KINGROSS:
	Inherits: ^Cavalry
    -Explodes@Tib:
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 85
    Valued:
		Cost: 4000
	Tooltip:
		Name: Your Highness (Mounted)
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 20
        Prerequisites: ~disabled
		Description: The ruler over your Kingdome!\n  Very strong against Infantry and Cavalry\n  cannot attack Buildings\n  detect cloaked units
		Queue: MVehicle.Nod, MVehicle.GDI
	MustBeDestroyed:
		RequiredForShortGame: true
    Guard:
		Voice: Move
    Mobile:
        SharesCell: false
        Crushes: crate, infantry
        TurnSpeed: 7
		Speed: 110
        Voice: Move
    RevealsShroud:
		Range: 7c0
	Health:
		HP: 65000
	Armament:
		Weapon: kingcrossbow
        Name: Primary
        LocalOffset: 0,0,500
    Armament@Air:
		Weapon: kingcrossbowair
        LocalOffset: 0,0,500
        Name: Primary
    Armament@Ground:
		Weapon: KingsSwordMounted
        Name: Secondary
        LocalOffset: 0,0,500
	AttackFrontal:
        Armaments: Primary, Secondary
		Voice: Attack
	AttackMove:
		Voice: Attack
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: kingross
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot2
        AttackSequences:
            Secondary: shoot2
            Primary: shoot
    Armor:
		Type: Knight
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Voiced:
		VoiceSet: CommandoVoice
    SpawnActorOnDeath@n1:
        DeathType: DefaultDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@n2:
        DeathType: RippedApartDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@n3:
        DeathType: PoisonDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@n4:
        DeathType: BallistaDeath
        Probability: 100
        Actor: Husk.KING
    SpawnActorOnDeath@n5:
        DeathType: BurnToDeath
        Probability: 100
        Actor: Husk.KING
    ProximityExternalCondition@HEAL:
        Range: 9c0
        ValidStances: Ally
        Condition: KingIsNear
    SelfHealing@AlwaysHeals:
        Delay: 10
        Step: 500
		HealIfBelow: 160
		DamageCooldown: 200 
    AnnounceOnBuild:
	AnnounceOnKill:
    ProvidesPrerequisite:
		Prerequisite: king  
    GivesBounty:
        Percentage: 75
    DetectCloaked:
		Range: 3c0

DDLER:
	Inherits: ^Cavalry
    -Explodes@Tib:
    Valued:
		Cost: 1300
	Tooltip:
		Name: Deathdealer
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 1000
        Prerequisites: ~disabled
		Queue: MInfantry.Nod,  MInfantry.GDI, MHosp.Medi
    Mobile:
        SharesCell: false
        TurnSpeed: 12
		Speed: 55
    RevealsShroud:
		Range: 3c0
	Health:
		HP: 20000
	Armament:
		Weapon: none
	AttackFrontal:
    AutoTarget:
		ScanRadius: 0
    RenderSprites:
        Image: deathdealer
        PlayerPalette: raplayer
	WithInfantryBody:
		WithInfantryBody:
		IdleSequences: idle1
    Armor:
		Type: LightCavalry
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: 0
    WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 2
			PoisonDeath: 3
			BallistaDeath: 4
            BurnToDeath: 5
    -SelfHealing@Rotaway:
    ProximityExternalCondition@DEATH:
        Range: 2c0
        ValidStances: Enemy
        Condition: DDler
    WithRangeCircle:
        Type: Dead
        Visible: Always
        Range: 2c0
    AutoTargetIgnore:
    -SpawnActorOnDeath@1:
    -SpawnActorOnDeath@2:
    -SpawnActorOnDeath@3:
    -SpawnActorOnDeath@4:
    -SpawnActorOnDeath@5:
    Selectable:
		Priority: 9
    Voiced:
		VoiceSet: DeathdealerVoice
    

BURNINGHORSE:
    Inherits: ^Cavalry
    -Explodes@Tib:
	Valued:
		Cost: 0
	Tooltip:
		Name: Horse
	Mobile:
        TurnSpeed: 100
		Speed: 60
    RevealsShroud:
		Range: 2c0
	Health:
		HP: 5000
	Armament:
		Weapon: none
	AttackFrontal:
    AutoTarget:
    RenderSprites:
        Image: burhors
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
    Armor:
		Type: LightCavalry
    -Selectable:
    Power:
		Amount: 0
    Wanders:
        WanderMoveRadius: 5
        MinMoveDelay: 0
        MaxMoveDelay: 0
    -SpawnActorOnDeath@1:
    -SpawnActorOnDeath@2:
    -SpawnActorOnDeath@3:
    -SpawnActorOnDeath@4:
    -SpawnActorOnDeath@5:
    ScaredyCat:
        AttackPanicChance: 100
    SelfHealing@BURNING:
        Step: -1000
        HealIfBelow: 110
        Delay: 10
        DamageTypes: BurnToDeath
    -Targetable:
    Voiced:
		VoiceSet: GenericHorseOnly

EMPTYROSS:
	Inherits: ^Cavalry
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
    -Explodes@Tib:
	Valued:
		Cost: 0
	Tooltip:
		Name: Horse
	Mobile:
        TurnSpeed: 20
		Speed: 60
    RevealsShroud:
		Range: 7c0
	Health:
		HP: 7500
	Armament:
		Weapon: none
	AttackFrontal:
    AutoTarget:
    RenderSprites:
        Image: rossempty
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
		DefaultAttackSequence: shoot
    Armor:
		Type: LightCavalry
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: 0
    Wanders:
        WanderMoveRadius: 5
        MinMoveDelay: 50
        MaxMoveDelay: 250
    -SpawnActorOnDeath@1:
    -SpawnActorOnDeath@2:
    -SpawnActorOnDeath@3:
    -SpawnActorOnDeath@4:
    -SpawnActorOnDeath@5:
    ScaredyCat:
    Voiced:
		VoiceSet: GenericHorseOnly
    Capturable:
        CaptureThreshold: 101
        AllowAllies: true
        Type: horse
    TransformOnCapture:
        ForceHealthPercentage: 100
		IntoActor: kingross
    
ROSSNEUTRAL:
	Inherits: ^Cavalry
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
    -Explodes@Tib:
	Valued:
		Cost: 700
	Tooltip:
		Name: Camel Rider
	Mobile:
        SharesCell: false
        TurnSpeed: 30
		Speed: 90
    RevealsShroud:
		Range: 7c0
	Health:
		HP: 29000
	Armament:
		Weapon: pike
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: rossneutral
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
		DefaultAttackSequence: shoot
    Armor:
		Type: MediumCavalry
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: 0
 
ROSS1:
	Inherits: ^Cavalry
	GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
    Valued:
		Cost: 700
	Tooltip:
		Name: Light cavalry
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 20
        Prerequisites: anyhq, ~techlevel.medium
		Description: Fast, light Cavalry.\n  Strong vs Cavalry\n  Weak vs Infantry
		Queue: MVehicle.Nod
	Mobile:
        SharesCell: false
        Crushes: crate, infantry
        TurnSpeed: 7
		Speed: 110
    RevealsShroud:
		Range: 7c0
	Health:
		HP: 34000
	Armament:
		Weapon: pikecavalry
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross1
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: MediumCavalry
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2

ROSS2:
    Inherits: ^Cavalry
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
	Valued:
		Cost: 800
	Tooltip:
		Name: Medium cavalry
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 20
        Prerequisites: anyhq, ~techlevel.high
		Description: Slow, medium Cavalry.\n  Strong vs Cavalry\n  Weak vs Infantry
		Queue: MVehicle.GDI
	Mobile:
        SharesCell: false
        Crushes: crate, infantry
        TurnSpeed: 5
		Speed: 85
	Health:
		HP: 45000
	Armament:
		Weapon: pikeaxe
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross2
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: MediumCavalry
    Power:
		Amount: -2
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6    


ROSS5:
    Inherits: ^Cavalry
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
	Valued:
		Cost: 1750
	Tooltip:
		Name: Heavy cavalry
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 30
        Prerequisites: anycastle, ~techlevel.high
		Description: Heavily armored and very slow.\n  Strong vs Everything\n  Can attack Aircrafts
		Queue: MVehicle.GDI
	Mobile:
        SharesCell: false
        Crushes: crate, infantry
        TurnSpeed: 3
		Speed: 56
	Health:
		HP: 80000
        Shape: Capsule
            Radius: 356
            PointA: 0, -352
            PointB: 0, 352
	Armament@Ground:
		Weapon: mammothpike
        Name: Primary
    Armament@Air:
		Weapon: mammothdagger 
        Name: Secondary
	AttackFrontal:
        Armaments: Primary, Secondary
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross5
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: stab
        AttackSequences:
            Secondary: shoot
            Primary: stab
    Armor:
		Type: HeavyCavalry
    Power:
		Amount: -3
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6  
    SelfHealing@Mammothtank:
        Delay: 10
		HealIfBelow: 50
		DamageCooldown: 200 
    Voiced:
		VoiceSet: HeavyCavalVoice

ROSS3:
    Inherits: ^Cavalry
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
    DetectCloaked:
		Range: 2c0
	Valued:
		Cost: 600
	Tooltip:
		Name: Raiding Squad (fire Arrows)
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 30
		Description: Strong mounted Archer.\n  Strong vs Infantry and Buildings\n  Has long range, very fast\n Can detect cloaked units\n  Can attack Aircrafts
        Prerequisites: anyhq, ~techlevel.medium
		Queue:  MVehicle.Nod
	Mobile:
        SharesCell: false
        TurnSpeed: 7
		Speed: 99
    RevealsShroud:
		Range: 8c0
	Health:
		HP: 21000
	Armament:
		Weapon: longbownarrow
        LocalOffset: 0,0,500
    Armament@Air:
		Weapon: longbownarrowair
        LocalOffset: 0,0,500
	AttackFrontal:
    AutoTarget:
		ScanRadius: 6
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross3
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: MediumCavalry
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2        


ROSS4:
    Inherits: ^Cavalry
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical  
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
	Valued:
		Cost: 500
	Tooltip:
		Name: Javelin Cavalry
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 10
        Prerequisites: ~techlevel.medium
		Description: Fast scout cavalry, armed with spears.\n  Strong vs Cavalry, Buildings\n  Weak vs Infantry\n  Can attack Aircrafts
		Queue:  MVehicle.Nod
	Mobile:
        SharesCell: false
		TurnSpeed: 10
		Speed: 213
		TerrainSpeeds:
			Clear: 70
			Rough: 35
			Road: 100
			Tiberium: 35
			BlueTiberium: 35
			Beach: 35
    RevealsShroud:
		Range: 8c0
	Health:
		HP: 18000
	Armament:
		Weapon: spearthrow
        LocalOffset: 0,0,700
    Armament@Air:
		Weapon: spearthrowair
        LocalOffset: 0,0,700
	AttackFrontal:
    AutoTarget:
		ScanRadius: 5
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross4
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: LightCavalry
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2       

ROSS4B:
    Inherits: ^Cavalry
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
	Valued:
		Cost: 500
	Tooltip:
		Name: Scout (Flail)
	Buildable:
		Description: Fast scout and anti-infantry cavalry.\n  Strong vs Infantry\n  Weak vs Cavalry
        IconPalette: raicon
		BuildPaletteOrder: 5
        Prerequisites: ~techlevel.medium
		Queue: MVehicle.GDI
    RevealsShroud:
		Range: 8c0
	Mobile:
        SharesCell: false
		TurnSpeed: 10
		Speed: 156
	Health:
		HP: 20000
	Armament:
		Weapon: mace
        LocalOffset: 0,0,0
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross4b
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: LightCavalry
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2      
        
        
ROSS4C:
    Inherits: ^Cavalry
    GrantConditionOnDamageState@Slow:
        Condition: Slowmotion
        ValidDamageStates: Heavy, Critical 
    SpeedMultiplier:
        RequiresCondition: Slowmotion
        Modifier: 70
	Valued:
		Cost: 500
	Tooltip:
		Name: Hussar
	Buildable:
		Description: Fast scout and anti-infantry cavalry.\n  Strong vs Infantry\n  Weak vs Cavalry
        IconPalette: raicon
		BuildPaletteOrder: 5
        Prerequisites: ~techlevel.medium
		Queue: MVehicle.Nod
    RevealsShroud:
		Range: 8c0
	Mobile:
        SharesCell: false
		TurnSpeed: 10
		Speed: 170
	Health:
		HP: 12000
	Armament:
		Weapon: mace
        LocalOffset: 0,0,0
	AttackFrontal:
    AutoTarget:
		ScanRadius: 4
        InitialStance: AttackAnything
    RenderSprites:
        Image: ross4c
        PlayerPalette: raplayer
	WithInfantryBody:
		DefaultAttackSequence: shoot
    Armor:
		Type: LightCavalry
    Selectable:
		Bounds: 26,34,0,-6
    SelectionDecorations:
		VisualBounds: 26,34,0,-6
    Power:
		Amount: -2  
        
        
MWCAMEL:
	Inherits: ^MWWanderer
    -Voiced:
    Mobile:
        SharesCell: false
		Speed: 35
    RenderSprites:
        Image: mwcamel
        PlayerPalette: 
        Palette: mwcivilian
    WithInfantryBody:
        MinIdleDelay: 100
        MaxIdleDelay: 350
        IdleSequences: idle1, idle2
    Tooltip:
		Name: Camel
		GenericVisibility: None
    Wanders:
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 250
		MaxMoveDelay: 650
        RequiresCondition: Trader
    AttackWander: 
        WanderMoveRadius: 1
        ReduceMoveRadiusDelay: 5
		MinMoveDelay: 0
		MaxMoveDelay: 25
        RequiresCondition: !Trader
    WithInfantryBody:
		StandSequences: stand
    AutoTarget:
		ScanRadius: 20
        InitialStance: AttackAnything
        RequiresCondition: !Trader
    -Crushable:
    AttackFrontal:
        RequiresCondition: !Trader
    AttackMove:
        RequiresCondition: !Trader
    ExternalCondition@Wander:
        Condition: Trader
    Armament:
		Weapon: WanderAttackCamelTrader
		TargetStances: Ally, Neutral
        RequiresCondition: !Trader
    Health:
		HP: 10000
    SelfHealing@SpawnCamele:
        PercentageStep: -50
        Step: -0
        HealIfBelow: 110
        Delay: 4250
        DamageTypes: SpawnCamele
    SpawnActorOnDeath@1:
        DeathType: SpawnCamele
        Actor: GROWNMWCAMEL
    WithDeathAnimation:
        DeathTypes:
			DefaultDeath: 1
			RippedApartDeath: 1
			PoisonDeath: 1
			BallistaDeath: 1
            BurnToDeath: 1
		CrushedSequence: die1

GROWNMWCAMEL:
	Inherits: MWCAMEL
    RenderSprites:
        Image: mwcamel
        PlayerPalette: 
        Palette: mwcivilian
    Targetable@Camel:
		TargetTypes: GrownCamel
    -SelfHealing@SpawnCamele:
    -SpawnActorOnDeath@1:
    Explodes@Loot:
		Weapon: CamelDeadLoot
        EmptyWeapon: CamelDeadLoot
        
        