hard_enemies</CollideAgainst>
		<Bounciness>0.3</Bounciness>
		<Friction>0.5</Friction>
		<AutoFacing>0</AutoFacing>
		
		<TimeFuze>2.0</TimeFuze>
		<ContactFuze>0</ContactFuze>
		<DetonationEffect>boss_capsule_hit</DetonationEffect>
		
		<RadialDamage Amount="1" Tier="1" IgnoreDepth="1" Filter="contact"/>
		<Knockback Radius="30" Amount="200" StunTime="0"/>
	</Projectile>
	<Projectile>
		<Template>BOSS_CAPSULE</Template>
		<Name>boss_capsule_1</Name>
		<DetonationSpawn>enemy_trilobite_mecha</DetonationSpawn>
	</Projectile>
	<Projectile>
		<Template>BOSS_CAPSULE</Template>
		<Name>boss_capsule_2</Name>
		<DetonationSpawn>enemy_vectron_minion</DetonationSpawn>
	</Projectile>
</ProjectileDefinitions>
