[global]
descname=Soldier
help=Defend and Conquer!
type=soldier
buildable=1
menu_pic=soldier_menu.png 


# SOLDIER SPECIFIC STUFF STARTS HERE
# max levels
max_hp_level=3       
max_evade_level=2
max_attack_level=5
max_defense_level=0   # no increase possible

# initial values and per level increasements
hp=100-130                # this is set randomly
hp_incr_per_level=30      
attack=12-16              # this is a fixed value, the randomess comes with each hit
attack_incr_per_level=3   
defense=5                 # fixed, percentage to reduce damage
defense_incr_per_level=5  
evade=25                  # percentage to evade a attack
evade_incr_per_level=10   

# Pictures
hp_level_0_pic=hp_level0.png
hp_level_1_pic=hp_level1.png
hp_level_2_pic=hp_level2.png
hp_level_3_pic=hp_level3.png
evade_level_0_pic=evade_level0.png
evade_level_1_pic=evade_level1.png
evade_level_2_pic=evade_level2.png
attack_level_0_pic=attack_level0.png
attack_level_1_pic=attack_level1.png
attack_level_2_pic=attack_level2.png
attack_level_3_pic=attack_level3.png
attack_level_4_pic=attack_level4.png
attack_level_5_pic=attack_level5.png
defense_level_0_pic=defense_level0.png

# SOLDIER SPECIFIC STUFF ENDS HERE

[buildcost]
axe=1
carrier=1

# Here come the animations
# For the walk animation, [walk] is a default for all walk animations.
# You can, however, create [walk_nw] etc.. sections for sub-animations in a
# given direction

# The normal idle animation (non-directional)
[idle]
pics=idle_??.png
clrkey_r=255
clrkey_g=249
clrkey_b=137
hot_spot_x=5
hot_spot_y=13

# Walking empty-handed
[walk]
hot_spot_x=5
hot_spot_y=13
clrkey_r=255
clrkey_g=249
clrkey_b=137
fps=20
