[Thing Template=AAUnitJPNProne]
{
	IDS = jpn_infantry_banzai
	name = "#jpn_infantry_banzai_name"
	editor_name = "#jpn_infantry_banzai_editor_name"

	hide_if_missing_properties = false
	
	[BodyComponent]
	{
		health = 50
		defense = 1
	}
	
	[MoverComponent]
	{
		speed_max = 1.0
	}

	[ElementComponent]
	{
		required_properties = tech_infantry_banzai
	}
	
	[PropertiesComponent]
	{		
		[Property]
		property_IDS = support

		[Property]
		property_IDS = front

		[Property]
		property_IDS = property_infantry_unit
		
		[Property]
		property_IDS = combat_unit
	}
	
	[PerformerComponent]
	{
		check_damage_resistance = true

		[Ability Template=AAGunLocal]
		{				
			[AbilityDefinition Template=AAInfantryRifle]
			{				
				IDS = banzai1
				name = "#jpn_infantry_banzai_AbilityDefinition_name"
				recharge_time = 3
				range = 6
				
				[Effect Template=PierceDamageEffect]
				amount = 10
			
				[WhenDo template=FXC_PlaySFX]
				audio_ids = jpn_rifle
			
			}
		}

		[Ability Template=AAAttackLocal]
		{
			move_bonus = 110
			use_bonus = 110

			[AbilityDefinition Template=AAAttack]
			{	
				IDS = banzai2
				name = "#jpn_infantry_banzai_AbilityDefinition_name_2"
				icon = /Properties/AbilityIcons/IconAbilityDamageArmorPierce.png
				
				ability_type = null
				range = 0.5
				recharge_time = 120
				
				area = 1
				attenuation_range_min = 1
				attenuation_factor_max = 0.25
				
				impact_impulse = 1000
				targets = +ENEMY, +VEHICLE

				[Flags]
				{
					center_on_source = true
				}

				[Effect Template=APDamageEffect]
				{
					amount = 5000
				}

				[Effect Template=AddDamageEffect]
				{
					damage_type_ids = explosive
					targets = SELF
					amount = 500
					hide_from_tooltip = true
				}

				[WhenDo template=FXC_CreateVFX]
				{
					VFX_IDS = temperate_medium_explosion_1
			
					at = SELF
					attached = false
				}
	
			}

		}
	}
	
	[View]
	{
		resource_prefix = JPNInfantryBanzai/JPNInfantryBanzai

		[WhenCreated Template=FXC_Equipment]
		action = UNHIDE
		location = rhand
		equipment_type_ids = rifle
	}
		
	[CharacterComponent Template=AAInfantryCharacterComponent]

}