<Level>
	<Name>Hard Forest</Name>
	<Author>danzel - localhost.geek.nz</Author>
	<Description><![CDATA[
sfga
sadfewrt
bxdfr
erawr
]]></Description>
	<InitialGold>30</InitialGold>
	<InitialResearchPoints>1</InitialResearchPoints>
	<InitialLives>20</InitialLives>
	<WaveInterest>10</WaveInterest>
	
	<!-- InterestUpgrades is an optional element, only if u want to allow upgrading interest -->
	<InterestUpgrades>
		<InterestLevel Cost="10" Interest="15"/>
		<InterestLevel Cost="20" Interest="20"/>
		<InterestLevel Cost="40" Interest="25"/>
	</InterestUpgrades>
	
	<!-- Menu describes the menu items, TowerMenu, InterestMenu, LivesMenu are the valid types -->
	<Menu>
		<TowerMenu X="0" Y="0" Folder="cannon" />
		<TowerMenu X="1" Y="0" Folder="arrow" />
		<TowerMenu X="2" Y="0" Folder="missile" />
		<TowerMenu X="0" Y="1" Folder="laser" />
		<InterestMenu X="2" Y="3" />
		<LivesMenu X="3" Y="3" Cost="20" />
	</Menu>
	
	<!-- BuildMap, if there is a better way to represent this I am open to ideas -->
	<BuildMap><![CDATA[
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]]></BuildMap>
	<!-- Image for the level, Width/Height are grid size (grid is 16x16 pixels each, this level is 512x512px) -->
	<LevelSprite File="level.png" Width="32" Height="32" />
	
	<!-- You are allowed multiple named paths -->
	<Path name="patha">
		<!-- Radius is a distance within which the enemy must get to be at the WayPoint, they will choose a random point within this distance of the point to travel to. This is so they don't all follow a perfect line, can make movements look more natural. For spawn points they will spawn at a random position within the radius of the defined WayPoint. Defaults to 0 if unset (perfect lines and positioning). NOT VALID FOR PATHFIND -->
		<Waypoint X="64" Y="-16" Radius="10" />
		<Waypoint X="64" Y="192" Radius="10" />
		<Waypoint X="192" Y="192" Radius="0"  />
		<Waypoint X="-16" Y="192" Radius="10" />
	</Path>
	<Path name="pathb">
		<Waypoint X="-16" Y="192"/>
		<Waypoint X="192" Y="192"/>
		<Waypoint X="64" Y="192"/>
		<Waypoint X="64" Y="-16"/>
	</Path>
	<!-- A pathfind path lets enemies find their way across the level, avoiding towers, the start/end are to get the enemy moving onto the screen before the pathfinding takes over -->
	<Path name="pathc" type="pathfind">
		<Start>
			<Waypoint X="64" Y="-16"/>
			<Waypoint X="64" Y="16"/>
		</Start>
		<End>
			<Waypoint X="64" Y="498"/>
			<Waypoint X="64" Y="528"/>
		</End>
	</Path>
	
	<!-- Usual waves definition, 'waittime' lets u define a preset time between waves, the next wave will start to spawn after this time wether or not the current wave has been destroyed, set to 0 to have concurrent waves. Don't set for manual spawning. Play can manual spawn waves if there are no waves running. First wave is always manual spawn. -->
	<Waves>
		<!-- A single wave, path chooses the path to use, spawntime is the spawntime between enemies in the wave -->
		<Wave Path="patha" SpawnTime="1000" WaitTime="60000" Description="Look out for the dogs">
			<!-- An enemy, count lets you spawn more than 1 in a row, if ommitted only a single enemy is spawned -->
			<Enemy Folder="pig" Count="4"/>
			<Enemy Folder="cat"/>
			<Enemy Folder="dog" Count="4"/>
		</Wave>
		<Wave Path="pathb" SpawnTime="4000" Description="Bigger dogs this time" UpgradePoint="True" SaveTheHouse="True">
			<!-- Level allows different levels of the enemy to be used (different stats) the first (1) is default if ommited. -->
			<Enemy Folder="dog" Count="10" Level="2" />
		</Wave>
		<Wave Path="pathc" SpawnTime="4000" Description="Even bigger dogs this time" Boss="True">
			<Enemy Folder="cdog" Count="10"/>
		</Wave>
	</Waves>
</Level>