<root>
<Table>
	<Running_man_globals>
		<Name>Running_man_globals</Name>
		<Scoring>
			<On_foot>
				<Kill_scores>
					<Kill_score>
						<Type>Civilian</Type>
						<Base>50</Base>
						<One_hit>15</One_hit>
						<Human_shield>0</Human_shield>
						<Melee>5</Melee>
						<Sword>5</Sword>
						<Headshot>20</Headshot>
						<Nutshot>25</Nutshot>
						<Trap_Kill>30</Trap_Kill>
						<Shark>145</Shark>
						</Kill_score>
					<Kill_score>
						<Type>Enemy Gang</Type>
						<Base>50</Base>
						<One_hit>15</One_hit>
						<Human_shield>0</Human_shield>
						<Melee>5</Melee>
						<Sword>5</Sword>
						<Headshot>20</Headshot>
						<Nutshot>25</Nutshot>
						<Trap_Kill>30</Trap_Kill>
						<Shark>145</Shark>
						</Kill_score>
					<Kill_score>
						<Type>Hunter</Type>
						<Base>500</Base>
						<One_hit>75</One_hit>
						<Human_shield>24</Human_shield>
						<Melee>50</Melee>
						<Sword>15</Sword>
						<Headshot>25</Headshot>
						<Nutshot>25</Nutshot>
						<Trap_Kill>0</Trap_Kill>
						<Shark>0</Shark>
						</Kill_score>
					</Kill_scores>
				</On_foot>
			<Targets>
				<Ethical_Target>
					<Bonus_Time>5</Bonus_Time>
					<Bonus_Cash>50</Bonus_Cash>
					</Ethical_Target>
				<Unethical_Target>
					<Cash_Deduction>100</Cash_Deduction>
					<Time_Deduction>10</Time_Deduction>
					</Unethical_Target>
				<Money_Target>
					<Bonus_Cash>100</Bonus_Cash>
					</Money_Target>
				<Time_Target>
					<Bonus_Time>25</Bonus_Time>
					</Time_Target>
				<Button>
					<Bonus_Cash>100</Bonus_Cash>
					</Button>
				<Health_Target>
					<Bonus_Health>225</Bonus_Health>
					</Health_Target>
				</Targets>
			<Combos>
				<Multiplier_table>
					<Multiplier>0.0<Threshold>2</Threshold>
						<Factor>1.5</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>3</Threshold>
						<Factor>2</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>4</Threshold>
						<Factor>2.5</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>5</Threshold>
						<Factor>3</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>6</Threshold>
						<Factor>3.5</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>7</Threshold>
						<Factor>4</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>8</Threshold>
						<Factor>4.5</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>9</Threshold>
						<Factor>5</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>10</Threshold>
						<Factor>5.5</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>11</Threshold>
						<Factor>6</Factor>
						</Multiplier>
					<Multiplier>0.0<Threshold>12</Threshold>
						<Factor>6.5</Factor>
						</Multiplier>
					</Multiplier_table>
				<Decay_rate_table>
					<Decay_rate>
						<Threshold>200</Threshold>
						<Factor>1.1</Factor>
						<Intensity>0.0</Intensity>
						</Decay_rate>
					<Decay_rate>
						<Threshold>400</Threshold>
						<Factor>1.25</Factor>
						<Intensity>0.2</Intensity>
						</Decay_rate>
					<Decay_rate>
						<Threshold>600</Threshold>
						<Factor>1.5</Factor>
						<Intensity>0.4</Intensity>
						</Decay_rate>
					<Decay_rate>
						<Threshold>800</Threshold>
						<Factor>2.0</Factor>
						<Intensity>0.7</Intensity>
						</Decay_rate>
					<Decay_rate>
						<Threshold>1000</Threshold>
						<Factor>5.0</Factor>
						<Intensity>1.0</Intensity>
						</Decay_rate>
					</Decay_rate_table>
				<Max_combo_ticks>2000</Max_combo_ticks>
				<Base_decay_rate>100</Base_decay_rate>
				<Beep_Table>
					<Beep>
						<Threshold>0.5</Threshold>
						<Interval>1000</Interval>
						</Beep>
					<Beep>
						<Threshold>0.25</Threshold>
						<Interval>750</Interval>
						</Beep>
					<Beep>
						<Threshold>0.1</Threshold>
						<Interval>500</Interval>
						</Beep>
					<Beep>
						<Threshold>0.0</Threshold>
						<Interval>250</Interval>
						</Beep>
					</Beep_Table>
				</Combos>
			<Trap_Evade>
				<Electrical>
					<Bonus_Cash>70</Bonus_Cash>
					<Bonus_Time>0</Bonus_Time>
					</Electrical>
				<Fire>
					<Bonus_Cash>50</Bonus_Cash>
					<Bonus_Time>0</Bonus_Time>
					</Fire>
				</Trap_Evade>
			</Scoring>
		<Commentary>
			<Banter>
				<Banter_Category>
					<Category_Name>DLC1_01</Category_Name>
					<Conversations>
						<Conversation>dlc1_rm_01_first_convo</Conversation>
						<Conversation>dlc1_rm_01_second_convo</Conversation>
						</Conversations>
					<Lines></Lines>
					</Banter_Category>
				<Banter_Category>
					<Category_Name>DLC1_02</Category_Name>
					<Conversations>
						<Conversation>dlc1_rm_02_first_convo</Conversation>
						<Conversation>dlc1_rm_02_second_convo</Conversation>
						</Conversations>
					<Lines></Lines>
					</Banter_Category>
				<Banter_Category>
					<Category_Name>DT_01</Category_Name>
					<Conversations></Conversations>
					<Lines>
						<Line>
							<Name>RM_DT01_First_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_DT01_Second_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_DT01_Third_Conversation_01</Name>
							<Announcer_Persona>Bobby</Announcer_Persona>
							</Line>
						</Lines>
					</Banter_Category>
				<Banter_Category>
					<Category_Name>DT_02</Category_Name>
					<Conversations></Conversations>
					<Lines>
						<Line>
							<Name>RM_DT02_First_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_DT02_Second_Conversation_01</Name>
							<Announcer_Persona>Bobby</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_DT02_Third_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						</Lines>
					</Banter_Category>
				<Banter_Category>
					<Category_Name>DT_03</Category_Name>
					<Conversations></Conversations>
					<Lines>
						<Line>
							<Name>RM_DT03_First_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_DT03_Second_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_DT03_Third_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						</Lines>
					</Banter_Category>
				<Banter_Category>
					<Category_Name>SW_01</Category_Name>
					<Conversations></Conversations>
					<Lines>
						<Line>
							<Name>RM_SW01_First_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_SW01_Second_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_SW01_Third_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						</Lines>
					</Banter_Category>
				<Banter_Category>
					<Category_Name>SW_02</Category_Name>
					<Conversations></Conversations>
					<Lines>
						<Line>
							<Name>RM_SW02_First_Conversation_01</Name>
							<Announcer_Persona>Bobby</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_SW02_Second_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_SW02_Third_Conversation_01</Name>
							<Announcer_Persona>Bobby</Announcer_Persona>
							</Line>
						</Lines>
					</Banter_Category>
				<Banter_Category>
					<Category_Name>SW_03</Category_Name>
					<Conversations></Conversations>
					<Lines>
						<Line>
							<Name>RM_SW03_First_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_SW03_Second_Conversation_01</Name>
							<Announcer_Persona>Zach</Announcer_Persona>
							</Line>
						<Line>
							<Name>RM_SW03_Third_Conversation_01</Name>
							<Announcer_Persona>Bobby</Announcer_Persona>
							</Line>
						</Lines>
					</Banter_Category>
				</Banter>
			<Name>Pierce</Name>
			<Announcer_Personas>
				<Name>Zach</Name>
				<Name>Bobby</Name>
				</Announcer_Personas>
			</Commentary>
		<_Editor>
			<Category>Entries</Category>
			</_Editor>
		<Damage_Values>
			<Traps>
				<Spike_Trap>50</Spike_Trap>
				<Fire_Trap>1</Fire_Trap>
				<Electric_Trap>50</Electric_Trap>
				<Shark_Trap>1</Shark_Trap>
				</Traps>
			</Damage_Values>
		<Events>
			<Event>
				<Event_Name>Present Spawn</Event_Name>
				<Event_Type>
					<Event_Multiplier>3</Event_Multiplier>
					</Event_Type>
				<Present>True</Present>
				</Event>
			<Event>
				<Event_Name>Present Warning</Event_Name>
				<Event_Type>
					<Event_Present>Spawned<About_to_Explode>
							<Seconds>10</Seconds>
							</About_to_Explode>
						</Event_Present>
					</Event_Type>
				<Present>False</Present>
				</Event>
			<Event>
				<Event_Name>Lightning Trap</Event_Name>
				<Audio_Situation>RM_Lightning_Trap</Audio_Situation>
				<Event_Type>
					<Event_Trap>
						<Affected_Char>Player</Affected_Char>
						<Trap_damage>Hurt By</Trap_damage>
						<Trap_type>Electric Trap</Trap_type>
						</Event_Trap>
					</Event_Type>
				<Present>False</Present>
				<DLC1_Situation>PAK1_RM_Lightening_Trap</DLC1_Situation>
				</Event>
			<Event>
				<Event_Name>Fire Trap</Event_Name>
				<Event_Type>
					<Event_Trap>
						<Affected_Char>Player</Affected_Char>
						<Trap_damage>Hurt By</Trap_damage>
						<Trap_type>Fire Trap</Trap_type>
						</Event_Trap>
					</Event_Type>
				<Present>False</Present>
				<Audio_Situation>RM_Fire_Trap</Audio_Situation>
				<DLC1_Situation>PAK1_RM_Fire_Trap</DLC1_Situation>
				</Event>
			<Event>
				<Event_Name>Ethical Target</Event_Name>
				<Audio_Situation>RM_Good_Target</Audio_Situation>
				<Event_Type>
					<Event_Target>Ethical Target</Event_Target>
					</Event_Type>
				<Present>False</Present>
				<DLC1_Situation>PAK1_RM_Good_Target</DLC1_Situation>
				</Event>
			<Event>
				<Event_Name>Time Bonus Target</Event_Name>
				<Audio_Situation>RM_Good_Target</Audio_Situation>
				<Event_Type>
					<Event_Target>Time Bonus Target</Event_Target>
					</Event_Type>
				<Present>False</Present>
				<DLC1_Situation>PAK1_RM_Good_Target</DLC1_Situation>
				</Event>
			<Event>
				<Event_Name>Cash Target</Event_Name>
				<Audio_Situation>RM_Generic_Positive</Audio_Situation>
				<Event_Type>
					<Event_Target>Cash Target</Event_Target>
					</Event_Type>
				<Present>False</Present>
				<DLC1_Situation>PAK1_RM_Generic_Positive</DLC1_Situation>
				</Event>
			<Event>
				<Event_Name>Unethical Target</Event_Name>
				<Audio_Situation>RM_Bad_Target</Audio_Situation>
				<Event_Type>
					<Event_Target>Unethical Target</Event_Target>
					</Event_Type>
				<Present>False</Present>
				</Event>
			<Event>
				<Event_Name>Enemy Trap</Event_Name>
				<Audio_Situation>RM_Generic_Positive</Audio_Situation>
				<Event_Type>
					<Event_Trap>
						<Affected_Char>Enemy</Affected_Char>
						<Trap_damage>Killed By</Trap_damage>
						</Event_Trap>
					</Event_Type>
				<Present>False</Present>
				<DLC1_Situation>PAK1_RM_Generic_Positive</DLC1_Situation>
				</Event>
			</Events>
		</Running_man_globals>
	</Table>

<TableTemplates>
	</TableTemplates>

<TableDescription>
	<Name>Running_man_globals</Name>
	<Type>TableDescription</Type>
	<Element>
		<Name>Name</Name>
		<Type>String</Type>
		</Element>
	<Element>
		<Name>Scoring</Name>
		<Type>Element</Type>
		<Element>
			<Name>On_foot</Name>
			<Type>Element</Type>
			<Display_Name>On Foot</Display_Name>
			<Description>Scores for action while on-foot.</Description>
			<Element>
				<Name>Kill_scores</Name>
				<Type>Grid</Type>
				<Display_Name>Kill Scores</Display_Name>
				<Element>
					<Name>Kill_score</Name>
					<Type>Element</Type>
					<Display_Name>Kill Score</Display_Name>
					<Element>
						<Name>Type</Name>
						<Type>Selection</Type>
						<Description>The type of human killed.</Description>
						<Choice>Civilian</Choice>
						<Choice>Enemy Gang</Choice>
						<Choice>Hunter</Choice>
						</Element>
					<Element>
						<Name>Base</Name>
						<Type>Int</Type>
						<Description>Base point value for a kill.</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>One_hit</Name>
						<Type>Int</Type>
						<Display_Name>One Hit</Display_Name>
						<Description>Additional points awarded for a one-hit kill.</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Human_shield</Name>
						<Type>Int</Type>
						<Display_Name>Human Shield</Display_Name>
						<Description>Additional points awarded for killing a human shield.</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Melee</Name>
						<Type>Int</Type>
						<Description>Additional points awarded for a melee kill.</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Sword</Name>
						<Type>Int</Type>
						<Description>Additional points awarded for killing someone with a sword.</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Headshot</Name>
						<Type>Int</Type>
						<Description>Additional points awarded for headshot kills.</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Nutshot</Name>
						<Type>Int</Type>
						<Description>Additional points awarded for nutshot kills.</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Trap_Kill</Name>
						<Type>Int</Type>
						<Display_Name>Trap Kill</Display_Name>
						<Default>0</Default>
						</Element>
					<Element>
						<Name>Shark</Name>
						<Type>Int</Type>
						<Default>0</Default>
						</Element>
					</Element>
				<Max_Children>3</Max_Children>
				<Min_Children>3</Min_Children>
				<Num_Display_Rows>3</Num_Display_Rows>
				</Element>
			</Element>
		<Element>
			<Name>Targets</Name>
			<Type>Element</Type>
			<Element>
				<Name>Ethical_Target</Name>
				<Type>Element</Type>
				<Display_Name>Ethical Target</Display_Name>
				<Element>
					<Name>Bonus_Time</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Time</Display_Name>
					<Description>Time received when this target is shot (in SECONDS)</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>Bonus_Cash</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Cash</Display_Name>
					<Description>Cash Bonus given for shooting</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Element>
				<Name>Unethical_Target</Name>
				<Type>Element</Type>
				<Display_Name>Unethical Target</Display_Name>
				<Element>
					<Name>Cash_Deduction</Name>
					<Type>Int</Type>
					<Display_Name>Cash Deduction</Display_Name>
					<Description>The amount to reduce the cash by for hitting this target.</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>Time_Deduction</Name>
					<Type>Int</Type>
					<Display_Name>Time Deduction</Display_Name>
					<Description>The amount of time to reduce by if this target is shot (in SECONDS)</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Element>
				<Name>Money_Target</Name>
				<Type>Element</Type>
				<Display_Name>Money Target</Display_Name>
				<Element>
					<Name>Bonus_Cash</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Cash</Display_Name>
					<Description>Cash Bonus given for shooting</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Element>
				<Name>Time_Target</Name>
				<Type>Element</Type>
				<Display_Name>Time Target</Display_Name>
				<Element>
					<Name>Bonus_Time</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Time</Display_Name>
					<Description>Time received when this target is shot (in SECONDS)</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Element>
				<Name>Button</Name>
				<Type>Element</Type>
				<Display_Name>Push Button</Display_Name>
				<Element>
					<Name>Bonus_Cash</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Cash</Display_Name>
					<Description>Cash awards for a "button" that has been pressed.</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Element>
				<Name>Health_Target</Name>
				<Type>Element</Type>
				<Display_Name>Health Target</Display_Name>
				<Element>
					<Name>Bonus_Health</Name>
					<Type>Float</Type>
					<Display_Name>Bonus Health</Display_Name>
					<Description>Health received when this target is shot</Description>
					<Default>0.0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			</Element>
		<Element>
			<Name>Combos</Name>
			<Type>Element</Type>
			<Element>
				<Name>Base_decay_rate</Name>
				<Type>Int</Type>
				<Display_Name>Base Decay Rate (ticks / second)</Display_Name>
				<Description>How fast the combo meter decays (per second)</Description>
				<Default>0</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>Max_combo_ticks</Name>
				<Type>Int</Type>
				<Display_Name>Max Combo Ticks</Display_Name>
				<Description>The cap for the maximum amount of the combo meter.</Description>
				<Default>0</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>Multiplier_table</Name>
				<Type>Grid</Type>
				<Display_Name>Multiplier Table</Display_Name>
				<Description>Controls the progression of multiplyer amounts.</Description>
				<Element>
					<Name>Multiplier</Name>
					<Type>Element</Type>
					<Default>0.0</Default>
					<Element>
						<Name>Threshold</Name>
						<Type>Int</Type>
						<Display_Name>Number of Kills</Display_Name>
						<Description>Number of kills for a given multiplyer level</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Factor</Name>
						<Type>Float</Type>
						<Display_Name>Multiplier Factor</Display_Name>
						<Description>Amount to multiply earned points by.</Description>
						<Default>1.0</Default>
						</Element>
					</Element>
				<Max_Children>16</Max_Children>
				<Min_Children>1</Min_Children>
				<Num_Display_Rows>8</Num_Display_Rows>
				</Element>
			<Element>
				<Name>Decay_rate_table</Name>
				<Type>Grid</Type>
				<Display_Name>Decay Rate Table</Display_Name>
				<Element>
					<Name>Decay_rate</Name>
					<Type>Element</Type>
					<Display_Name>Decay Rate</Display_Name>
					<Element>
						<Name>Threshold</Name>
						<Type>Int</Type>
						<Display_Name>Combo Score</Display_Name>
						<Description>Total score earned in the current combo.</Description>
						<Default>0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Factor</Name>
						<Type>Float</Type>
						<Display_Name>Decay Rate Factor</Display_Name>
						<Description>Factor to be applied to the base decay rate</Description>
						<Default>1.0</Default>
						<MinValue>0</MinValue>
						</Element>
					<Element>
						<Name>Intensity</Name>
						<Type>Float</Type>
						<Display_Name>Text Intensity</Display_Name>
						<Default>0</Default>
						</Element>
					</Element>
				<Max_Children>8</Max_Children>
				<Min_Children>1</Min_Children>
				<Num_Display_Rows>5</Num_Display_Rows>
				</Element>
			<Element>
				<Name>Beep_Table</Name>
				<Type>Grid</Type>
				<Display_Name>Beep Table</Display_Name>
				<Required>false</Required>
				<Element>
					<Name>Beep</Name>
					<Type>Element</Type>
					<Element>
						<Name>Threshold</Name>
						<Type>Float</Type>
						<Display_Name>Minimum Percent</Display_Name>
						<Description>The minimum combo meter percent threshold for this beep level</Description>
						<Default>0.0</Default>
						<MinValue>0</MinValue>
						<MaxValue>1</MaxValue>
						</Element>
					<Element>
						<Name>Interval</Name>
						<Type>Float</Type>
						<Display_Name>Interval (ms)</Display_Name>
						<Description>Time interval between beeps at this level (in milliseconds)l.</Description>
						<Default>0.0</Default>
						<MinValue>0</MinValue>
						</Element>
					</Element>
				<Max_Children>4</Max_Children>
				<Min_Children>1</Min_Children>
				<Num_Display_Rows>4</Num_Display_Rows>
				</Element>
			</Element>
		<Element>
			<Name>Trap_Evade</Name>
			<Type>Element</Type>
			<Display_Name>Trap Evade</Display_Name>
			<Element>
				<Name>Electrical</Name>
				<Type>Element</Type>
				<Element>
					<Name>Bonus_Cash</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Cash</Display_Name>
					<Default>70</Default>
					</Element>
				<Element>
					<Name>Bonus_Time</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Time</Display_Name>
					<Description>(in seconds)</Description>
					<Default>0</Default>
					</Element>
				</Element>
			<Element>
				<Name>Fire</Name>
				<Type>Element</Type>
				<Element>
					<Name>Bonus_Cash</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Cash</Display_Name>
					<Default>50</Default>
					</Element>
				<Element>
					<Name>Bonus_Time</Name>
					<Type>Int</Type>
					<Display_Name>Bonus Time</Display_Name>
					<Description>(in seconds)</Description>
					<Default>0</Default>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>Damage_Values</Name>
		<Type>Element</Type>
		<Display_Name>Damage Values</Display_Name>
		<Element>
			<Name>Traps</Name>
			<Type>Element</Type>
			<Element>
				<Name>Spike_Trap</Name>
				<Type>Int</Type>
				<Display_Name>Spike Trap</Display_Name>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>Fire_Trap</Name>
				<Type>Int</Type>
				<Display_Name>Fire Trap</Display_Name>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>Electric_Trap</Name>
				<Type>Int</Type>
				<Display_Name>Electric Trap</Display_Name>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>Shark_Trap</Name>
				<Type>Int</Type>
				<Display_Name>Shark Trap</Display_Name>
				<Default>0</Default>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>Events</Name>
		<Type>Grid</Type>
		<Element>
			<Name>Event</Name>
			<Type>Element</Type>
			<Element>
				<Name>Event_Name</Name>
				<Type>String</Type>
				<Display_Name>Event Name</Display_Name>
				</Element>
			<Element>
				<Name>Audio_Situation</Name>
				<Type>Reference</Type>
				<Display_Name>Audio Line Situation</Display_Name>
				<Required>false</Required>
				<Reference>
					<File>audio_line_tags.xtbl</File>
					<Type>Audio_line.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>DLC1_Situation</Name>
				<Type>Reference</Type>
				<Display_Name>DLC1 Situation</Display_Name>
				<Required>false</Required>
				<Reference>
					<File>audio_line_tags.xtbl</File>
					<Type>Audio_line.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>Event_Type</Name>
				<Type>ComboElement</Type>
				<Display_Name>Event Type</Display_Name>
				<Description>What are the specifics of this event?</Description>
				<Element>
					<Name>Event_Trap</Name>
					<Type>Element</Type>
					<Display_Name>Traps</Display_Name>
					<Description>A Trap based event</Description>
					<Required>false</Required>
					<Element>
						<Name>Affected_Char</Name>
						<Type>Selection</Type>
						<Display_Name>Trap affects...</Display_Name>
						<Description>Is the player injured or does the player "force" the enemy to interact with a trap?</Description>
						<Default>Player</Default>
						<Choice>Player</Choice>
						<Choice>Enemy</Choice>
						</Element>
					<Element>
						<Name>Trap_damage</Name>
						<Type>Selection</Type>
						<Display_Name>Damage Type</Display_Name>
						<Description>When the player is killed or hurt by a trap this event fires?</Description>
						<Default>Killed By</Default>
						<Choice>Killed By</Choice>
						<Choice>Hurt By</Choice>
						</Element>
					<Element>
						<Name>Trap_type</Name>
						<Type>Selection</Type>
						<Display_Name>Trap Type</Display_Name>
						<Description>What type of trap does this event refer to?</Description>
						<Required>false</Required>
						<Default>Spike Trap</Default>
						<Choice>Spike Trap</Choice>
						<Choice>Electric Trap</Choice>
						<Choice>Fire Trap</Choice>
						</Element>
					</Element>
				<Element>
					<Name>Event_Multiplier</Name>
					<Type>Int</Type>
					<Display_Name>Multiplier</Display_Name>
					<Description>The player reached a multiplier</Description>
					<Required>false</Required>
					<Default>10</Default>
					<MinValue>1</MinValue>
					</Element>
				<Element>
					<Name>Event_Present</Name>
					<Type>ComboElement</Type>
					<Display_Name>Presents</Display_Name>
					<Description>A Present based event...</Description>
					<Required>false</Required>
					<Element>
						<Name>Spawned</Name>
						<Type>Element</Type>
						<Required>false</Required>
						</Element>
					<Element>
						<Name>About_to_Explode</Name>
						<Type>Element</Type>
						<Display_Name>About to Explode</Display_Name>
						<Required>false</Required>
						<Element>
							<Name>Seconds</Name>
							<Type>Int</Type>
							<Display_Name>Seconds until Explosion</Display_Name>
							<Default>5</Default>
							<MinValue>2</MinValue>
							</Element>
						</Element>
					<Element>
						<Name>Damages_Player</Name>
						<Type>Element</Type>
						<Display_Name>Damages Player</Display_Name>
						<Required>false</Required>
						</Element>
					<Element>
						<Name>Picked_Up</Name>
						<Type>Element</Type>
						<Display_Name>Picked Up</Display_Name>
						<Required>false</Required>
						<Default>0</Default>
						</Element>
					</Element>
				<Element>
					<Name>Event_Hunter</Name>
					<Type>Selection</Type>
					<Display_Name>Hunters</Display_Name>
					<Description>A Hunter based event...</Description>
					<Required>false</Required>
					<Default>Spawned</Default>
					<Choice>Spawned</Choice>
					<Choice>Killed</Choice>
					<Choice>Kills Player</Choice>
					</Element>
				<Element>
					<Name>Event_Target</Name>
					<Type>Selection</Type>
					<Display_Name>Target Shot</Display_Name>
					<Description>What kind of target was shot to trigger this event?</Description>
					<Required>false</Required>
					<Default>Ethical Target</Default>
					<Choice>Ethical Target</Choice>
					<Choice>Cash Target</Choice>
					<Choice>Time Bonus Target</Choice>
					<Choice>Unethical Target</Choice>
					</Element>
				<Element>
					<Name>Event_Nut_Shot</Name>
					<Type>Element</Type>
					<Display_Name>Nut Shot</Display_Name>
					<Description>Triggered on a nut shot?</Description>
					<Required>false</Required>
					</Element>
				<Element>
					<Name>Event_Head_Shot</Name>
					<Type>Element</Type>
					<Display_Name>Head Shot</Display_Name>
					<Description>Triggered on a head shot?</Description>
					<Required>false</Required>
					</Element>
				<Element>
					<Name>Event_Explosive</Name>
					<Type>Element</Type>
					<Display_Name>Explosive Weapon Kill</Display_Name>
					<Description>Triggered when killed via explosive weapon?</Description>
					<Required>false</Required>
					</Element>
				<Element>
					<Name>Event_Time</Name>
					<Type>ComboElement</Type>
					<Display_Name>Time Based</Display_Name>
					<Description>Time Based event?</Description>
					<Required>false</Required>
					<Default>Bonus Time</Default>
					<Element>
						<Name>Bonus_Time</Name>
						<Type>Element</Type>
						<Display_Name>Bonus Time Received</Display_Name>
						<Required>false</Required>
						</Element>
					<Element>
						<Name>Running_out_of_time</Name>
						<Type>Element</Type>
						<Display_Name>Running out of time</Display_Name>
						<Required>false</Required>
						<Element>
							<Name>Seconds_Remaining</Name>
							<Type>Int</Type>
							<Display_Name>Seconds Remaining</Display_Name>
							<Default>10</Default>
							<MinValue>2</MinValue>
							</Element>
						</Element>
					</Element>
				<Element>
					<Name>Event_Medal</Name>
					<Type>Selection</Type>
					<Display_Name>Medal Awarded</Display_Name>
					<Description>Did the player reach an award level?</Description>
					<Required>false</Required>
					<Default>Bronze</Default>
					<Choice>Bronze</Choice>
					<Choice>Silver</Choice>
					<Choice>Gold</Choice>
					</Element>
				<Element>
					<Name>Event_Human_Shield</Name>
					<Type>Element</Type>
					<Display_Name>Take a Human Shield</Display_Name>
					<Description>Did the player take a human shield?</Description>
					<Required>false</Required>
					</Element>
				<Element>
					<Name>Event_Exit</Name>
					<Type>Element</Type>
					<Display_Name>Reached Exit</Display_Name>
					<Description>Did they reach the exit?</Description>
					<Required>false</Required>
					</Element>
				</Element>
			<Element>
				<Name>Present</Name>
				<Type>Selection</Type>
				<Display_Name>Spawns Present</Display_Name>
				<Description>Does this event cause a present to spawn?</Description>
				<Default>False</Default>
				<Choice>True</Choice>
				<Choice>False</Choice>
				</Element>
			</Element>
		<Num_Display_Rows>8</Num_Display_Rows>
		</Element>
	<Element>
		<Name>Commentary</Name>
		<Type>Element</Type>
		<Element>
			<Name>Announcer_Personas</Name>
			<Type>Grid</Type>
			<Display_Name>Announcer Personas</Display_Name>
			<Element>
				<Name>Name</Name>
				<Type>Reference</Type>
				<Reference>
					<File>audio_personas.xtbl</File>
					<Type>Audio_Persona.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Max_Children>2</Max_Children>
			<Min_Children>2</Min_Children>
			<Num_Display_Rows>8</Num_Display_Rows>
			</Element>
		<Element>
			<Name>Banter</Name>
			<Type>Grid</Type>
			<Element>
				<Name>Banter_Category</Name>
				<Type>Element</Type>
				<Display_Name>Banter</Display_Name>
				<Element>
					<Name>Category_Name</Name>
					<Type>String</Type>
					<Display_Name>Category Name</Display_Name>
					<MaxLength>32</MaxLength>
					</Element>
				<Element>
					<Name>Conversations</Name>
					<Type>Grid</Type>
					<Element>
						<Name>Conversation</Name>
						<Type>Reference</Type>
						<Description>The name of the conversation to play.</Description>
						<Reference>
							<File>voice_conversations.xtbl</File>
							<Type>NewEntity.Name</Type>
							<OpenSeparate>False</OpenSeparate>
							</Reference>
						</Element>
					<Num_Display_Rows>8</Num_Display_Rows>
					</Element>
				<Element>
					<Name>Lines</Name>
					<Type>Grid</Type>
					<Element>
						<Name>Line</Name>
						<Type>Element</Type>
						<Element>
							<Name>Name</Name>
							<Type>Reference</Type>
							<Reference>
								<File>audio_line_tags.xtbl</File>
								<Type>Audio_line.Name</Type>
								<OpenSeparate>False</OpenSeparate>
								</Reference>
							</Element>
						<Element>
							<Name>Announcer_Persona</Name>
							<Type>Reference</Type>
							<Display_Name>Announcer Persona</Display_Name>
							<Reference>
								<File>activities\running_man_globals.xtbl</File>
								<Type>Running_man_globals.Commentary.Announcer_Personas.Name</Type>
								<OpenSeparate>False</OpenSeparate>
								</Reference>
							</Element>
						</Element>
					<Num_Display_Rows>8</Num_Display_Rows>
					</Element>
				</Element>
			<Num_Display_Rows>8</Num_Display_Rows>
			</Element>
		</Element>
	<Single_Line_XML>False</Single_Line_XML>
	</TableDescription>

<EntryCategories>
	<Category>
		<Name>Entries</Name>
		</Category>
	</EntryCategories>
</root>