KING:
	Inherits: ^Knight
    GivesBounty:
        Percentage: 125
	MustBeDestroyed:
		RequiredForShortGame: true
    Valued:
		Cost: 2000
	Tooltip:
		Name: Your Highness
		Description: The ruler over your Kingdome!\n  Very strong against Infantry and Cavalry\n  cannot attack Buildings\n  detect cloaked units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 1000
        Prerequisites: ~disabled
		Queue: MInfantry.Nod,  MInfantry.GDI
        BuildLimit: 1
    Mobile:
		Speed: 55
        Voice: Move
	Guard:
		Voice: Move
	Passenger:
		PipType: Red
		Voice: Move
	Health:
		HP: 20000
	Armament:
		Weapon: kingssword
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: koenig
        PlayerPalette: raplayer
	-WithInfantryBody:
	WithFacingSpriteBody:
        StartSequence: make
        Sequence: idle
    WithMoveAnimation: 
        MoveSequence: move
    WithAttackAnimation:
        AttackSequence: shoot
    Armor:
		Type: Knight
    AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Attack
	AnnounceOnBuild:
	AnnounceOnKill:
    Voiced:
		VoiceSet: CommandoVoice
    SpawnActorOnDeath@1:
        DeathType: DefaultDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@2:
        DeathType: RippedApartDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@3:
        DeathType: PoisonDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@4:
        DeathType: BallistaDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@5:
        DeathType: BurnToDeath
        Probability: 100
        Actor: Husk.KING
    -WithDeathAnimation:
    UpgradeActorsNear:
        Upgrades: KingIsNear
        Range: 7c0
    SelfHealing@AlwaysHeals:
        Delay: 10
        Step: 500
		HealIfBelow: 110
		DamageCooldown: 200 
        
 
Husk.KING:
    Inherits@1: ^ExistsInWorld
	Inherits@3: ^SpriteActor		
    Tooltip:
		Name: Surrendered
    RenderSprites:
        Image: koenig
        PlayerPalette: raplayer
	WithSpriteBody:
        StartSequence: die1
        Sequence: stand-dead
	SelfHealing@EndOfSurrender:
        Step: -100
        HealIfBelow: 110
        Delay: 25
        DamageTypes: KingSurrender
	Health:
        HP: 6000
		Shape: Circle
			Radius: 128
	Armor:
		Type: None
	RevealsShroud:
		Range: 2c0
	Mobile:
        Speed: 0
		Crushes: crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 1
			Rough: 1
			Road: 1
			Tiberium: 1
			BlueTiberium: 1
			Beach: 1
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
        Priority: 8
		Bounds: 12,17,0,-6
	QuantizeFacingsFromSequence:
		Sequence: stand-dead
	HiddenUnderFog:
    SpawnActorOnDeath:
        Actor: KING
        DeathType: KingSurrender
        SkipMakeAnimations: false
        
Husk2.KING:
    Inherits@1: ^ExistsInWorld
	Inherits@3: ^SpriteActor
    Tooltip:
		Name: Preparing
    RenderSprites:
        Image: koenig
        PlayerPalette: raplayer
	WithSpriteBody:
        StartSequence: die1
        Sequence: stand-dead
	SelfHealing@EndOfSurrender:
        Step: -100
        HealIfBelow: 110
        Delay: 25
        DamageTypes: KingSurrender
	Health:
        HP: 15000
		Shape: Circle
			Radius: 128
	Armor:
		Type: None
	RevealsShroud:
		Range: 2c0
	Mobile:
        Speed: 0
		Crushes: crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 1
			Rough: 1
			Road: 1
			Tiberium: 1
			BlueTiberium: 1
			Beach: 1
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
        Priority: 8
		Bounds: 12,17,0,-6
	QuantizeFacingsFromSequence:
		Sequence: stand-dead
	HiddenUnderFog:
    SpawnActorOnDeath:
        Actor: KING
        DeathType: KingSurrender
        SkipMakeAnimations: false
    

ENGENEER:
    Passenger:
        PipType: Yellow
	Inherits: ^Knight
	Valued:
		Cost: 500
	Tooltip:
		Name: Engineer
		Description: Can quick repair buildings and siege weapons.\n Captures and damages buildings.\n  Unarmed
	Selectable:
		Priority: 9
    Buildable:
        IconPalette: ra
		BuildPaletteOrder: 20
		Queue: MInfantry.GDI, MInfantry.Nod
	Mobile:
		Speed: 56
	Captures:
		CaptureTypes: building, husk
		PlayerExperience: 50
        SabotageHPRemoval: 25
    Health:
		HP: 4000
	Armament:
		Weapon: repair
		TargetStances: Ally
		ForceTargetStances: None
	AttackFrontal:
    RenderSprites:
        Image: engeneer
        PlayerPalette: raplayer
    WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    Armor:
		Type: Leather
    Voiced:
		VoiceSet: MoebiusVoice
        
E1NEW:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Farmer
		Description: General-purpose Person.\n  Strong vs none\n  Weak vs everything
	Mobile:
		Speed: 56
	Health:
		HP: 5000
	Armament:
		Weapon: Fork
	AttackFrontal:
    RenderSprites:
        Image: e1new
        PlayerPalette: raplayer
    WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		ScanRadius: 3
        InitialStance: AttackAnything
E2NEW:
	Inherits: ^Knight
	Valued:
		Cost: 300
	Tooltip:
		Name: Pike Guard
		Description: Anti-Cavalry infantry. \n  Strong vs Cavalry.\n  Weak vs Infantry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 10
		Queue:  MInfantry.Nod
	Mobile:
		Speed: 45
	Health:
		HP: 8000
    Armament:
		Weapon: pike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e2new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Light
        
E2NEWV2:
	Inherits: ^Knight
	Valued:
		Cost: 300
	Tooltip:
		Name: Pike Guard
		Description: Anti-Cavalry infantry. \n  Strong vs Cavalry.\n  Weak vs Infantry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 10
		Queue: MInfantry.GDI
	Mobile:
		Speed: 45
	Health:
		HP: 8000
    Armament:
		Weapon: pike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e2newv2
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Light
        
E3NEW:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Knight
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Cavalry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 0
		Queue: MInfantry.GDI
    Mobile:
		Speed: 56
	Health:
		HP: 9500
	Armament:
		Weapon: broadsword
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e3new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Heavy
        
E3NEWV2:
	Inherits: ^Knight
	Valued:
		Cost: 100
	Tooltip:
		Name: Knight
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Cavalry
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 0
		Queue: MInfantry.Nod
    Mobile:
		Speed: 56
	Health:
		HP: 9500
	Armament:
		Weapon: broadsword
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: e3newv2
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Heavy
        
BARBAR:
	Inherits: ^Knight
	Valued:
		Cost: 1000
	Tooltip:
		Name: Barbar
    Mobile:
		Speed: 65
    Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: anyhq, ~disabled
		Queue: MInfantry.Nod, MInfantry.GDI
	Health:
		HP: 25000
	Armament:
		Weapon: broadswordmongol
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: mongol
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Heavy
        
E9NEW:
    RevealsShroud:
		Range: 6c0
	Inherits: ^Knight
	Valued:
		Cost: 300
	Tooltip:
		Name: Fire Mage
		Description: Advanced Anti-infantry unit.\n  Strong vs Infantry, Buildings\n  Weak vs Cavalry\n  Detects cloaked units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: anyhq
		Queue: MInfantry.Nod
	Mobile:
		Speed: 56
	Health:
		HP: 9000
	Armament:
		Weapon: magefire
        LocalOffset: 541,-50,256
        FireDelay: 3
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: firmag
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Leather
    DetectCloaked:
		Range: 2c0
    Passenger:
		CargoType: Archer
        
E4NEW:
    RevealsShroud:
		Range: 6c0
	Inherits: ^Knight
	Valued:
		Cost: 250
	Tooltip:
		Name: Archer
		Description: Advanced Anti-infantry unit.\n  Strong vs Infantry\n  Medium vs Cavalry\n  Detects cloaked units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 30
		Prerequisites: anyhq
		Queue: MInfantry.GDI
	Mobile:
		Speed: 60
	Health:
		HP: 5000
	Armament:
		Weapon: bownarrow
        LocalOffset: 341,20,356
    Armament@GARRISONED:
		Name: garrisoned
		Weapon: BowNArrowSiegeTower
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: e4new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Leather
    DetectCloaked:
		Range: 2c0
    Passenger:
		CargoType: Archer
        
        
E5NEW:
    RevealsShroud:
		Range: 8c0
	Inherits: ^Knight
	DetectCloaked:
		Range: 2c0
    Valued:
		Cost: 400
	Tooltip:
		Name: Crossbowman
		Description: Advanced general-purpose infantry.\n  Strong vs all Ground units
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 40
		Prerequisites: anycastle, ~techlevel.medium
		Queue: MInfantry.Nod
	Mobile:
		Speed: 56
	Health:
		HP: 9000
	Armament:
		Weapon: crossbow
        LocalOffset: 341,0,456
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: e5new
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Light
    Power:
		Amount: -2
    Passenger:
		CargoType: Archer

RMBONEW:
    RevealsShroud:
		Range: 9c0
	Inherits: ^Knight
	Valued:
		Cost: 1000
	Tooltip:
		Name: Paladin
		Description: Elite Infantry\n Very Strong vs Infantry, Buildings\n  Can only slightly be harmed by Arrows.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 40
		Prerequisites: anycastle, ~techlevel.high
		Queue: MInfantry.GDI
    Mobile:
		Speed: 50
	Health:
		HP: 21500
	Armament:
		Weapon: claymore
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: rmbonew
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    Armor:
		Type: Knight
    Power:
		Amount: -3       

ASSASSIN:
    RevealsShroud:
		Range: 6c0
    DetectCloaked:
		Range: 2c0
    Cloak:
		-UpgradeTypes:
		InitialDelay: 90
		CloakDelay: 90
	Inherits: ^Knight
	Valued:
		Cost: 800
	Tooltip:
		Name: Assaassin
		Description: Mid/Long-range knifthrowing infantry that can cloak.\nHas weak armor. Can be spotted by some infantry and defense structures.\n  Strong vs Cavalry, Infantry.\n  Sets buildings on fire.
	Buildable:
        IconPalette: ra
		BuildPaletteOrder: 80
		Queue: MInfantry.Nod
        Prerequisites: anycastle, ~techlevel.high
	Mobile:
		Speed: 66
	Health:
		HP: 7000
    Armament@dagger:
		Weapon: dagger
        LocalOffset: 241,80,356
    Armament@fire:
		Weapon: setfire
        LocalOffset: 241,80,356
    AttackFrontal:
    RenderSprites:
        Image: thief
        PlayerPalette: raplayer
	WithInfantryBody:
		AttackSequence: shoot
    AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
    Armor:
		Type: Leather

EHARV:
    WithSpriteBody:
        Sequence: idle
    WithHarvestAnimation:
        HarvestSequence: harvest
    WithDockingAnimation:
	Inherits: ^Knight
	Valued:
		Cost: 550
	Tooltip:
		Name: Harvester
		Description: Collects iron, copper and gold ore.\n  Unarmed
	Mobile:
		Speed: 55
	Health:
		HP: 22000
    RenderSprites:
        Image: eharv
        PlayerPalette: raplayer
    AttackFrontal:
	WithInfantryBody:
		IdleSequences: stand
    Armor:
		Type: Leather       
    Selectable:
		Priority: 7
    Harvester:
		Resources: Tiberium, BlueTiberium, Copper
		PipCount: 2
		Capacity: 10
		BaleLoadDelay: 15
		BaleUnloadDelay: 3
		SearchFromProcRadius: 25
		SearchFromOrderRadius: 15
    Selectable:
		Bounds: 14,26,0,-6
	SelectionDecorations:
		VisualBounds: 14,26,0,-6  