<?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="DATA:GlobalData/GlobalDefines.xml" /> </Includes> <GameObject id="PlayerSpellBook" Side="Neutral" EditorSorting="SYSTEM" KindOf="SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT" RadarPriority="NOT_ON_RADAR" CommandSet="PlayerSpellBookCommandSet" EditorName="PlayerSpellBook"> <ArmorSet Armor="NoArmor" /> <Draws> <ScriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="" /> </ModelConditionState> </ScriptedModelDraw> </Draws> <Behaviors> <!--Hack?--> <RadarBehavior id="ModuleTag_RadarBehavior" /> <!-- <PlayerPowerManager id="ModuleTag_PlayerPowerManager_SpecialPower_yui_languageExplode" SpecialPowerTemplate="SpecialPower_yui_languageExplode"/> --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_yukitsuki_BlackBlade" SpecialPowerTemplate="SpecialPower_yukitsuki_BlackBlade"/> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_yukitsuki_KamikazeBlade" SpecialPowerTemplate="SpecialPower_yukitsuki_KamikazeBlade"/> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_yukitsuki_yukiHana" SpecialPowerTemplate="SpecialPower_yukitsuki_yukiHana"/> <!-- Allied powers --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ParticleCannon" SpecialPowerTemplate="SpecialPowerParticleCannon" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_AlliedFreeTrade" SpecialPowerTemplate="SpecialPowerAlliedFreeTrade" OnAvailableEvaEvent="FreeTradeUpradeAuthorized" /> <GiveProductionBonusSpecialPower id="ModuleTag_AlliedFreeTrade" SpecialPowerTemplate="SpecialPowerAlliedFreeTrade" HarvesterBonus="25" HarvesterBonusAllies="5"> </GiveProductionBonusSpecialPower> <!-- HIGH TECHNOLOGY --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_HighTechnology" SpecialPowerTemplate="SpecialPowerHighTechnology" OnAvailableEvaEvent="HighTechnologyUpgradeAuthorized" /> <PlayerUpgradeSpecialPower id="ModuleTag_SpecialPower_HighTechnology" SpecialPowerTemplate="SpecialPowerHighTechnology" AvailableAtStart="true"> <Upgrade>Upgrade_AlliedHighTechnology</Upgrade> </PlayerUpgradeSpecialPower> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronosphereSelect" SpecialPowerTemplate="SpecialPowerChronosphereObjectSelect" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronosphereSpawn" SpecialPowerTemplate="SpecialPowerChronosphereObjectSpawn" /> <!-- AIR POWER --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_AirPower" SpecialPowerTemplate="SpecialPowerAirPower" OnAvailableEvaEvent="AdvancedAeronauticsUpgradeAuthorized" /> <PlayerUpgradeSpecialPower id="ModuleTag_SpecialPower_AirPower" SpecialPowerTemplate="SpecialPowerAirPower" AvailableAtStart="true"> <Upgrade>Upgrade_AlliedAirPower</Upgrade> </PlayerUpgradeSpecialPower> <!-- <SpecialPower id="ModuleTag_SpecialPower_AlliedFreeTrade" SpecialPowerTemplate="SpecialPowerAlliedFreeTrade" InitiateFX="FX_ALL_FreeTradeUpgrade" AttributeModifierFX="FX_ALL_FreeTradeUpgrade" AntiFX="FX_ALL_FreeTradeUpgrade"> </SpecialPower> <InitiateSound EvaEvent="FreeTradeUpradeComplete"/> TriggerFX="FX_ALL_FreeTradeUpgrade" /> no worky, trying to Trigger an EVA --> <!-- <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronoSwapSelect" SpecialPowerTemplate="SpecialPowerChronoSwapSelect" /> <StoreObjectsSpecialPower id="ModuleTag_ChronoSwapStoreSpecialPower" SpecialPowerTemplate="SpecialPowerChronoSwapSelect" TeleportLinkID="0" TargetMarkerObjectRef="ChronoTargetMarker" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronoSwapTeleport" SpecialPowerTemplate="SpecialPowerChronoSwapTeleport" /> <TeleportStoredObjectsSpecialPower id="ModuleTag_ChronoSwapTeleportSpecialPower" SpecialPowerTemplate="SpecialPowerChronoSwapTeleport" StoreObjectsLinkID="0" InitiateFX="FX_ChronoSpherePlayerPower" /> <TeleportStoredObjectsUpdate id="ModuleTag_ChronoSwapTeleportUpdate" SpecialPowerTemplate="SpecialPowerChronoSwapTeleport" Telefrag="SWAP" TriggerFX="FX_ChronoSphereHit" TargetFX="FX_ChronoSwapHit" FadeInTime="0.75s" DelayTime="1s" ScaleFadeInTimeByDistance="250.0" DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl1" SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl1" /> <StoreObjectsSpecialPower id="ModuleTag_ChronoRiftStoreSpecialPowerLvl1" SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl1" CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter" Radius="100" TeleportLinkID="1" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl1" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1" /> <TeleportStoredObjectsSpecialPower id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl1" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1" CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter" StoreObjectsLinkID="1" OCL="OCL_Generic1SecondBeacon" /> <TeleportStoredObjectsUpdate id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl1Update" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1" Telefrag="HEALTH_SUBTRACTION" TargetFX="FX_ChronoRiftHit" FadeInTime="1s" InitialDelayTime="1s" DelayTime="5s" GetObjectsCurrentlyAtStorePosition="true" Shader="ShaderOverride_ObjectsChronoRift" DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY"> <CollidesWithOnTeleport Rule="ANY" Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4" Exclude="ORE_NODE"/> </TeleportStoredObjectsUpdate> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl2" SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl2" /> <StoreObjectsSpecialPower id="ModuleTag_ChronoRiftStoreSpecialPowerLvl2" SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl2" Radius="150" TeleportLinkID="2" LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank2" LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftSelectLvl1" CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl2" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2" /> <TeleportStoredObjectsSpecialPower id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl2" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2" CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter" LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank2" LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftTeleportLvl1" StoreObjectsLinkID="2" OCL="OCL_Generic1SecondBeacon" /> <TeleportStoredObjectsUpdate id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl2Update" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2" Telefrag="HEALTH_SUBTRACTION" TargetFX="FX_ChronoRiftHit" FadeInTime="1s" InitialDelayTime="1s" DelayTime="10s" GetObjectsCurrentlyAtStorePosition="true" Shader="ShaderOverride_ObjectsChronoRift" DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY"> <CollidesWithOnTeleport Rule="ANY" Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4" Exclude="ORE_NODE"/> </TeleportStoredObjectsUpdate> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl3" SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl3" /> <StoreObjectsSpecialPower id="ModuleTag_ChronoRiftStoreSpecialPowerLvl3" SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl3" Radius="250" TeleportLinkID="3" LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank3" LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftSelectLvl2" CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl3" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3" /> <TeleportStoredObjectsSpecialPower id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl3" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3" CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter" LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank3" LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftTeleportLvl2" StoreObjectsLinkID="3" OCL="OCL_Generic1SecondBeacon" /> <TeleportStoredObjectsUpdate id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl3Update" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3" Telefrag="HEALTH_SUBTRACTION" TargetFX="FX_ChronoRiftHit" FadeInTime="1s" InitialDelayTime="1s" DelayTime="15s" GetObjectsCurrentlyAtStorePosition="true" Shader="ShaderOverride_ObjectsChronoRift" DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY"> <CollidesWithOnTeleport Rule="ANY" Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4" Exclude="ORE_NODE"/> </TeleportStoredObjectsUpdate> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_PrecisionStrike" SpecialPowerTemplate="SpecialPowerPrecisionStrike" /> <OCLSpecialPower id="ModuleTag_PrecisionStrike" SpecialPowerTemplate="SpecialPowerPrecisionStrike" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_PrecisionStrike" DestinationOCL="OCL_PrecisionStrikeBeacon" CreateLocation="USE_SECONDARY_OBJECT_LOCATION"> <NearestSecondaryObjectFilter Relationship="SAME_PLAYER"> <IncludeThing>AlliedConstructionYard</IncludeThing> </NearestSecondaryObjectFilter> </OCLSpecialPower> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_SatelliteSweep" SpecialPowerTemplate="SpecialPowerSatelliteSweep" /> <OCLSpecialPower id="ModuleTag_SatelliteSweep" SpecialPowerTemplate="SpecialPowerSatelliteSweep" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_SatelliteSweep" CreateLocation="CREATE_AT_EDGE_ALONG_PATH_LINE" CanAffectObjectFilter="GenericNoObjectSpecialPowerObjectFilter" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_TimeBombLvl1" SpecialPowerTemplate="SpecialPowerTimeBombLvl1" /> <OCLSpecialPower id="ModuleTag_TimeBombLvl1" SpecialPowerTemplate="SpecialPowerTimeBombLvl1" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_TimeBombLvl1Seed" CreateLocation="CREATE_AT_LOCATION" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_TimeBombLvl2" SpecialPowerTemplate="SpecialPowerTimeBombLvl2" /> <OCLSpecialPower id="ModuleTag_TimeBombLvl2" SpecialPowerTemplate="SpecialPowerTimeBombLvl2" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_TimeBombLvl2Seed" CreateLocation="CREATE_AT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_TimeBomb_Rank2" LeechRechargePercentFromSpecialPower="SpecialPowerTimeBombLvl1" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_TimeBombLvl3" SpecialPowerTemplate="SpecialPowerTimeBombLvl3" /> <OCLSpecialPower id="ModuleTag_TimeBombLvl3" SpecialPowerTemplate="SpecialPowerTimeBombLvl3" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_TimeBombLvl3Seed" CreateLocation="CREATE_AT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_TimeBomb_Rank3" LeechRechargePercentFromSpecialPower="SpecialPowerTimeBombLvl2" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl1" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1" /> <OCLSpecialPower id="ModuleTag_CryoSatelliteLvl1" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_CryoSatelliteSpawnerLvl1" CreateLocation="CREATE_AT_LOCATION" TriggerFX="FX_AlliedCryoSatelliteLvl1" CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl2" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2" /> <OCLSpecialPower id="ModuleTag_CryoSatelliteLvl2" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_CryoSatelliteSpawnerLvl2" CreateLocation="CREATE_AT_LOCATION" TriggerFX="FX_AlliedCryoSatelliteLvl2" LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_CryoSatellite_Rank2" LeechRechargePercentFromSpecialPower="SpecialPowerCryoSatelliteLvl1" CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl3" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3" /> <OCLSpecialPower id="ModuleTag_CryoSatelliteLvl3" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_CryoSatelliteSpawnerLvl3" CreateLocation="CREATE_AT_LOCATION" TriggerFX="FX_AlliedCryoSatelliteLvl3" LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_CryoSatellite_Rank3" LeechRechargePercentFromSpecialPower="SpecialPowerCryoSatelliteLvl2" CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter" /> --> <!-- Soviet powers --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_IronCurtain" SpecialPowerTemplate="SpecialPowerIronCurtain" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_VacuumBomb" SpecialPowerTemplate="SpecialPowerVacuumBomb" /> <!-- MAGNETIC SINGULARITY --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_MagneticSingularity" SpecialPowerTemplate="SpecialPowerMagneticSingularity" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_MagneticSingularity" SpecialPowerTemplate="SpecialPowerMagneticSingularity" OCL="OCL_MagneticSingularitySpawner" CreateLocation="CREATE_AT_LOCATION" CanAffectObjectFilter="SovietMagneticSingularitySpecialPowerObjectFilter" /> <!-- MAGNETIC SATELLITE --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl1" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank1" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1" OCL="OCL_MagneticSatelliteSpawnerLvl1" CreateLocation="CREATE_AT_LOCATION" CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL1" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl2" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank2" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2" OCL="OCL_MagneticSatelliteSpawnerLvl2" CreateLocation="CREATE_AT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_MagneticSatellite_Rank_2" LeechRechargePercentFromSpecialPower="SpecialPowerMagneticSatelliteLvl1" CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL2" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl3" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank3" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3" OCL="OCL_MagneticSatelliteSpawnerLvl3" CreateLocation="CREATE_AT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_MagneticSatellite_Rank_3" LeechRechargePercentFromSpecialPower="SpecialPowerMagneticSatelliteLvl2" CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL3" /> <StoreTemplateIDBehavior id="ModuleTag_MagneticSatelliteTemplateIDStore"/> <!-- ORBITAL REFUSE --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank1" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank1" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_OrbitalRefuseSpawnerLvl1" CreateLocation="CREATE_AT_LOCATION" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank2" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank2" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_OrbitalRefuseSpawnerLvl2" CreateLocation="CREATE_AT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_OrbitalRefuse_Rank2" LeechRechargePercentFromSpecialPower="SpecialPowerOrbitalRefuse_Rank1" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank3" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank3" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_OrbitalRefuseSpawnerLvl3" CreateLocation="CREATE_AT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_OrbitalRefuse_Rank3" LeechRechargePercentFromSpecialPower="SpecialPowerOrbitalRefuse_Rank2" /> <!-- MASS PRODUCTION --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_MassProduction" SpecialPowerTemplate="SpecialPowerSovietMassProduction" OnAvailableEvaEvent="MassProductionUpgradeAuthorized" /> <GiveProductionBonusSpecialPower id="ModuleTag_SovietMassProduction" SpecialPowerTemplate="SpecialPowerSovietMassProduction" BuildCostBonus="-25%" BuildCostBonusAllies="-5%"> </GiveProductionBonusSpecialPower> <!-- IRRADIATE TARGET aka TOXIC CORROSION --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_IrradiateTarget" SpecialPowerTemplate="SpecialPower_IrradiateTarget" /> <SpecialPower id="ModuleTag_IrradiateTargetSpecialPower" SpecialPowerTemplate="SpecialPower_IrradiateTarget" UpdateModuleStartsAttack="true" /> <WeaponFireSpecialAbilityUpdate id="ModuleTag_IrradiateTargetSpecialAbilityUpdate" SpecialPowerTemplate="SpecialPower_IrradiateTarget" SpecialWeapon="PlayerPowerIrradiateTargetWeapon" /> <!--no worky ActiveLoopSound="SOV_ToxicCorrosion_Launch" UnpackSound="SOV_ToxicCorrosion_Launch" TriggerSound="SOV_ToxicCorrosion_Launch" PackSound PrepSoundLoop --> <!-- Desolator Bomb 3 Levels --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level1" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1" /> <OCLSpecialPower id="ModuleTag_SpecialPower_DesolatorBomb_Level1" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1" OCL="OCL_SpecialPower_DesolatorBomb_Level1" DestinationOCL="OCL_Generic5SecondBeacon" CreateLocation="USE_SECONDARY_OBJECT_LOCATION" CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter"> <NearestSecondaryObjectFilter Relationship="SAME_PLAYER"> <IncludeThing>SovietConstructionYard</IncludeThing> </NearestSecondaryObjectFilter> </OCLSpecialPower> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level2" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2" /> <OCLSpecialPower id="ModuleTag_SpecialPower_DesolatorBomb_Level2" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2" OCL="OCL_SpecialPower_DesolatorBomb_Level2" DestinationOCL="OCL_Generic5SecondBeacon" CreateLocation="USE_SECONDARY_OBJECT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_DesolatorBomb_Rank2" LeechRechargePercentFromSpecialPower="SpecialPower_DesolatorBomb_Level1" CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter"> <NearestSecondaryObjectFilter Relationship="SAME_PLAYER"> <IncludeThing>SovietConstructionYard</IncludeThing> </NearestSecondaryObjectFilter> </OCLSpecialPower> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level3" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3" /> <OCLSpecialPower id="ModuleTag_SpecialPower_DesolatorBomb_Level3" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3" OCL="OCL_SpecialPower_DesolatorBomb_Level3" DestinationOCL="OCL_Generic5SecondBeacon" CreateLocation="USE_SECONDARY_OBJECT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_DesolatorBomb_Rank3" LeechRechargePercentFromSpecialPower="SpecialPower_DesolatorBomb_Level2" CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter"> <NearestSecondaryObjectFilter Relationship="SAME_PLAYER"> <IncludeThing>SovietConstructionYard</IncludeThing> </NearestSecondaryObjectFilter> </OCLSpecialPower> <!-- production kickbacks --> <!-- aka Cash Bounty --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_ProductionKickbacks" SpecialPowerTemplate="SpecialPower_ProductionKickbacks" /> <SpecialPower id="ModuleTag_ProductionKickbacks_SpecialPower" SpecialPowerTemplate="SpecialPower_ProductionKickbacks" UpdateModuleStartsAttack="true" CanAffectObjectFilter="SovietKickbacksSpecialPowerObjectFilter" /> <WeaponFireSpecialAbilityUpdate id="ModuleTag_ProductionKickbacks_Update" SpecialPowerTemplate="SpecialPower_ProductionKickbacks" SpecialWeapon="PlayerPowerProductionKickbacksWeapon" /> <!-- TERROR DRONE EGGS --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_TerrorDroneEggs" SpecialPowerTemplate="SpecialPowerTerrorDroneEggs" OnAvailableEvaEvent="TerrorDroneSurpriseUpgradeComplete" /> <PlayerUpgradeSpecialPower id="ModuleTag_SpecialPower_TerrorDroneEggs" SpecialPowerTemplate="SpecialPowerTerrorDroneEggs" AvailableAtStart="true"> <Upgrade>Upgrade_SovietTerrorDroneEggs</Upgrade> </PlayerUpgradeSpecialPower> <!-- CRUSH PUPPIES PLAYER POWER --> <!-- aka Grinder Treads --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_CrushPuppies" SpecialPowerTemplate="SpecialPowerCrushPuppies" OnAvailableEvaEvent="CrushTreadsUpgradeAuthorized" /> <PlayerUpgradeSpecialPower id="ModuleTag_SpecialPower_CrushPuppies" SpecialPowerTemplate="SpecialPowerCrushPuppies" AvailableAtStart="true"> <Upgrade>Upgrade_SovietCrushPuppiesPower</Upgrade> </PlayerUpgradeSpecialPower> <!-- Japan Powers --> <!-- Point Defense Drones --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_PointDefenseDrones" SpecialPowerTemplate="SpecialPower_PointDefenseDrones" /> <SpecialPower id="ModuleTag_PointDefenseDrones_SpecialPower" SpecialPowerTemplate="SpecialPower_PointDefenseDrones" UpdateModuleStartsAttack="true" CanAffectObjectFilter="JapanPointDefenseDroneSpecialPowerObjectFilter" ObjectFilterDistType="CIRCLE" /> <WeaponFireSpecialAbilityUpdate id="ModuleTag_PointDefenseDrones_Update" SpecialPowerTemplate="SpecialPower_PointDefenseDrones" SpecialWeapon="PlayerPowerPointDefenseDronesWeapon" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_TelekineticProjectorDevice" SpecialPowerTemplate="SpecialPowerTelekineticProjectorDevice" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_NanoSwarmHive" SpecialPowerTemplate="SpecialPowerNanoSwarmHive" /> <!-- NAVAL POWER --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_NavalPower" SpecialPowerTemplate="SpecialPowerJapanNavalPower" OnAvailableEvaEvent="FortifiedFleetUpgradeAuthorized" /> <PlayerUpgradeSpecialPower id="ModuleTag_SpecialPower_NavalPower" SpecialPowerTemplate="SpecialPowerJapanNavalPower" AvailableAtStart="true"> <Upgrade>Upgrade_JapanNavalPower</Upgrade> </PlayerUpgradeSpecialPower> <!-- ADVANCED MISSILE PACKS --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanAdvancedMissilePacks" SpecialPowerTemplate="SpecialPowerJapanAdvancedMissilePacks" OnAvailableEvaEvent="AdvancedRocketPodsUpgradeAuthorized" /> <PlayerUpgradeSpecialPower id="ModuleTag_SpecialPower_JapanAdvancedMissilePacks" SpecialPowerTemplate="SpecialPowerJapanAdvancedMissilePacks" AvailableAtStart="true"> <Upgrade>Upgrade_JapanAdvancedMissilePacks</Upgrade> </PlayerUpgradeSpecialPower> <!-- ROBOTIC ASSEMBLY --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanRoboticAssembly" SpecialPowerTemplate="SpecialPowerJapanRoboticAssembly" OnAvailableEvaEvent="AssemblyUpgradeAuthorized" /> <GiveProductionBonusSpecialPower id="ModuleTag_JapanRoboticAssembly" SpecialPowerTemplate="SpecialPowerJapanRoboticAssembly" BuildTimeBonus="-25%" BuildTimeBonusAllies="-5%"> </GiveProductionBonusSpecialPower> <!-- SLEEPER AMBUSH --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanAmbush" SpecialPowerTemplate="SpecialPowerJapanAmbush" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_Ambush" SpecialPowerTemplate="SpecialPowerJapanAmbush" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_Japan_Abmbush" CreateLocation="CREATE_AT_LOCATION" CanAffectObjectFilter="GenericNoObjectSpecialPowerObjectFilter"> </OCLSpecialPower> <!-- BALLOON ATTACK --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L1" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_BalloonAttack_L1" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_BalloonAttack_Level1" CreateLocation="CREATE_AT_LOCATION" CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L2" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_BalloonAttack_L2" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_BalloonAttack_Level2" CreateLocation="CREATE_AT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_BalloonAttack_Rank2" LeechRechargePercentFromSpecialPower="SpecialPowerJapanBalloonAttack_L1" CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L3" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3" /> <OCLSpecialPower id="ModuleTag_OCL_SpecialPower_BalloonAttack_L3" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_BalloonAttack_Level3" CreateLocation="CREATE_AT_LOCATION" LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_BalloonAttack_Rank3" LeechRechargePercentFromSpecialPower="SpecialPowerJapanBalloonAttack_L2" CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter" /> <!-- Enhanced Kamikaze Player Power aka HONORABLE DISCHARGE --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanEnhancedKamikaze" SpecialPowerTemplate="SpecialPowerJapanEnhancedKamikaze" OnAvailableEvaEvent="HonorableDischargeUpgardeAuthorized" /> <PlayerUpgradeSpecialPower id="ModuleTag_SpecialPower_JapanEnhancedKamikaze" SpecialPowerTemplate="SpecialPowerJapanEnhancedKamikaze" AvailableAtStart="true"> <Upgrade>Upgrade_JapanEnhancedKamikaze</Upgrade> </PlayerUpgradeSpecialPower> <!-- EMPERORS RESOLVE aka EMPEROR'S RAGE --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L1" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1" /> <SpecialPower id="ModuleTag_JapanEmperorsResolve_L1" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1" AttributeModifier="AttributeModifer_JapanEmperorsResolve_L1" AttributeModifierRange="100" CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter" TriggerFX="FX_EmperorSpawn"> <AttributeModifierAffects Rule="ALL" Exclude="STRUCTURE" StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/> </SpecialPower> <WeaponFireSpecialAbilityUpdate id="ModuleTag_JapanEmperorsResolve_L1Update" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1" SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L1" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L2" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2" /> <SpecialPower id="ModuleTag_JapanEmperorsResolve_L2" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2" AttributeModifier="AttributeModifer_JapanEmperorsResolve_L2" AttributeModifierRange="150" LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_EmperorsRage_Rank2" LeechRechargePercentFromSpecialPower="SpecialPowerJapanEmperorsResolve_L1" CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter" TriggerFX="FX_EmperorSpawn_L2"> <AttributeModifierAffects Rule="ALL" Exclude="STRUCTURE" StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/> </SpecialPower> <WeaponFireSpecialAbilityUpdate id="ModuleTag_JapanEmperorsResolve_L2Update" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2" SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L2" /> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L3" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3" /> <SpecialPower id="ModuleTag_JapanEmperorsResolve_L3" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3" AttributeModifier="AttributeModifer_JapanEmperorsResolve_L3" AttributeModifierRange="200" LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_EmperorsRage_Rank3" LeechRechargePercentFromSpecialPower="SpecialPowerJapanEmperorsResolve_L2" CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter" TriggerFX="FX_EmperorSpawn_L3"> <AttributeModifierAffects Rule="ALL" Exclude="STRUCTURE" StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/> </SpecialPower> <WeaponFireSpecialAbilityUpdate id="ModuleTag_JapanEmperorsResolve_L3Update" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3" SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L3" /> <!-- FINAL SQUADRON --> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L1" SpecialPowerTemplate="SpecialPowerFinalSquadron_L1" /> <OCLSpecialPower id="ModuleTag_FinalSquadronL1" SpecialPowerTemplate="SpecialPowerFinalSquadron_L1" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_FinalSquadronL1" DestinationOCL="OCL_JapanFinalSquadronSeed_L1" CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET" CreateLocationOffset="3000.0"> <NearestSecondaryObjectFilter Relationship="SAME_PLAYER"> <IncludeThing>JapanConstructionYard</IncludeThing> </NearestSecondaryObjectFilter> </OCLSpecialPower> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L2" SpecialPowerTemplate="SpecialPowerFinalSquadron_L2" /> <OCLSpecialPower id="ModuleTag_FinalSquadronL2" SpecialPowerTemplate="SpecialPowerFinalSquadron_L2" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_FinalSquadronL2" DestinationOCL="OCL_JapanFinalSquadronSeed_L2" CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET" CreateLocationOffset="3000.0" LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_FinalSquadron_Rank2" LeechRechargePercentFromSpecialPower="SpecialPowerFinalSquadron_L1"> <NearestSecondaryObjectFilter Relationship="SAME_PLAYER"> <IncludeThing>JapanConstructionYard</IncludeThing> </NearestSecondaryObjectFilter> </OCLSpecialPower> <PlayerPowerManager id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L3" SpecialPowerTemplate="SpecialPowerFinalSquadron_L3" /> <OCLSpecialPower id="ModuleTag_FinalSquadronL3" SpecialPowerTemplate="SpecialPowerFinalSquadron_L3" UpdateModuleStartsAttack="false" AvailableAtStart="true" OCL="OCL_FinalSquadronL3" DestinationOCL="OCL_JapanFinalSquadronSeed_L3" CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET" CreateLocationOffset="3000.0" LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_FinalSquadron_Rank3" LeechRechargePercentFromSpecialPower="SpecialPowerFinalSquadron_L2"> <NearestSecondaryObjectFilter Relationship="SAME_PLAYER"> <IncludeThing>JapanConstructionYard</IncludeThing> </NearestSecondaryObjectFilter> </OCLSpecialPower> <!-- Neutral powers --> </Behaviors> <AI> <AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="NO"> </AIUpdate> </AI> <Body> <PropBody id="ModuleTag_Body" /> </Body> <ClientUpdates> <!-- Japanese Player Power Ready EVAs --> <EvaAnnounceSpecialPowerReadyClientUpdate id="BalloonBombsReady" AnnouncementEventOwner="BalloonBombsReady" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="BalloonBombBlowtReady" AnnouncementEventOwner="BalloonBombBlowtReady" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="BalloonBombBarrageReady" AnnouncementEventOwner="BalloonBombBarrageReady" SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="EmperorsRageReady" AnnouncementEventOwner="EmperorsRageReady" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="EmperoreRevengeReady" AnnouncementEventOwner="EmperoreRevengeReady" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="EmperorsRetributReady" AnnouncementEventOwner="EmperorsRetributReady" SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="FinalSquadronReady" AnnouncementEventOwner="FinalSquadronReady" SpecialPowerTemplate="SpecialPowerFinalSquadron_L1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="FinalSquadronXReady" AnnouncementEventOwner="FinalSquadronXReady" SpecialPowerTemplate="SpecialPowerFinalSquadron_L2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="FinalSquadronOmgReady" AnnouncementEventOwner="FinalSquadronOmgReady" SpecialPowerTemplate="SpecialPowerFinalSquadron_L3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="PointDefenseDronesReady" AnnouncementEventOwner="PointDefenseDronesReady" SpecialPowerTemplate="SpecialPower_PointDefenseDrones" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="SleeperAmbushReady" AnnouncementEventOwner="SleeperAmbushReady" SpecialPowerTemplate="SpecialPowerJapanAmbush" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <!-- **** --> <!-- <EvaAnnounceSpecialPowerReadyClientUpdate id="AdvancedAeronauticsReady" AnnouncementEventOwner="AdvancedAeronauticsUpgradeComplete" SpecialPowerTemplate="SpecialPowerAirPower" /> moved to FXList played by AttributeModifier --> <EvaAnnounceSpecialPowerReadyClientUpdate id="Cryoshot1Ready" AnnouncementEventOwner="CryoshotReady" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="Cryoshot2Ready" AnnouncementEventOwner="CryoblastReady" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="Cryoshot3Ready" AnnouncementEventOwner="CryogeddonReady" SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="ChronoRift1Ready" AnnouncementEventOwner="ChronoRiftReady" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="ChronoRift2Ready" AnnouncementEventOwner="ChronoChasmReady" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="ChronoRift3Ready" AnnouncementEventOwner="ChronoFissureReady" SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="ChronoSwapReady" AnnouncementEventOwner="ChronoSwapReady" SpecialPowerTemplate="SpecialPowerChronoSwapTeleport" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="DesolatorAirstrikeReady" AnnouncementEventOwner="DesolatorAirstrikeReady" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="DesolatorDualAirstrikeReady" AnnouncementEventOwner="DesolatorDualAirstrikeReady" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="DesolatorDeltaAirstrikeReady" AnnouncementEventOwner="DesolatorDeltaAirstrikeReady" SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="MagneticSatelliteReady" AnnouncementEventOwner="MagneticSatelliteReady" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="SuperMagneticSatelliteReady" AnnouncementEventOwner="SuperMagneticSatelliteReady" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="UltraMagneticSatelliteReady" AnnouncementEventOwner="UltraMagneticSatelliteReady" SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="MagneticSingularityReady" AnnouncementEventOwner="MagneticSingularityReady" SpecialPowerTemplate="SpecialPowerMagneticSingularity" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="CashBountyReady" AnnouncementEventOwner="CashBountyReady" SpecialPowerTemplate="SpecialPower_ProductionKickbacks" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="OrbitalDropReady" AnnouncementEventOwner="OrbitalDropReady" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="OrbitalDumpReady" AnnouncementEventOwner="OrbitalDumpReady" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="OrbitalDownpourReady" AnnouncementEventOwner="OrbitalDownpourReady" SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="SurgicalStrikeReady" AnnouncementEventOwner="SurgicalStrikeReady" SpecialPowerTemplate="SpecialPowerPrecisionStrike" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="SurveillanceSweepReady" AnnouncementEventOwner="SurveillanceSweepReady" SpecialPowerTemplate="SpecialPowerSatelliteSweep" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="TimeBomb1Ready" AnnouncementEventOwner="TimeBombReady" SpecialPowerTemplate="SpecialPowerTimeBombLvl1" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="TimeBomb2Ready" AnnouncementEventOwner="DeluxeTimeBombReady" SpecialPowerTemplate="SpecialPowerTimeBombLvl2" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="TimeBomb3Ready" AnnouncementEventOwner="SupremeTimeBombReady" SpecialPowerTemplate="SpecialPowerTimeBombLvl3" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> <EvaAnnounceSpecialPowerReadyClientUpdate id="ToxicCorrosionReady" AnnouncementEventOwner="ToxicCorrosionReady" SpecialPowerTemplate="SpecialPower_IrradiateTarget" JustMonitorPercentReady="true" CheckPlayerPowerVisibility="true" /> </ClientUpdates> <Geometry IsSmall="true"> <Shape Type="CYLINDER" MajorRadius="1.0" Height="1.0"></Shape> </Geometry> </GameObject> </AssetDeclaration>