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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:AUProdigy_SKN.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_ABTA.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_AIDA.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_ATKA.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_ATKB.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_BATA.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_BIDA.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_DIEA.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_RUNA.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_RUNB.w3x" />
		<Include
			type="all"
			source="ART:AUMstrmind_CDTA.w3x" />
		<Include
			type="all"
			source="ART:FXCommando_FP.w3x" />			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseInfantry.xml" />
	</Includes>
	<GameObject
		id="AlienBlinkMastermind"
		inheritFrom="BaseInfantry"
		SelectPortrait="Portrait_AlienBlinkMastermind"
		ButtonImage="Portrait_AlienBlinkMastermind"
		Side="ALIEN"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="2500"
		BuildTime="25"
		CommandSet="AlienBlinkMastermindCommandSet"
		IsTrainable="true"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE UNIQUE_UNIT PATH_THROUGH_INFANTRY HEALED_BY_TIBERIUM SKIRMISH_AI_DONT_GARRISON CAN_PLACE_MANIPULATOR CAN_CAPTURE SNIPER CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		UnitCategory="INFANTRY"
		WeaponCategory="GUN"
		BuildCompletion="APPEARS_AT_RALLY_POINT"
		ProductionQueueType="INFANTRY"
		VoicePriority="114"
		EditorName="AlienBlinkMastermind"
		Description="Desc:AlienBlinkMastermind"
		TypeDescription="Type:AlienBlinkMastermind"
		UnitTypeIcon="CommandoIcon"
		MaxSimultaneousOfType="1">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:Traveler59BlinkMastermind</DisplayName>
		<GameDependency>
			<RequiredObject>AlienStatisChamber</RequiredObject>
			<RequiredObject>AlienReactor</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="AlienMastermindArmor"
			DamageFX="InfantryAlienDamageFX" />
		<LocomotorSet
			Locomotor="HumanLocomotor"
			Condition="NORMAL"
			Speed="90" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AUProdigy_SKN" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_Gun" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_Gun" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="FXCommando_FP" />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<Model
						Name="GUGarGun" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="BONE01" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="BONE01" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<!-- no anim -->
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUMstrmind_BIDA"
						AnimationMode="LOOP" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="AUMstrmind_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="AUMstrmind_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="AUMstrmind_DIEA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING FIRING_OR_PREATTACK_A"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUMstrmind_RUNA"
						AnimationMode="LOOP"
						Distance="40" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A AIM_HIGH"
					FrameForPristineBonePositions="5">
					<Animation
						AnimationName="AUMstrmind_ATKB"
						AnimationMode="ONCE"
						UseWeaponTiming="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A"
					FrameForPristineBonePositions="5">
					<Animation
						AnimationName="AUMstrmind_ATKA"
						AnimationMode="ONCE"
						UseWeaponTiming="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUMstrmind_RUNA"
						AnimationMode="LOOP"
						Distance="40" />
					<Animation
						AnimationName="AUMstrmind_RUNB"
						AnimationMode="LOOP"
						Distance="40" />
				</AnimationState>
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_Selected">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUMstrmind_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AUMstrmind_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="AUMstrmind_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="AUMstrmind_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="AUMstrmind_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienPlaceManipulatorDeviceWeaponTrigger" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="100" />
			<!-- Manipulator control -->
			<SpecialPower
				id="ModuleTag_ManipulatorDevice"
				SpecialPowerTemplate="SpecialPower_ManipulateObject"
				AvailableAtStart="false"
				UpdateModuleStartsAttack="true" />
			<ActivateModuleSpecialPower
				id="ModuleTag_ManipulatorDeviceUpdate"
				SpecialPowerTemplate="SpecialPower_ManipulateObject"
				StartAbilityRange="200"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE">
				<SpecialPowerModules
					ModuleId="ModuleTag_ManipulatorDeviceWorker"
					TriggerType="TARGET_OBJECT" />
			</ActivateModuleSpecialPower>
			<TemporaryOwnerSpecialPower
				id="ModuleTag_ManipulatorDeviceWorker"
				SpecialPowerTemplate="SpecialPowerDummyTriggered3"
				UpdateModuleStartsAttack="false" />

      <!-- AOE mind control power -->
      <SpecialPower
        id="ModuleTag_AOEMindControl"
        SpecialPowerTemplate="SpecialPower_AOEMindControl"
        AvailableAtStart="true" 
        UpdateModuleStartsAttack="true" />
      <DominateEnemySpecialPower
        id="ModuleTag_AOEMindControlUpdate"
        SpecialPowerTemplate="SpecialPower_AOEMindControl"
        DominateRadius="50"
        TriggerFX="FX_AlienAOEMindControlHit"
        DominatedFX="FX_AlienAOEMindControlDominatedHit"
        FiringFX="FX_AlienAOEMindControlFire" 
        PermanentlyConvert="false">
        <AttributeModifierAffects
          Rule="ALL"
          Relationship="ENEMIES NEUTRAL"
          Exclude="CIVILIAN_BUILDING STRUCTURE SUPER_WEAPON BRIDGE BRIDGE_SEGMENT BRIDGE_ENDCAP BRIDGE_GATEHOUSE CRATE TIBERIUM TIBERIUM_FIELD CAN_TOPPLE SIMPLE_OBJECT_PROP OPTIMIZED_PROP WALL_HUB WALL_SEGMENT">
          <ExcludeThing>SubwayNode</ExcludeThing>
          <ExcludeThing>AlienMastermind</ExcludeThing>
          <ExcludeThing>GDICommando</ExcludeThing>
          <ExcludeThing>NODCommando</ExcludeThing>
          <ExcludeThing>Viceroid</ExcludeThing>
          <ExcludeThing>AlienWormHole</ExcludeThing>
          <ExcludeThing>GDIJuggernaughtHusk</ExcludeThing>
          <ExcludeThing>NODAvatarHusk</ExcludeThing>
          <ExcludeThing>AlienAnnihilatorTripodHusk</ExcludeThing>
          <ExcludeThing>AlienMothership</ExcludeThing>
          <!-- defense structures. Couldn't use FS_BASE_DEFENSE because it would've included GDI forward battle base-->
          <ExcludeThing>AlienBuzzerHive</ExcludeThing>
          <ExcludeThing>AlienLightningSpike</ExcludeThing>
          <ExcludeThing>AlienPhotonCannon</ExcludeThing>
          <ExcludeThing>AlienPlasmaMissileBattery</ExcludeThing>
          <ExcludeThing>AlienStormColumn</ExcludeThing>
          <ExcludeThing>GDIAABattery</ExcludeThing>
          <ExcludeThing>GDIGolumCannon</ExcludeThing>
          <ExcludeThing>GDITerraformingStation</ExcludeThing>
          <ExcludeThing>GDIWatchTower</ExcludeThing>
          <ExcludeThing>GDIPillBox</ExcludeThing>
          <ExcludeThing>NODObelisk</ExcludeThing>
          <ExcludeThing>NODDisruptionTower</ExcludeThing>
          <ExcludeThing>NODLaserCannon</ExcludeThing>
          <ExcludeThing>NODLaserCannonSpawn</ExcludeThing>
          <ExcludeThing>NODRocketBunker</ExcludeThing>
          <ExcludeThing>NODRocketBunkerSpawn</ExcludeThing>
          <ExcludeThing>NODShredderTurretHub</ExcludeThing>
          <ExcludeThing>NODShredderTurret</ExcludeThing>
          <!-- SP missions -->
          <ExcludeThing>ABTower</ExcludeThing>
        </AttributeModifierAffects>
      </DominateEnemySpecialPower>
      

			<!-- Teleport units power -->
			<SpecialPower
				id="ModuleTag_StoreObjectsSpecialPower"
				SpecialPowerTemplate="SpecialPowerMastermindTeleportObjectSelect" />
			<StoreObjectsSpecialPowerUpdate
				id="ModuleTag_StoreObjectsSpecialPowerUpdate"
				SpecialPowerTemplate="SpecialPowerMastermindTeleportObjectSelect"
				Radius="50" />
			<SpecialPower
				id="ModuleTag_TeleportStoredObjectsSpecialPower"
				SpecialPowerTemplate="SpecialPowerMastermindTeleportObject"
				UpdateModuleStartsAttack="true" />
			<TeleportToCasterSpecialPower
				id="ModuleTag_TeleportStoredObjectsSpecialPowerUpdate"
				SpecialPowerTemplate="SpecialPowerMastermindTeleportObject"
				RequireStoredObjects="false"
				TriggerFX="FX_AlienMMTP"
				KillObjectsIfPlacedInBadSpot="true"
				MinDestinationRadius="0"
				MaxDestinationRadius="50" />
			<Physics
				id="ModuleTag_Physics" />
			<EmotionTrackerUpdate
				id="Module_ETU">
				<TauntAndPointExcluded
					Rule="NONE" />
			</EmotionTrackerUpdate>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="5s"
				SinkRate="2.4"
				DestructionDelay="6.5s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
					Type="INITIAL"
					List="ALI_Prodigy_DieMS" />
			</SlowDeath>
			<AISpecialPowerUpdate
				id="ModuleTag_AlienMastermindTeleportAI"
				CommandButtonName="Command_AlienMastermindSelectObjectsForTeleport"
				SpecialPowerAIType="SPECIAL_POWER_AOE_BUFF"
				MinimumCutoff="10" />
			<AISpecialPowerUpdate
				id="ModuleTag_AlienMastermindManipulator"
				CommandButtonName="Command_AlienMastermindManipulatorDevice"
				UnitKindOf="FS_FACTORY"
				SpecialPowerAIType="SPECIAL_POWER_CAPTURE_BUILDING" />
			<StancesBehavior
				id="ModuleTag_Stance"
				StanceTemplate="Generic" />
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onBecomingTemporaryOwner"
					FX="FX_MasterMindLinkFX" />
			</FXListBehavior>
			<AimWeapon
				id="ModuleTag_AimWeapon"
				AimHighThreshold="0.5"/>
			<xi:include
				href="DATA:Includes/CaptureBehavior.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:Behaviors/child::*)" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO">
				<UnitAITargetChooserData
					SympathyRange="25.0"
					CanPickDynamicTargets="false"/>
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="1250" />
		</Body>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="ALI_Prodigy_SoundMindControl" AudioType="voiceAttack" />
			<AudioEntry Sound="ALI_Prodigy_SoundCreate" AudioType="voiceCreated" />
			<AudioEntry Sound="ALI_Prodigy_SoundGarrison" AudioType="voiceGarrison" />
			<AudioEntry Sound="ALI_Prodigy_SoundMove" AudioType="voiceGuard" />
			<AudioEntry Sound="ALI_Prodigy_SoundMove" AudioType="voiceMove" />
			<AudioEntry Sound="ALI_Prodigy_SoundSelect" AudioType="voiceSelect" />
			<NamedEntry Sound="ALI_Prodigy_SoundAreaMindControl" Name="InitiateAreaMindControl" />
			<NamedEntry Sound="ALI_Prodigy_SoundBlink" Name="BlinkPack" />
			<NamedEntry Sound="ALI_Prodigy_SoundMindControl" Name="InitiateManipulateObject" />
			<NamedEntry Sound="ALI_Prodigy_SoundTeleportUnit" Name="TeleportObject" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_Prodigy_MoveStart" AudioType="soundMoveStart" />
		</AudioArraySound>
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="250"
			ShroudClearingRange="200" />
		<EvaEvents
			EvaEnemyObjectSightedEvent="EnemyCommandoDetected" 
		/>
		<CrusherInfo
			CrushableLevel="3"
		/>		
	</GameObject>
</AssetDeclaration>
