^MWGate:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^SpriteActor
	Huntable:
    Sellable:
    RepairableBuilding:
		RepairPercent: 40
		RepairStep: 350
		PlayerExperience: 15
    SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Priority: 3
	Targetable:
		TargetTypes: Ground, C4, Structure
    SoundOnDamageTransition:
		DamagedSounds: xplos.aud
		DestroyedSounds: crumble.aud
    Explodes:
		Type: Footprint
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
    ActorLostNotification:
		Notification: BuildingLost
    ShakeOnDeath:
    Guardable:
		Range: 3c0
    FrozenUnderFog:
	Demolishable:
	Valued:
		Cost: 250
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	LineBuildNode:
		Types: wall, gate
	WithGateSpriteBody:
		OpenSequence: open
	Gate:
		Adjacent: 7
		TerrainTypes: Clear, Rough, Road
		BlocksProjectilesHeight: 640

WOOD:
    Health:
		HP: 10000

^CivBuilding:
	Health:
		HP: 40000

^MedievalHusk:
	Inherits@1: ^SpriteActor
	Health:
		HP: 5000
	Armor:
		Type: Light
	HiddenUnderFog:
		Type: CenterPosition
	AutoTargetIgnore:
	WithFacingSpriteBody:
	Husk:
		AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
	SelfHealing@KILLSELF:
		PercentageStep: -3
		Delay: 12
		HealIfBelow: 101
		DamageCooldown: 0
        DamageTypes: DefaultDeath
	Targetable:
		RequiresForceFire: yes
		TargetTypes: Ground, Husk
	Tooltip:
		GenericName: Destroyed Vehicle
	ScriptTriggers:
	Explodes:
		Weapon: HuskExplosion
		EmptyWeapon: HuskExplosion
	BodyOrientation:
		UseClassicFacingFudge: True

^AttackPlane:
	Inherits@1: ^ExistsInWorld
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@4: ^SpriteActor
	Huntable:
	DrawLineToTarget:
	UpdatesPlayerStatistics:
	AppearsOnRadar:
		UseLocation: true
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 24,24
	Aircraft:
		RepairBuildings: fix
		RearmBuildings: afld
		AirborneCondition: airborne
		CruisingCondition: cruising
	Targetable@GROUND:
		TargetTypes: Ground, Repair, Vehicle
		RequiresCondition: !airborne
	Targetable@AIRBORNE:
		TargetTypes: Air
		RequiresCondition: airborne
	HiddenUnderFog:
		Type: CenterPosition
	AttackMove:
	Guard:
	Guardable:
	ActorLostNotification:
	ProximityCaptor:
		Types: Plane
	Tooltip:
		GenericName: Plane
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	WithFacingSpriteBody:
	MustBeDestroyed:
	Voiced:
		VoiceSet: GenericVoice

^MWBaseBuilding:
    Inherits@1: ^BaseBuilding
	EmitInfantryOnSell:
		ActorTypes: engeneer,e1new
    RepairableBuilding:
		RepairPercent: 40
		RepairStep: 350
		PlayerExperience: 15
    ThrowsShrapnel@SMALL:
		Weapons: SmallWood1, SmallWood2, SmallWood3, SmallStone1, SmallStone2
		Pieces: 2, 4
		Range: 0c512, 3c0
    Targetable:
		TargetTypes: Ground, C4, Structure, Wanderer
    ProximityExternalCondition@WANDERER:
        Range: 6c0
        ValidStances: Ally
        Condition: Wander
        
^MWDefense:
    Inherits@1: ^Defense
    EmitInfantryOnSell:
		ActorTypes: engeneer,e1new
    RepairableBuilding:
		RepairPercent: 40
		RepairStep: 350
		PlayerExperience: 15
    ThrowsShrapnel@SMALL:
		Weapons: SmallWood1, SmallWood2, SmallWood3, SmallStone1, SmallStone2
		Pieces: 2, 4
		Range: 0c512, 3c0
    
        
^Palettes:
    PaletteFromFile@RESOURCES:
        Name: grain
        Filename: Palettes/grains_palette.pal
        ShadowIndex: 1
        AllowModifiers: False
    PaletteFromFile@RA2:
        Name: mwcivilian
        Filename: Palettes/Medieval_Civ_palette.pal
        ShadowIndex: 1
        AllowModifiers: False
    PaletteFromFile@Nobles:
        Name: mwnobles
        Filename: Palettes/Medieval_noble_palette.pal
        ShadowIndex: 1
        AllowModifiers: False
    PlayerColorPalette@RA2:
        BasePalette: mwcivilian
        BaseName: mwcivilianplayer
        RemapIndex: 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 3
        AllowModifiers: False
    PaletteFromFile@RA:
        Name: ra
        Filename: Palettes/newMWPalette.pal
        ShadowIndex: 1
        AllowModifiers: False
    PaletteFromFile@RAICON:
        Name: raicon
        Filename: Palettes/temperatRA.pal
        ShadowIndex: 4
        AllowModifiers: False
    PaletteFromPaletteWithAlpha:
        Name: empty
        BasePalette: ra
        Alpha: 0
    PlayerColorPalette@RA:
        BasePalette: ra
        BaseName: raplayer
        RemapIndex: 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 3
        AllowModifiers: False
    RotationPaletteEffect@water:
		ExcludePalettes: effect, chrome, raplayer, ra, raicon, grain, mwcivilian, mwnobles
		RotationBase: 32
	FlashPaletteEffect:
		Type: longflash
		ExcludePalettes: cursor, chrome, colorpicker, fog, shroud, alpha, effect, raicon, mwcivilian, mwnobles
	FlashPaletteEffect@None:
		Length: 0
		Type: noflash
		ExcludePalettes: cursor, chrome, colorpicker, fog, shroud, alpha, effect, raicon, mwcivilian, mwnobles
   
        

^MedievalInfantry:
	Inherits@1: ^ExistsInWorld
	Inherits@3: ^SpriteActor
	Huntable:
	Health:
		Shape: Circle
			Radius: 128
	Armor:
		Type: None
	RevealsShroud:
		Range: 5c0
	Mobile:
		Crushes: crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Tiberium: 70
				PathingCost: 300
			BlueTiberium: 70
				PathingCost: 300
			Beach: 80
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 12,17,0,-6
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithInfantryBody:
    ExternalCondition@ROTTEN:
        Condition: RottenKadaver
    ExternalCondition@DDler:
        Condition: DDler
    ExternalCondition@ROYAL:
        Condition: KingIsNear
    ExternalCondition@HOSPITAL:
        Condition: hospitalheal
    SelfHealing@HOSPITAL:
		Step: 400
		Delay: 35
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: pip-heal
		ReferencePoint: Bottom, Right
		RequiresCondition: hospitalheal
	AttackMove:
	DrawLineToTarget:
	HiddenUnderFog:
	Crushable:
		WarnProbability: 95
		CrushSound: squish2.aud
	Guardable:
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: pip-heal
		ReferencePoint: Bottom, Right
		RequiresCondition: hospitalheal
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath
	DeathSounds@HEAVY:
		Voice: Zapped
		DeathTypes: RippedApartDeath, BallistaDeath
	DeathSounds@POISONED:
		Voice: Poisoned
		DeathTypes: PoisonDeath
    DeathSounds@BURNED:
		Voice: Burned
		DeathTypes: BurnToDeath
    WithDecoration@Crown:
		Image: pips
		Sequence: pip-crown
		ReferencePoint: Top, Left
		RequiresCondition: KingIsNear
    DamageMultiplier@Crown:
        RequiresCondition: KingIsNear
        Modifier: 120
    FirepowerMultiplier@Crown:
        RequiresCondition: KingIsNear
        Modifier: 120
    ReloadDelayMultiplier:
        RequiresCondition: KingIsNear
        Modifier: 120
        
^Knight:  
	Inherits: ^MedievalInfantry
    Inherits@2: ^GainsExperience
    WithDeathAnimation:
        DeathSequencePalette: raplayer
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 2
			PoisonDeath: 3
			BallistaDeath: 4
            BurnToDeath: 5
		CrushedSequence: die-crushed
    Targetable:
		TargetTypes: Ground, Infantry
	MustBeDestroyed:
	Tooltip:
		GenericName: Soldier
	Guard:
	AutoTarget:
		ScanRadius: 4
	WithInfantryBody:
		IdleSequences: idle1, idle2
		StandSequences: stand
    Power:
		Amount: -1
    Passenger:
		CargoType: Infantry
        GrantUpgrades: batteringupgrade
    SelfHealing@Rotaway:
        PercentageStep: -2
        Step: -0
        HealIfBelow: 110
        Delay: 10
        RequiresCondition: RottenKadaver
        DamageTypes: PoisonDeath
    SelfHealing@DDler:
        PercentageStep: -2
        Step: -0
        HealIfBelow: 110
        Delay: 10
        RequiresCondition: DDler
        DamageTypes: PoisonDeath
    SelfHealing@HOSPITAL:
		PercentageStep: 1
		Delay: 25
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal || hospitalhealbarr
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: pip-heal
		ReferencePoint: Bottom, Right
		RequiresCondition: hospitalheal || hospitalhealbarr
    Voiced:
		VoiceSet: GenericVoice
    ExternalCondition@BARRACKS:
        Condition: hospitalhealbarr
    Explodes@Tib:
		Weapon: LeaveStuff
        EmptyWeapon: LeaveStuff
        Chance: 25

        
^Cavalry:
	Inherits: ^MedievalInfantry
    Inherits@2: ^GainsExperience
    Voiced:
		VoiceSet: GenericHorseVoice
    Targetable:
		TargetTypes: Ground, Cavalry
    WithDeathAnimation:
        DeathSequencePalette: raplayer
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 1
			PoisonDeath: 1
			BallistaDeath: 1
            BurnToDeath: 2
	MustBeDestroyed:
	Health:
        Shape: Capsule
            Radius: 226
            PointA: 0, -312
            PointB: 0, 312
    Tooltip:
		GenericName: Cavalry
	Guard:
	AutoTarget:
		ScanRadius: 7
	WithInfantryBody:
		IdleSequences: idle1, idle2
		StandSequences: stand
    Power:
		Amount: -2
    -Crushable:
    SelfHealing@Rotaway:
        PercentageStep: -2
        Step: -0
        HealIfBelow: 110
        Delay: 10
        RequiresCondition: RottenKadaver
        DamageTypes: PoisonDeath
    SelfHealing@DDler:
        PercentageStep: -2
        Step: -0
        HealIfBelow: 110
        Delay: 10
        RequiresCondition: DDler
        DamageTypes: PoisonDeath
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    SpawnActorOnDeath@1:
        DeathType: DefaultDeath
        Probability: 10
        Actor: emptyross
		OwnerType: InternalName
		InternalOwner: Neutral
    SpawnActorOnDeath@2:
        DeathType: RippedApartDeath
        Probability: 10
        Actor: emptyross
		OwnerType: InternalName
		InternalOwner: Neutral
    SpawnActorOnDeath@3:
        DeathType: PoisonDeath
        Probability: 10
        Actor: emptyross
		OwnerType: InternalName
		InternalOwner: Neutral
    SpawnActorOnDeath@4:
        DeathType: BallistaDeath
        Probability: 33
        Actor: emptyross
		OwnerType: InternalName
		InternalOwner: Neutral
    SpawnActorOnDeath@5:
        DeathType: BurnToDeath
        Probability: 100
        Actor: burninghorse
		OwnerType: InternalName
		InternalOwner: Neutral
    DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, RippedApartDeath, BallistaDeath, PoisonDeath, BurnToDeath
	-DeathSounds@HEAVY:
	-DeathSounds@POISONED:
    -DeathSounds@BURNED:
    Explodes@Tib:
		Weapon: LeaveStuff
        EmptyWeapon: LeaveStuff
        Chance: 25
       
^Siege:
	Inherits: ^MedievalInfantry
    Mobile:
		SharesCell: false
    Targetable:
		TargetTypes: Ground, Siege
    MustBeDestroyed:
	Tooltip:
		GenericName: Cavalry
	Guard:
	AutoTarget:
		ScanRadius: 7
	WithInfantryBody:
		IdleSequences: stand
		StandSequences: stand
    Power:
		Amount: -4
    -Crushable:
    SelfHealing@Rotaway:
        PercentageStep: -2
        Step: -0
        Delay: 10
        HealIfBelow: 110
        RequiresCondition: RottenKadaver
        DamageTypes: DefaultDeath
    SelfHealing@DDler:
        PercentageStep: -2
        Step: -0
        Delay: 10
        HealIfBelow: 110
        RequiresCondition: DDler
        DamageTypes: PoisonDeath
    Selectable:
		Bounds: 35,35,0,-6 
    Voiced:
		VoiceSet: SiegeVoice
    ThrowsShrapnel@SMALL:
		Weapons: SmallWood1, SmallWood2, SmallWood3
		Pieces: 0, 2
		Range: 0c512, 3c0
    Explodes@Tib:
		Weapon: LeaveStuff
        EmptyWeapon: LeaveStuff
        Chance: 25
        
^MWCiv:
	Inherits: ^Infantry
	Valued:
		Cost: 70
	Tooltip:
		Name: Civilian
		GenericVisibility: None
	Mobile:
		Speed: 56
	Health:
		HP: 2500
	RevealsShroud:
		Range: 2c0
	ActorLostNotification:
		Notification: CivilianKilled
		NotifyAll: true
	ScaredyCat:
	Crushable:
		CrushSound: squish2.aud
	WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 2
			PoisonDeath: 3
			BallistaDeath: 4
            BurnToDeath: 5
		CrushedSequence: die-crushed
        DeathSequencePalette: raplayer
    Voiced:
		VoiceSet: CivilianMaleVoice
	Wanders:
		MinMoveDelay: 150
		MaxMoveDelay: 750
    WithInfantryBody:
		StandSequences: stand
 
^MWAnimal:
	Inherits: ^MedievalInfantry
	SelfHealing@Rotaway:
        PercentageStep: -2
        Step: -0
        HealIfBelow: 110
        Delay: 10
        RequiresCondition: RottenKadaver
        DamageTypes: PoisonDeath
    SelfHealing@HOSPITAL:
		PercentageStep: 1
		Delay: 25
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal || hospitalhealbarr
    Valued:
		Cost: 50
	Tooltip:
		Name: Animal
		GenericVisibility: None
	ScaredyCat:
    Mobile:
		Speed: 56
	Health:
		HP: 2500
	RevealsShroud:
		Range: 1c0
    -Selectable:
    Targetable:
        TargetTypes: Ground, Infantry
	Crushable:
		CrushSound: squish2.aud
	WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 1
			PoisonDeath: 1
			BallistaDeath: 1
            BurnToDeath: 1
		CrushedSequence: die1
        DeathSequencePalette: raplayer
	Wanders:
        WanderMoveRadius: 2
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 150
		MaxMoveDelay: 750
        RequiresCondition: Wander
    WithInfantryBody:
        MaxIdleDelay: 60
		StandSequences: stand
    ExternalCondition@Wander:
        Condition: Wander
 
^MWWanderer:
	Inherits: ^MedievalInfantry
	SelfHealing@Rotaway:
        PercentageStep: -2
        Step: -0
        HealIfBelow: 110
        Delay: 10
        RequiresCondition: RottenKadaver
        DamageTypes: PoisonDeath
    SelfHealing@HOSPITAL:
		PercentageStep: 1
		Delay: 25
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal || hospitalhealbarr
    Voiced:
		VoiceSet: CivilianNew
    Valued:
		Cost: 200
	Tooltip:
		Name: Peasant
		GenericVisibility: None
        ShowOwnerRow: false
	Mobile:
		Speed: 56
	Health:
		HP: 7000
	RevealsShroud:
		Range: 2c0
    -Selectable:
    Targetable:
        TargetTypes: Ground, Infantry
	Crushable:
		CrushSound: squish2.aud
	WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 2
			PoisonDeath: 3
			BallistaDeath: 4
            BurnToDeath: 5
		CrushedSequence: die-crushed
        DeathSequencePalette: raplayer
	Wanders:
        WanderMoveRadius: 2
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 150
		MaxMoveDelay: 750
        RequiresCondition: Wander
    AttackWander: 
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 0
		MaxMoveDelay: 25
        RequiresCondition: !Wander
    WithInfantryBody:
		StandSequences: stand
    AutoTarget:
		ScanRadius: 20
        InitialStance: AttackAnything
        RequiresCondition: !Wander
    AttackFrontal:
        RequiresCondition: !Wander
    AttackMove:
        RequiresCondition: !Wander
    ExternalCondition@Wander:
        Condition: Wander
    Armament:
		Weapon: WanderAttack
		TargetStances: Ally
        RequiresCondition: !Wander
    ExternalCondition@Tax:
        Condition: Tax
    CashTrickler@PayTax:
        Interval: 25
        Amount: 2
        RequiresCondition: Tax
        
^MWTalker:
	Inherits: ^MWWanderer
    Targetable@TALKBACK:
        TargetTypes: Talkbacks
        RequiresCondition: Wander
    Targetable@TALKABLE:
        TargetTypes: Talkable
        RequiresCondition: Wander && !Talking
    ExternalCondition@Talker:
        Condition: Talking
    ExternalCondition@Backtalker:
        Condition: Talkback
    AttackFrontal:
        RequiresCondition: !Wander || Talking || Talkback
        AttackRequiresEnteringCell: True
    AttackMove:
        RequiresCondition: !Wander || Talking || Talkback
    AutoTarget:
		ScanRadius: 20
        InitialStance: AttackAnything
        RequiresCondition: !Wander || Talking || Talkback
    Armament@Talking:
		Weapon: WanderTalk
		TargetStances: Ally
        RequiresCondition: Talking && Wander
    Armament@Talkback:
		Weapon: WanderTalkback
		TargetStances: Ally
        RequiresCondition: Talkback && Wander
    Wanders:
        WanderMoveRadius: 2
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 150
		MaxMoveDelay: 750
        RequiresCondition: Wander && !Talking && !Talkback
    AttackWander@Talking: 
        WanderMoveRadius: 2
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 150
		MaxMoveDelay: 750
        RequiresCondition: Wander && (Talking || Talkback)
        
^MWConstructor:
	Inherits: ^MedievalInfantry
	Valued:
		Cost: 120
    RenderSprites:
        PlayerPalette: 
        Palette: mwcivilian
    Tooltip:
		Name: Labourer
		GenericVisibility: None
        ShowOwnerRow: false
	-Selectable:
    Targetable:
        TargetTypes: Ground, Infantry
    Mobile:
		Speed: 46
	Health:
		HP: 5000
	RevealsShroud:
		Range: 4c0
	Crushable:
		CrushSound: squish2.aud
	WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 2
			PoisonDeath: 3
			BallistaDeath: 4
            BurnToDeath: 5
		CrushedSequence: die-crushed
        DeathSequencePalette: raplayer
    Voiced:
		VoiceSet: CivilianMaleVoice
    WithInfantryBody:
		StandSequences: stand
        
^Tree:
	Health:
		HP: 40000
    -WithDamageOverlay@SmallBurn:
	-WithDamageOverlay@MediumBurn:
	-WithDamageOverlay@LargeBurn:
    Explodes@Tib:
		Weapon: LeaveWoodM
        EmptyWeapon: LeaveWoodM
    ThrowsShrapnel@SMALL:
		Weapons: SmallWood1, SmallWood2, SmallWood3
		Pieces: 1, 3
		Range: 0c512, 3c0
    


^Props:
    Inherits@1: ^ExistsInWorld
	Inherits@2: ^SpriteActor
	RevealsShroud:
		Range: 3c0
		Type: CenterPosition
	RenderSprites:
		Palette: mwcivilian
	Building:
		Dimensions: 2,2
		Footprint: __ __
    WithSpriteBody:
	FrozenUnderFog:
	BodyOrientation:
		QuantizedFacings: 1
	AutoSelectionSize:
    Health:
		HP: 6000
    Targetable:
        TargetTypes: Ground, Prop
    WithMakeAnimation:
    ThrowsShrapnel@SMALL:
		Weapons: SmallWood1, SmallWood2, SmallWood3
		Pieces: 0, 2
		Range: 0c512, 3c0
    Transforms:
		IntoActor: mwconst1back
		Offset: 0,0
		Facing: 76
        
        
^GrowableTree:
	Inherits@1: ^SpriteActor
	EditorTilesetFilter:
		RequireTilesets: TEMPERAT
    Tooltip:
		Name: Tree
		ShowOwnerRow: false
	RenderSprites:
		Palette: staticterrain
	WithSpriteBody:
	Building:
		Footprint: x 
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	Health:
		HP: 10000
	Armor:
		Type: Heavy
	Targetable:
		TargetTypes: Trees
	HiddenUnderShroud:
	ScriptTriggers:
    
^Lv5GrowableTree:
	Inherits@1: ^SpriteActor
    ConditionManager:
	EditorTilesetFilter:
		RequireTilesets: TEMPERAT
    Tooltip:
		Name: Tree
		ShowOwnerRow: false
	WithSpriteBody:
	Building:
		Footprint: x 
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	Health:
		HP: 10000
	Armor:
		Type: Heavy
	Targetable:
		TargetTypes: Trees
	HiddenUnderShroud:
	ScriptTriggers:
    RenderSprites:
		Palette: staticterrain
    GrantConditionOnDamageState@1:
        Condition: Heavy
        ValidDamageStates: Heavy
        GrantPermanently: true
    GrantConditionOnDamageState@2:
        Condition: Critical
        ValidDamageStates: Critical
        GrantPermanently: true
    WithIdleOverlay@Lv0:
        Sequence: tree
        RequiresCondition: !Heavy && !Critical
    WithIdleOverlay@Lv1:
        Sequence: treedown
        RequiresCondition: Heavy && !Critical
    WithIdleOverlay@Lv3:
        Sequence: treehalf
        RequiresCondition: Heavy && Critical
    SoundOnDamageTransition:
		DamagedSounds: treefell.wav
    