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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NBPower.w3x" />
		<Include
			type="all"
			source="ART:NBPower_ASN.w3x" />
		<Include
			type="all"
			source="ART:NBPower_AAN.w3x" />
		<Include
			type="all"
			source="ART:NBPowerD2_SN.w3x" />
		<Include
			type="all"
			source="ART:NBPowerD2_AN.w3x" />
		<Include
			type="all"
			source="ART:NBPowerD3_SN.w3x" />
		<Include
			type="all"
			source="ART:NBPowerD3_AN.w3x" />
		<Include
			type="all"
			source="ART:NBPower.w3x" />
		<Include
			type="all"
			source="ART:NBPower.w3x" />
		<Include
			type="all"
			source="ART:NBTibCore.w3x" />
		<Include
			type="all"
			source="ART:NBTibCore_D1.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="NODPowerPlant"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_NODPowerPlant"
		ButtonImage="Portrait_NODPowerPlant"
		Side="NOD"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="500"
		BuildTime="5"
		EnergyProduction="15"
		EnergyBonus="30"
		CommandSet="NODPowerPlantCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_POWER NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="45d"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="NODPowerPlant"
		Description="Desc:NODPowerPlant"
		TypeDescription="Type:NODPowerPlant">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODPowerPlant</DisplayName>
		<GameDependency>
			<ObjectFilter
				Rule="ANY">
				<IncludeThing>NODConstructionYard</IncludeThing>
				<IncludeThing>NODCrane</IncludeThing>
			</ObjectFilter>
		</GameDependency>
		<ArmorSet
			Armor="NODPowerPlantArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="SPREAD" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_01"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NBPower" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBPower_ASN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NBPowerD2_SN" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="NodPPSparks"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="NodPPSparks"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NBPowerD2_SN" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="NodPPSparks"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="NodPPSparks"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="NODDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="NODDamagedFireDistortion"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NBPowerD3_SN" />
				</ModelConditionState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBPower_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true" />
				</AnimationState>
				<!-- DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="NBPowerD2_AN"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- REALLY DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBPowerD2_AN"
						AnimationMode="MANUAL" />
					<Script>
					Prev = CurDrawablePrevAnimationState();
					if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_DamagedToReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged")
					end
				</Script>
				</AnimationState>
				<!-- DYING ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NBPowerD3_AN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false" />
				</AnimationState>
				<!-- Transitions -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="NBPowerD2_AN"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_TibCore"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					ConditionsYes="NONE">
					<Model
						Name="" />
				</ModelConditionState>
<!--
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBTibCore_ASN" />
				</ModelConditionState>
-->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 DAMAGED">
					<Model
						Name="NBTibCore_D1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 REALLYDAMAGED">
					<Model
						Name="NBTibCore_D1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 DYING">
					<Model
						Name="NBTibCore_D1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="NBTibCore" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="DO_NOT_PLAY_WHEN_UNPOWERED">
					<Animation
						AnimationName="NBTibCore"
						AnimationMode="LOOP" />
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<!--
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBTibCore_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true" />
				</AnimationState>
-->
				<!-- DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="NBTibCore_D1"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- REALLY DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBTibCore_D1"
						AnimationMode="MANUAL" />
					<Script>
					Prev = CurDrawablePrevAnimationState();
					if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_DamagedToReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged")
					end
				</Script>
				</AnimationState>
				<!-- DYING ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NBTibCore_D1"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false" />
				</AnimationState>
				<!-- Transitions -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="NBTibCore_D1"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildDamaged_Medium" />
			</FXListBehavior>
			<StructureUnpackUpdate
				UnpackTime="1.5s" />
			<PowerUpgrade
				id="ModuleTag_LiquidCore">
				<TriggeredBy>Upgrade_NODLiquidTiberiumCore</TriggeredBy>
			</PowerUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_RemoveModelCondition"
				AddConditionFlags="USER_1"
				RemoveConditionFlags="USER_16">
				<TriggeredBy>Upgrade_NODLiquidTiberiumCore</TriggeredBy>
			</ModelConditionUpgrade>			
		<!--	<SubObjectsUpgrade
				id="ModuleTag_ShowTurbines">
				<CustomAnimAndDuration
					AnimState="USER_1"></CustomAnimAndDuration>
				<TriggeredBy>Upgrade_NODLiquidTiberiumCore</TriggeredBy>
			</SubObjectsUpgrade>
		-->	
			<StatusBitsUpgrade
				id="ModuleTag_LiquidCore2"
				StatusToSet="HAS_TIBERIUM_UPGRADE DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_NODLiquidTiberiumCore</TriggeredBy>
			</StatusBitsUpgrade>
			
			<ModelConditionUpgrade
				id="ModuleTag_BlackHandNormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_GDINormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_NODNormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AlienNormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_SteelTalonsNormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_Reaper17NormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_ZOCOMNormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_MarkedOfKaneNormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_Traveler59NormalTibPreventCondition"
				AddConditionFlags="USER_16">
				<TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy>
			</ModelConditionUpgrade>
			
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericNODBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericNODBuildingSuicide.xml" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="BuildingPowerFunctions">
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="4000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape 
				Type= "BOX"
				MajorRadius = "27.7657"
				MinorRadius = "16.6304"
				Height = "28.8532" >
				<Offset
					x = "0.710335"
					y = "0.435268"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "32.7635"
				MinorRadius = "21.9521"
				Height = "14.4266" >
				<Offset
					x = "0.710335"
					y = "0.435268"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "4.0"
				MinorRadius = "4.0"
				Height = "14.4266" >
				<Offset
					x = "-19.8892"
					y = "-32.8606"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "4.0"
				MinorRadius = "8.88"
				Height = "24.5252" >
				<Offset
					x = "1.16163"
					y = "-24.6029"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "4.0"
				MinorRadius = "8.88"
				Height = "24.5252" >
				<Offset
					x = "1.16163"
					y = "25.4366"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "6.0"
				MinorRadius = "6.0"
				Height = "15.0036" >
				<Offset
					x = "-22.7741"
					y = "33.5058"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "4.0"
				MinorRadius = "4.0"
				Height = "52.32" >
				<Offset
					x = "14.1122"
					y = "22.6757"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "2.5"
				MinorRadius = "2.5"
				Height = "65.9232" >
				<Offset
					x = "14.1122"
					y = "22.6757"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "13.5707"
				MinorRadius = "16.6304"
				Height = "37.9647" >
				<Offset
					x = "0.710334"
					y = "0.435268"
					z = "0.0" />
			</Shape>
<!-- Tiberium Core -->			
			<Shape 
				Type= "BOX"
				MajorRadius = "13.2939"
				MinorRadius = "7.9971"
				Height = "16.6174" >
				<Offset
					x = "-54.1601"
					y = "0.732512"
					z = "0.0" />
			</Shape>			
			<ContactPoint>
				<Pos x= "-15.7387" y = "-15.4544" z = "1.69766" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "16.1939" y = "-15.4544" z = "33.6302" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "16.1939" y = "16.4782" z = "1.69766" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "-15.7387" y = "16.4782" z = "33.6302" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "-15.7387" y = "-15.4544" z = "33.6302" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "16.1939" y = "-15.4544" z = "1.69766" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "16.1939" y = "16.4782" z = "33.6302" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "-15.7387" y = "16.4782" z = "1.69766" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_PowerPlantSelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>