^PlaneHusk:
	Inherits@1: ^SpriteActor
	Health:
		HP: 280
	Armor:
		Type: Heavy
	HiddenUnderFog:
		Type: CenterPosition
	ScriptTriggers:
	WithFacingSpriteBody:
	HitShape:
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	Tooltip:
		GenericName: Destroyed Plane
	Aircraft:
	FallsToEarth:
		Spins: False
		Moves: True
		Velocity: 86
		Explosion: HeliCrash
	EditorTilesetFilter:
		Categories: Husk
	RevealOnDeath:
		Duration: 60
		Radius: 4c0


^EMPupgrades:
	#UpgradeOverlay@EMPDISABLE:
	#	UpgradeTypes: empdisable
	#	UpgradeMinEnabledLevel: 1
	#	Palette: disabled
	#DisableOnUpgrade@EMPDISABLE:
	#	UpgradeTypes: empdisable
	#	UpgradeMinEnabledLevel: 1
	ExternalCondition@IDISABLE:
		Condition: empdisable
	WithColoredOverlay@IDISABLE:
		RequiresCondition: empdisable
		Palette: disabled
	DisableOnCondition@IDISABLE:
		RequiresCondition: empdisable
^EMPNoGuns:
	#UpgradeOverlay@EMPDISABLE:
	#	UpgradeTypes: empdisable
	#	UpgradeMinEnabledLevel: 1
	#	Palette: disabled
	#DisableOnUpgrade@EMPDISABLE:
	#	UpgradeTypes: empdisable
	#	UpgradeMinEnabledLevel: 1
	ExternalCondition@IDISABLE:
		Condition: empdisable
	WithColoredOverlay@IDISABLE:
		RequiresCondition: empdisable
		Palette: disabled
	SpeedMultiplier@IDISABLE:
		RequiresCondition: empdisable
		Modifier: 5
		
		
^Master10k:
	GrantConditionOnPrerequisite@Master10k:
		Condition: Master10k
		Prerequisites: Master10k
	WithDecoration@Master10k:
		Image: masterrank
		Sequence: master10
		RequiresCondition: Master10k
		ReferencePoint: Bottom, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	FirepowerMultiplier@Master10k:
		RequiresCondition: Master10k
		Modifier: 150
	DamageMultiplier@Master10k:
		RequiresCondition: Master10k
		Modifier: 75
	RangeMultiplier@Master10k:
		RequiresCondition: Master10k
		Modifier: 110
	
	
^Master50k:
	GrantConditionOnPrerequisite@Master50k:
		Condition: Master50k
		Prerequisites: Master50k
	WithDecoration@Master50k:
		Image: masterrank
		Sequence: master50
		RequiresCondition: Master50k
		ReferencePoint: Bottom, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	FirepowerMultiplier@Master50k:
		RequiresCondition: Master50k
		Modifier: 200
	DamageMultiplier@Master50k:
		RequiresCondition: Master50k
		Modifier: 50
	RangeMultiplier@Master50k:
		RequiresCondition: Master50k
		Modifier: 125
		
^Master100k:
	GrantConditionOnPrerequisite@Master100k:
		Condition: Master100k
		Prerequisites: Master100k
	WithDecoration@Master100k:
		Image: masterrank
		Sequence: master100
		RequiresCondition: Master100k
		ReferencePoint: Bottom, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	FirepowerMultiplier@Master100k:
		RequiresCondition: Master100k
		Modifier: 300
	DamageMultiplier@Master100k:
		RequiresCondition: Master100k
		Modifier: 33
	RangeMultiplier@Master100k:
		RequiresCondition: Master100k
		Modifier: 150
		
^BaseBuilding2:
	Inherits: ^Building
	Inherits: ^EMPupgrades
	Building:
		Adjacent: 6
		RequiresBaseProvider: true
		BuildSounds: constru2.aud, hvydoor1.aud
		TerrainTypes: Clear
	RepairableBuilding:
		RepairPercent: 40
		RepairStep: 14
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	GivesBuildableArea:
	EngineerRepairable:
	Sellable:
		SellSounds: cashturn.aud
	Capturable:
	WithMakeAnimation:
	ProximityExternalCondition@topCommando:
		Condition: stpcmmdo
		Range: 8c0
		ValidStances: Enemy

PROC:
	Valued:
		Cost: 1000
	-Buildable:
	Power:
		Amount: 0
	-Selectable:
	-Sellable:
		
HARV: 
	-Selectable:
	-Targetable:
	
^4x3Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -2048, -1024
			BottomRight: 2048, 1024
			
^4x2Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -2048, -512
			BottomRight: 2048, 512
			
^5x5Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -2560, -2560
			BottomRight: 2560, 2560
			
^3x3Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1536, -1536
			BottomRight: 1536, 1536
			
^AutoTargetAll:
	AutoTarget:
		AttackAnythingCondition: stance-attackanything
	AutoTargetPriority@DEFAULT:
		ValidTargets: Infantry, Vehicle, Creep, Water, Air, Structure, Defense
		InvalidTargets: NoAutoTarget
		Priority: 1
		
^AutoTargetInfantry:		
	AutoTargetPriority@Infantry:
		ValidTargets: Infantry, Creep, Water, Air, Structure, Defense
		InvalidTargets: NoAutoTarget
		Priority: 2
		
^AutoTargetVehicle:		
	AutoTargetPriority@Infantry:
		ValidTargets: Vehicle, Creep, Water, Structure, Defense
		InvalidTargets: NoAutoTarget
		Priority: 2
		
^AutoTargetVehicleAircrafts:		
	AutoTargetPriority@Infantry:
		ValidTargets: Vehicle, Water, Air, Structure, Defense
		InvalidTargets: NoAutoTarget
		Priority: 2
		
^Vehicle:
	Crushable:
		WarnProbability: 50
		CrushSound: xplobig6.aud
		CrushClasses: Car
		
^Tank:
	Crushable:
		WarnProbability: 50
		CrushSound: xplobig6.aud
		CrushClasses: Tank
		
^Husk:
	Crushable:
		WarnProbability: 0
		CrushSound: xplobig6.aud
		CrushClasses: Husk
        
^Infantry:
	SelectionDecorations:
		Bounds: 12,17,0,-6 
		
		