;------------------------------------------------------------------------------
; aka Easterling, Soldier of Rhun, SoldierOfRhun, SoldiersOfRhun, Soldiers of Rhun
Object MordorKhamul
	; *** ART Parameters ***

	; This is required for garrisoned objects - please put in all objects.
	ButtonImage		= hskhamul_002
	SelectPortrait	= hskhamul_001
  
	Draw = W3DHordeModelDraw ModuleTag_01

		OkToChangeModelColor = No
		  
		StaticModelLODMode = Yes
		; specify options for static LODs
		LodOptions	= LOW
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions	= MEDIUM
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions	= HIGH
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_HIGH
		End
	
		  
		DefaultModelConditionState
			Model = MUEastern_SKN 
		End

		; ---------------------- IDLE ANIMATIONS ------------------------------
		IdleAnimationState
			Animation = IDLEA
				AnimationName			=	MUEastern_SKL.MUEastern_IDLB
				AnimationMode			=	LOOP
				AnimationBlendTime		=	10
				AnimationSpeedFactorRange	= 0.8 1.2
			End
			Flags							=	RANDOMSTART
			StateName = Idle
			BeginScript
				Prev =	CurDrawablePrevAnimationState()
				if Prev == "Selected" then CurDrawableSetTransitionAnimState("TransitionFromAttention") end
			EndScript			
		End
		
		;---------------------- THROWN ANIMATION -------------------------------
		
		AnimationState					=	THROWN_PROJECTILE
			Animation					=	THROWN
				AnimationName			=	MUEastern_SKL.MUEastern_FLYA
				AnimationMode			=	LOOP
			End
		End

		;--------------------- Giant Bird Stuff ---------------------------------------		
		AnimationState						=	PASSENGER FREEFALL
			Animation						=	Grabbed
				AnimationName				=	MUEastern_SKL.MUEastern_FLLA
				AnimationMode				=	LOOP
			End
		End
		
		AnimationState						=	FREEFALL
			Animation						=	Falling
				AnimationName				=	MUEastern_SKL.MUEastern_FLYA
				AnimationMode				=	LOOP
				AnimationBlendTime			=	10
				AnimationSpeedFactorRange	=	0.5	0.5
			End
		End
		
		;------------------------ STUNNED ANIMATIONS ---------------------------
		AnimationState						=	STUNNED_FLAILING
			Animation						=	StunnedFlailing
				AnimationName				=	MUEastern_SKL.MUEastern_FLYA
				AnimationMode				=	LOOP
			End
			Flags							=	RANDOMSTART
		End
		
		;-------------------------- DYING ANIMS ---------------------------------
		AnimationState						=	DYING SPLATTED
			Animation						=	Splattered_On_Ground
				AnimationName				=	MUEastern_SKL.MUEastern_LNDA
				AnimationMode				=	ONCE
			End
			EnteringStateFX					=	FX_HaradrimHitGround
		End

		AnimationState						=	DYING AFLAME
			Animation						=	Flaming_Death
				AnimationName				=	MUEastern_SKL.MUEastern_DIEA
				AnimationMode				=	ONCE
			End
			ParticleSysBone					=	BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone					=	BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone					=	BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone					=	BAT_RIBS FireSmall FollowBone:yes
		End
		
		AnimationState						=	DYING
			Animation						=	Dying
				AnimationName				=	MUEastern_SKL.MUEastern_DIEA
				AnimationMode				=	ONCE
			End
		End
		
		;------------------------ STUNNED ANIMATIONS ---------------------------

		AnimationState						=	STUNNED_STANDING_UP
			Animation						=	Standing_Back_Up
				AnimationName				=	MUEastern_SKL.MUEastern_GTPA
				AnimationMode				=	ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End

		AnimationState						=	STUNNED
			Animation						=	Stunned
				AnimationName				=	MUEastern_SKL.MUEastern_LNDA
				AnimationMode				=	ONCE
			End
			EnteringStateFX					=	FX_HaradrimHitGround
		End
		
		;---------------------- PASSENGER ANIMATION -----------------------------
		AnimationState					=	PASSENGER
			Animation					=	Grabbed
				AnimationName			=	MUEastern_SKL.MUEastern_FLLA
				AnimationMode			=	LOOP
			End
		End
				
		;--------------------- MOVING ANIMATIONS -----------------------------------
		
		AnimationState = MOVING FIRING_OR_PREATTACK_A
			Animation = TrotAndFire
				AnimationName = MUEastern_SKL.MUEastern_ATRA
				AnimationMode = LOOP
			End
			Flags = RANDOMSTART
			;ParticleSysBone = None InfantryDustTrails
		End
		
		
		AnimationState					= MOVING CLIMBING BACKING_UP
			Animation					= ClimbingBackwards
				AnimationName			= MUEastern_SKL.MUEastern_CLMA
				AnimationMode			= LOOP_BACKWARDS
			End
		End
		
		AnimationState					= MOVING CLIMBING
			Animation					= Climbing
				AnimationName			= MUEastern_SKL.MUEastern_CLMA
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					=	MOVING PANICKING
			ShareAnimation				=	Yes
			Animation					=	PANICKING
				AnimationName			=	MUEastern_SKL.MUEastern_MFDA
				AnimationMode			=	LOOP
			End
			Flags						=	RANDOMSTART
		End
		
		AnimationState					=	MOVING BACKING_UP
			ShareAnimation				=	Yes
			Animation					=	BACKINUP
				AnimationName			=	MUEastern_SKL.MUEastern_BAKA
				AnimationMode			=	LOOP
			End
			;Flags						=	RANDOMSTART
		End		
		
		AnimationState					=	MOVING ALTERNATE_FORMATION AFLAME
			Animation					=	MovingWithAlternateFormationOnFire
				AnimationName			=	MUEastern_SKL.MUEastern_RUNA
				AnimationMode			=	LOOP
			End
			Flags						=	RANDOMSTART
			ParticleSysBone				=	None InfantryDustTrails
			ParticleSysBone				=	BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone				=	BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone				=	BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone				=	BAT_RIBS FireSmall FollowBone:yes
			;Flags						=	RANDOMSTART
		End
				
		AnimationState					=	MOVING ALTERNATE_FORMATION
			ShareAnimation				=	Yes
			Animation					=	MovingWithAlternateFormation
				AnimationName			=	MUEastern_SKL.MUEastern_WLKA
				AnimationMode			=	LOOP
			End
			ParticleSysBone				=	None InfantryDustTrails
			;Flags						=	RANDOMSTART
		End				
		
		AnimationState					=	MOVING AFLAME
			ShareAnimation				=	Yes
			Animation					=	MovingOnFire
				AnimationName			=	MUEastern_SKL.MUEastern_RUNA
				AnimationMode			=	LOOP
			End
			
			ParticleSysBone				=	BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone				=	BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone				=	BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone				=	BAT_RIBS FireSmall FollowBone:yes
		End
		
		AnimationState					=	MOVING EMOTION_TERROR
			ShareAnimation				=	Yes
			Animation					=	Moving
				AnimationName			=	MUEastern_SKL.MUEastern_RUNA
				AnimationMode			=	LOOP
			End
			ParticleSysBone				=	None InfantryDustTrails
			;Flags						=	RANDOMSTART
		End	

		AnimationState					=	MOVING
			ShareAnimation				=	Yes
			Animation					=	Moving
				AnimationName			=	MUEastern_SKL.MUEastern_RUNA
				AnimationMode			=	LOOP
				Distance				=   50
			End
			ParticleSysBone				=	None InfantryDustTrails
			;Flags						=	RANDOMSTART
		End	
		
		;---------------------- ATTACKING ANIMATIONS ---------------------------
		AnimationState					=	FIRING_OR_PREATTACK_A
			Animation					=	ATTACKA
				AnimationName			=	MUEastern_SKL.MUEastern_ATKA
				AnimationMode			=	ONCE
			End
		End
		
		AnimationState					=	BETWEEN_FIRING_SHOTS_A
			Animation					=	between
				AnimationName			=	MUEastern_SKL.MUEastern_IDLA
				AnimationMode			=	LOOP
			End
		End

		AnimationState						=	EMOTION_UNCONTROLLABLY_AFRAID
			ShareAnimation					=	Yes
			Animation						=	Cower
				AnimationName				=	MUEastern_SKL.MUEastern_FERA
				AnimationMode				=	LOOP
			End
		End		
				
		AnimationState					=	ATTACKING
			Animation					=	AttackingReady
				AnimationName			=	MUEastern_SKL.MUEastern_IDLA
				AnimationMode			=	LOOP
			End
		End
		
		;---------------------- EMOTION ANIMATIONS ---------------------------
		AnimationState						=	EMOTION_ALERT EMOTION_AFRAID
			ShareAnimation					=	Yes
			Animation						=	Apprehensive
				AnimationName				=	MUEastern_SKL.MUEastern_APPA
				AnimationMode				=	LOOP	;Change this to ONCE if adding additional anims
			End
		End
			
		AnimationState						=	EMOTION_AFRAID
			ShareAnimation					=	Yes
			Animation						=	Cower
				AnimationName				=	MUEastern_SKL.MUEastern_FERA
				AnimationMode				=	LOOP
			End
		End		
				
		AnimationState						= EMOTION_TAUNTING
			Animation						= TNTA
				AnimationName				= MUEastern_SKL.MUEastern_TNTA
				AnimationMode				= ONCE
				AnimationBlendTime			= 15
				AnimationSpeedFactorRange	= 0.8 1.2
			End
			Animation						= TNTB
				AnimationName				= MUEastern_SKL.MUEastern_TNTB
				AnimationMode				= ONCE
				AnimationBlendTime			= 15
				AnimationSpeedFactorRange	= 0.8 1.2
			End
			Flags							= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End
		
		AnimationState						= EMOTION_POINTING
			Animation						= Pointing1
				AnimationName				= MUEastern_SKL.MUEastern_PNTA
				AnimationMode				= LOOP
			End
		End
		
		AnimationState						=	EMOTION_CELEBRATING
			Animation						=	Celebrating
				AnimationName				=	MUEastern_SKL.MUEastern_CHRA
				AnimationMode				=	ONCE
			End
			
			Animation						=	CelebratingB
				AnimationName				=	MUEastern_SKL.MUEastern_CHRB
				AnimationMode				=	ONCE
			End
			
			Flags							=	RESTART_ANIM_WHEN_COMPLETE	
		End
		
		AnimationState						=	EMOTION_ALERT
			Animation						=	ALERT
				AnimationName				=	MUEastern_SKL.MUEastern_IDLA
				AnimationMode				=	LOOP
			End
			Flags							=	RANDOMSTART
		End

		AnimationState = WAR_CHANT
			Animation = Chant
				AnimationName = MUEastern_SKL.MUEastern_CHRB
				AnimationMode = LOOP
			End
		End

		;--------------------- HIT REACTIONS -----------------------------------
		AnimationState						=	HIT_REACTION HIT_LEVEL_1
			Animation						=	HitReaction1
				AnimationName				=	MUEastern_SKL.MUEastern_HITA
				AnimationMode				=	ONCE
			End
		End    

		AnimationState						=	HIT_REACTION HIT_LEVEL_2
			Animation						=	HitReaction2
				AnimationName				=	MUEastern_SKL.MUEastern_HITA
				AnimationMode				=	ONCE
			End
		End

		AnimationState						=	HIT_REACTION HIT_LEVEL_3
			Animation						=	HitReaction3
				AnimationName				=	MUEastern_SKL.MUEastern_HITA
				AnimationMode				=	ONCE
			End
		End
					
		AnimationState						=	SELECTED
			ShareAnimation					=	Yes
			Animation						=	AtAttention
				AnimationName				=	MUEastern_SKL.MUEastern_ATNB
				AnimationMode				=	LOOP
			End
					
			StateName						=	Selected
			
			BeginScript
				Prev =	CurDrawablePrevAnimationState()
				if Prev == "Idle" then CurDrawableSetTransitionAnimState("TransitionToAttention") end
			EndScript
		End

		;-------------------------------------- TRANSITIONS ----------------------------------------------
		TransitionState						=	TransitionToAttention
			Animation						=	ToAttentionTransition
				AnimationName				=	MUEastern_SKL.MUEastern_ATNA
				AnimationMode				=	ONCE
				AnimationSpeedFactorRange	=	1.0 1.4
				AnimationBlendTime			=	10
			End
		End
		
		TransitionState						=	TransitionFromAttention
			Animation						=	FromAttentionTransition
				AnimationName				=	MUEastern_SKL.MUEastern_ATNC
				AnimationMode				=	ONCE
				AnimationSpeedFactorRange	=	1.0 1.4
				AnimationBlendTime			=	10
			End
		End
	End
;;--@END----------------------------------------------------------------------------------------------------------
	;----------------------------------- DESIGN parameters ----------------------------------------------------
	Side							=	Mordor
	EditorSorting					=	UNIT
	ThreatLevel						=	3.0
	ThingClass						=	CHARACTER_UNIT
	BuildCost         = KHAMUL_BUILDCOST
	BuildTime         = KHAMUL_BUILDTIME

	DisplayMeleeDamage = KHAMUL_DAMAGE
	;DisplayRangedDamage = KHAMUL_BOW_DAMAGE

	MaxSimultaneousOfType = 1
  
	TransportSlotCount = 1

	ArmorSet
		Conditions      = None
		Armor           = HeroArmor
		DamageFX        = NormalDamageFX
	End

	WeaponSet
		Conditions					=	None 
		Weapon						=	PRIMARY MordorKhamulPike
		AutoChooseSources			=	PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End

  	VisionRange 					= 	VISION_STANDARD_MELEE
  	ShroudClearingRange 			= 	SHROUD_CLEAR_STANDARD

	BountyValue						=   MORDOR_KHAMUL_BOUNTY_VALUE
	DisplayName						=	OBJECT:MordorKhamul
	CrushableLevel					=	2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
	CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
	CrushRevengeWeapon = AntiCavalryInfantryCrushRevenge
	
	CommandSet = MordorKhamulCommandSet
	CommandPoints = 0
 
	;----------------------------------- AUDIO parameters ----------------------------------------------------

	VoiceAmbushed				= SoldierOfRhunVoiceAmbushed
	VoiceAttack				= SoldierOfRhunVoiceAttack
	VoiceAttackCharge			= SoldierOfRhunVoiceAttackCharge
	VoiceAttackMachine			= SoldierOfRhunVoiceAttack
	VoiceAttackStructure			= SoldierOfRhunVoiceAttackBuilding
	VoiceCreated				= CampOrcCreateSoldiersOfRhun
	VoiceFullyCreated 			= CampOrcCreateSoldiersOfRhun
	VoiceMove				= SoldierOfRhunVoiceMove
	VoiceMoveToCamp				= SoldierOfRhunVoiceMoveCamp
	VoiceMoveWhileAttacking			= SoldierOfRhunVoiceDisengage
	VoicePriority				= 55
	VoiceRetreatToCastle			= SoldierOfRhunVoiceRetreat
	VoiceSelect				= SoldierOfRhunVoiceSelect
	VoiceSelect2				= ElvenWarriorVoiceSelect2
	VoiceSelectBattle 			= SoldierOfRhunVoiceSelectBattle
	VoiceGuard				= SoldierOfRhunVoiceMove
	
	VoiceEnterStateAttack			= SoldierOfRhunVoiceEnterStateAttack
	VoiceEnterStateAttackCharge		= SoldierOfRhunVoiceEnterStateAttackCharge
	VoiceEnterStateAttackMachine		= SoldierOfRhunVoiceEnterStateAttackBuilding
	VoiceEnterStateAttackStructure		= SoldierOfRhunVoiceEnterStateAttackBuilding
	VoiceEnterStateMove			= SoldierOfRhunVoiceEnterStateMove
	VoiceEnterStateMoveToCamp		= SoldierOfRhunVoiceEnterStateMoveCamp
	VoiceEnterStateMoveWhileAttacking	= SoldierOfRhunVoiceEnterStateDisengage
	VoiceEnterStateRetreatToCastle		= SoldierOfRhunVoiceEnterStateRetreat
	
	UnitSpecificSounds
		VoiceEnterUnitMordorMumakil	= SoldierOfRhunVoiceGarrison 
		VoiceEnterUnitSlaughterHouse	= SoldierOfRhunVoiceGarrisonSlaughterHouse	             
		VoiceGarrison			= SoldierOfRhunVoiceGarrison
	End

	EvaEventDamagedOwner			= UnitUnderAttack 		;Eva event to trigger when unit is damaged
	;EvaEventDieOwner			= GroupSoldiersOfRhunDie	;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
										;For deaths you can respawn from, use the DeathFX

	Behavior						=	LargeGroupAudioUpdate ModuleTag_LGAU		; Tie into LargeGroupAudio system
		Key						=	Easterling_Infantry
	End


	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
	      MaxUpdateRangeCap = 800
			AnimationSound = Sound:BodyFallSoldier 		Animation:MUEastern_SKL.MUEastern_LNDA 	Frames:2
			AnimationSound = Sound:BodyFallGeneric1 		Animation:MUEastern_SKL.MUEastern_DIEA 	Frames:52
	End


	;----------------------------------- ENGINEERING parameters ----------------------------------------------------
	RadarPriority				=	UNIT
	KindOf					=	HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY CAN_USE_SIEGE_TOWER ATTACK_NEEDS_LINE_OF_SIGHT GRAB_AND_DROP

 	Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius 			= EMOTION_CHEER_RADIUS
   		MaxHealth         		= Khamul_HEALTH	;BALANCE Khamul Health
  		PermanentlyKilledByFilter	= NONE		;Who kills me permanently?
   		DodgePercent     		= HERO_DODGE_PERCENT
  	End
 
	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim				= DYING ;STUNNED			;Model condition to play when killed-to-respawn
		DeathFX				= FX_KhamulDieToRespawn		;FXList to play when killed-to-respawn
		DeathAnimationTime		= 6033 ; 1133			;How long DeathAnim will take.
		InitialSpawnFX			= FX_KhamulInitialSpawn
		RespawnAnim				= LEVELED				;Animation to play when respawning.
		RespawnFX				= FX_KhamulRespawn			;FXList to play when respawning.
		RespawnAnimationTime		= 2000				;Time it takes for respawn to play.
		AutoRespawnAtObjectFilter	= NONE +CASTLE_KEEP		;Respawn at this location -- and at it's exit production point if possible.
		ButtonImage				= hskhamul_002
	
	;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
	;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
		RespawnRules =	AutoSpawn:No	Cost:600		Time:90000		Health:100%		;DEFAULT VALUES
		RespawnEntry =	Level:2		Cost:700		Time:90000					;For other levels, only override what is different.
		RespawnEntry =	Level:3		Cost:800		Time:90000
		RespawnEntry =	Level:4		Cost:900		Time:90000
		RespawnEntry =	Level:5		Cost:1000		Time:120000
		RespawnEntry =	Level:6		Cost:1100		Time:120000
		RespawnEntry =	Level:7		Cost:1200		Time:120000
		RespawnEntry =	Level:8		Cost:1300		Time:120000
		RespawnEntry =	Level:9		Cost:1400		Time:120000
		RespawnEntry =	Level:10	Cost:1500		Time:120000
	End

	Behavior = AutoHealBehavior ModuleTag_LurtzHealing
		StartsActive = Yes
		HealingAmount = HERO_HEAL_AMOUNT
		HealingDelay = 1000
		StartHealingDelay = HERO_HEAL_DELAY
		HealOnlyIfNotInCombat = Yes
	End

	Behavior						=	AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	=	Yes ATTACK_BUILDINGS
		CanAttackWhileContained		=	Yes
		HoldGroundCloseRangeDistance=	80
		AttackPriority			= 	AttackPriority_Spearman
	End

	LocomotorSet
		Locomotor = IsengardLurtzLocomotor
		Condition = SET_NORMAL 
		Speed     = NORMAL_EVIL_HERO_SPEED
	End
	
	LocomotorSet
		Locomotor = HumanWanderLocomotor
		Condition = SET_WANDER 
		Speed     = 55
	End

	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult = 1.0
		ShockStandingTime = 2000 ; (2 secs)
	End
 
	Behavior				=	SlowDeathBehavior ModuleTag_05
		DeathTypes			=	ALL 
		SinkDelay			=	216000000
		SinkRate			=	1.20     ; in Dist/Sec
		DestructionDelay		=	10000
		Sound				=	INITIAL SoldierOfRhunVoiceDie
	End
 

	;;; LURTZ PASSIVE LEADERSHIP ABILITY ;;;	
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
		SpecialPowerTemplate = SpecialAbilityFakeLeadership
		TriggeredBy = Upgrade_KhamulLeadership
	End
	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
		SpecialPowerTemplate      = SpecialAbilityFakeLeadership
		UpdateModuleStartsAttack  = No
		StartsPaused = Yes
	End	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= No ;If no, requires upgrade to turn on.
		BonusName		= KhamulPassiveLeadership
		TriggeredBy		= Upgrade_KhamulLeadership
		RefreshDelay	= 2000
		Range			= 200
		ObjectFilter	= ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO
	End	
	
	;;; LURTZ PILLAGE ABILITY ;;;	
 	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2
		SpecialPowerTemplate = SpecialAbilityFakeLeadership2
		TriggeredBy = Upgrade_KhamulPillage
	End
	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2 
		SpecialPowerTemplate      = SpecialAbilityFakeLeadership2
		UpdateModuleStartsAttack  = No
		StartsPaused = Yes
	End
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2
		StartsActive	= No ;If no, requires upgrade to turn on.
		BonusName		= LurtzPassiveOutlawLeadership
		TriggeredBy		= Upgrade_KhamulPillage
		RefreshDelay	= 2000
		Range			= 200
		AllowSelf		= Yes
		ObjectFilter	= ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO
	End	

	;;;Blade Master;;;
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
		SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
		TriggeredBy = Upgrade_KhamulCarnage
	End

  	Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter                ; 	SpecialAbility is a SpecialPower, SpecialPower is anyting special
		SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster
		StartsPaused			= Yes
	End

	Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate   ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
		SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster
		HeroAttributeModifier	= KhamulBladeMaster
		HeroEffectDuration		= 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
		UnpackTime              = 1 ; insant unpack
		TriggerSound			= AragornBladeMaster
	End




	Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus
		LevelToGrant = 1
		MPOnly = Yes
	End


  	Behavior						=	HitReactionBehavior HitReactionBehaviorModuleTag
		HitReactionLifeTimer1		=	1000 ; level 1
		HitReactionLifeTimer2		=	1000 ; level 2
		HitReactionLifeTimer3		=	1000 ; level 3

		HitReactionThreshold1		=	0.0   ; level 1 (light  damage) threshold trigger
		HitReactionThreshold2		=	25.0  ; level 2 (medium damage) threshold trigger
		HitReactionThreshold3		=	50.0  ; level 3 (heavy  damage) threshold trigger
	End	
	
	Behavior						=	SquishCollide ModuleTag_06
		;nothing
	End
	 
	Behavior						=	HordeMemberCollide ModuleTag_HMC
		;nothing
	End
	 
	Geometry						=	CYLINDER
	GeometryMajorRadius				=	8.0
	GeometryMinorRadius				=	8.0
	GeometryHeight					=	20.0 ;;;19.2
	GeometryIsSmall					=	Yes

    Shadow							=	SHADOW_DECAL
    ShadowSizeX						=	21;
    ShadowSizeY						=	21;
    ShadowTexture					=	ShadowI;
End
