[General]
{
	Name = DownwardsSpamInverted
	GunCount = 4
}

[0]
{
	Port = 0			;gun port dummy
	Sound = 6			;sound fx id
	Muzzle = 0			;visual muzzlefire id
	VisualSprite = 17		;visual sprite id
	Scale = <0.1, 0.1>		;visual scale
	
	Form = -1			;appears on form x (-1 = all)
	BulletsPerShot = 1		;bullets per shot
	ConstantSpread = 1		;1 = use constant spread, 0 use gaussian spread
	ConstantVelocityRamp = 1	;constant/gaussian velocity ramp
	AbsoluteAngle = 1		;0 = adjust angle by enemy orientation, 1 = use always absolute angle values
	CooldownPerShot = 9		;ticks to cool down between consecutive shots
	Burst = 5			;shots to fire until cease

	MinAngle = 180			;start angle
	MaxAngle = 180			;end angle
	AngleShiftPerTick = 2		;angle turns x degrees in one tick
			
	MinVelocity = 0.25		;start velo
	MaxVelocity = 0.25		;end velo
	BaseVelocityShiftPerTick = 0	;velo changes x amount in one tick

	FirstTriggeredAt = 750		;barrage fired after x milliseconds when enemy appears
	BarrageCooldown = -1		;-1 = fire only once, or cooldown x ms between consecutive barrages
	
	Buzz = 0.08			;x energy gathered when buzzed
}

[1]
{
	Port = 1			;gun port dummy
	Sound = 6			;sound fx id
	Muzzle = 0			;visual muzzlefire id
	VisualSprite = 17		;visual sprite id
	Scale = <0.1, 0.1>		;visual scale
	
	Form = -1			;appears on form x (-1 = all)
	BulletsPerShot = 2		;bullets per shot
	ConstantSpread = 1		;1 = use constant spread, 0 use gaussian spread
	ConstantVelocityRamp = 1	;constant/gaussian velocity ramp
	AbsoluteAngle = 1		;0 = adjust angle by enemy orientation, 1 = use always absolute angle values
	CooldownPerShot = 9		;ticks to cool down between consecutive shots
	Burst = 10			;shots to fire until cease

	MinAngle = 220			;start angle
	MaxAngle = 220			;end angle
	AngleShiftPerTick = -1		;angle turns x degrees in one tick
			
	MinVelocity = 0.3		;start velo
	MaxVelocity = 0.3		;end velo
	BaseVelocityShiftPerTick = 0	;velo changes x amount in one tick

	FirstTriggeredAt = 750		;barrage fired after x milliseconds when enemy appears
	BarrageCooldown = -1		;-1 = fire only once, or cooldown x ms between consecutive barrages
	
	Buzz = 0.08			;x energy gathered when buzzed
}

[2]
{
	Port = 0			;gun port dummy
	Sound = 4			;sound fx id
	Muzzle = 0			;visual muzzlefire id
	VisualSprite = 4		;visual sprite id
	
	Form = -1			;appears on form x (-1 = all)
	BulletsPerShot = 1		;bullets per shot
	ConstantSpread = 1		;1 = use constant spread, 0 use gaussian spread
	ConstantVelocityRamp = 1	;constant/gaussian velocity ramp
	AbsoluteAngle = 0		;0 = adjust angle by enemy orientation, 1 = use always absolute angle values
	CooldownPerShot = 8		;ticks to cool down between consecutive shots
	Burst = 10			;shots to fire until cease

	MinAngle = 0			;start angle
	MaxAngle = 2.5			;end angle
	AngleShiftPerTick = 0		;angle turns x degrees in one tick
			
	MinVelocity = 0.2		;start velo
	MaxVelocity = 0.3		;end velo
	BaseVelocityShiftPerTick = 0	;velo changes x amount in one tick

	FirstTriggeredAt = 1400		;barrage fired after x milliseconds when enemy appears
	BarrageCooldown =  -1		;-1 = fire only once, or cooldown x ms between consecutive barrages
	
	Buzz = 0.06			;x energy gathered when buzzed

	Aimed = 1
	AimDirection = 2		;0 = any, 1 = forwards only, 2 = backwards only
}

[3]
{
	Port = 1			;gun port dummy
	Sound = 4			;sound fx id
	Muzzle = 0			;visual muzzlefire id
	VisualSprite = 4		;visual sprite id
	
	Form = -1			;appears on form x (-1 = all)
	BulletsPerShot = 1		;bullets per shot
	ConstantSpread = 1		;1 = use constant spread, 0 use gaussian spread
	ConstantVelocityRamp = 1	;constant/gaussian velocity ramp
	AbsoluteAngle = 0		;0 = adjust angle by enemy orientation, 1 = use always absolute angle values
	CooldownPerShot = 8		;ticks to cool down between consecutive shots
	Burst = 10			;shots to fire until cease

	MinAngle = 0			;start angle
	MaxAngle = 2.5			;end angle
	AngleShiftPerTick = 0		;angle turns x degrees in one tick
			
	MinVelocity = 0.2		;start velo
	MaxVelocity = 0.3		;end velo
	BaseVelocityShiftPerTick = 0	;velo changes x amount in one tick

	FirstTriggeredAt = 1400		;barrage fired after x milliseconds when enemy appears
	BarrageCooldown =  -1		;-1 = fire only once, or cooldown x ms between consecutive barrages
	
	Buzz = 0.06			;x energy gathered when buzzed

	Aimed = 1
	AimDirection = 2		;0 = any, 1 = forwards only, 2 = backwards only
}