<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NSAComCntr.w3x" />
		<Include
			type="all"
			source="ART:NSAComCntr_D2.w3x" />
		<Include
			type="all"
			source="ART:NSAComCntr_D3.w3x" />
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="MG_NOD_TemplePrime"
		inheritFrom="BaseStructure"
		EditorName="MG_NOD_TemplePrime"
		SelectPortrait="Portrait_NeutralKilianHQ"
		ButtonImage="Portrait_NeutralKilianHQ"
		Side="NOD"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="3000"
		BuildTime="30"
		EnergyProduction="-5"
		CommandSet="EmptyCommandSet"
		Browser="REGION METAGAME NOD"		
		KindOf="STRUCTURE SELECTABLE UNIQUE_UNIT IMMOBILE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER IGNORE_CAN_NOT_BUILD"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="225d"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		Description="Desc:MetaNODTemplePrime" 
		TypeDescription="Type:MetaNODTemplePrime">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:TemplePrime</DisplayName>
    <ArmorSet
      Armor="NODTempleOfNODArmor"
      DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="HOMEBASE" />			
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NSAComCntr" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="NSAComCntr_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NSAComCntr_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NSAComCntr" />
					<Texture
						Original="NSAComCntr"
						New="NSAComCntr_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NSAComCntr_D3"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NSAComCntr_D2"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="NSAComCntr_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="NSAComCntr_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="false" />
				</AnimationState>
			</ScriptedModelDraw>
			<xi:include
				href="../../Includes/GarrisonableStructureFlagDraw.xml" />
		</Draws>
		<Behaviors>
<!--	
			<StructureCollapseUpdate
				id="ModuleTag_Collapse"
				MinCollapseDelay="0"
				MaxCollapseDelay="0"
				CollapseDamping="0.5"
				MaxShudder="0.6"
				MinBurstDelay="250"
				MaxBurstDelay="800"
				BigBurstFrequency="4"
				DestroyObjectWhenDone="true"
				CollapseHeight="155" />
-->				
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_LargeBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList"
				xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large" />
				<Event
					Index="onDeath"
					ForceUseDoFXObj="true"					
					FX="FX_ScorchLarge" />
			</FXListBehavior>
			<xi:include
				href="../../Includes/NodLaserFencingArmorUpgrade.xml" />			
			<xi:include
				href="../../Includes/NodLaserFencingStatusUpgrade.xml" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/AdvancedNODBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/AdvancedNODBuildingSuicide.xml" />			
			
	<!-- This needs to be in every Stategic Buildings XML
            DO NOT CHANGE THE id. it must be the same in all files-->
      <MetaGameStratButtonInfo
        id="ModuleTag_MetaGameStratButtonInfo"
        MetaGameDescription="Desc:MetaNODTemplePrime"
        MetaGameTypeDescription="Type:MetaNODTempleofNod"
        >
        <!-- you can list as many powers as you want here -->
        <Powers
          Image="Button_PlayerPowerRaiseInsurrection"
          Title="NAME:PlayerPowerRaise_Insurrection"
          TypeDescription="TYPE:PlayerPowerRaise_Insurrection"
          Description="DESC:PlayerPowerRaise_Insurrection"
            	  			MetaGameOp="NOD_POWER_RAISE_INSURRECTION"
/>
          
        <Powers
	 Image="Button_PlayerPowerKaneLives"
	 Title="NAME:PlayerPowerKaneLives"
	 TypeDescription="TYPE:PlayerPowerKaneLives"
         Description="DESC:PlayerPowerKaneLives"
           	  			MetaGameOp="NOD_POWER_KANE_LIVES"
/>
         
        <Powers
	 Image="Button_PlayerPowerTheFuryOfNOD"
	 Title="NAME:PlayerPowerTheFuryOfNOD"
	 TypeDescription="TYPE:PlayerPowerTheFuryOfNOD"
         Description="DESC:PlayerPowerTheFuryOfNOD"
           	  			MetaGameOp="NOD_POWER_THE_FURY_OF_NOD"
/>
          
      </MetaGameStratButtonInfo>
      
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI" />
		</AI>
		<Body>
		   <ActiveBody
		    id="ModuleTag_Body"
		    MaxHealth="6000.0">
		    <DamageTrigger
		     HealthLevelBelowPercent="66"
		     RemoveUpgrade="Upgrade_LaserFencing"/>
		   </ActiveBody>
  		</Body> 
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="35.0"
				MinorRadius="35.0"
				Height="20.0">
				<Offset
					x="2.0"
					y="0.0"
					z="0" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="10.0"
				MinorRadius="10.0"
				Height="50.0">
				<Offset
					x="-42.0"
					y="0.0"
					z="0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="23.0"
				Height="10.0">
				<Offset
					x="47.0"
					y="0.0"
					z="0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-47"
					y="0"
					z="50" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="0"
					y="0"
					z="20" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="47"
					y="0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="0"
					y="30"
					z="5" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="0"
					y="-30"
					z="5" />
			</ContactPoint>
		</Geometry>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound> 
		<ShadowInfo
			Type="VOLUME" />		
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="200" />
		<ProjectedBuildabilityInfo
			Radius="175"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />			
	</GameObject>
</AssetDeclaration>