ABU/data/PlayerSpellBook.xml
KiritsuguTG 5c46d84ca4 origin
2022-02-14 13:43:02 +08:00

1184 lines
44 KiB
XML

<?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>