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- <?xml version="1.0" encoding="UTF-8"?>
- <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance">
- <Tags></Tags>
- <Includes>
- <Include
- type="instance"
- source="BaseObject.xml" />
- </Includes>
- <GameObject
- id="BaseSquad"
- inheritFrom="BaseObject"
- RadarPriority="NOT_ON_RADAR"
- >
- <Behaviors>
- <AttributeModifierPoolUpdate
- id="DefaultAttributeModifierPoolUpdate"/>
- <StancesBehavior
- id="ModuleTag_Stance"
- StanceTemplate="Generic"
- />
- <EmotionTrackerUpdate
- id="Module_ETU">
- <TauntAndPointExcluded
- Rule="NONE" />
- <AddEmotion>CheerBusy_Base</AddEmotion>
- <AddEmotion>CheerIdle_Base</AddEmotion>
- </EmotionTrackerUpdate>
- <LevelUpUpgrade
- id="ModuleTag_LevelUpUpgrade_Veteran"
- LevelCap="4"
- LevelsToGain="1">
- <TriggeredBy>Upgrade_CreationVeterancy_VETERAN</TriggeredBy>
- </LevelUpUpgrade>
- <LevelUpUpgrade
- id="ModuleTag_LevelUpUpgrade_Elite"
- LevelCap="4"
- LevelsToGain="1">
- <TriggeredBy>Upgrade_CreationVeterancy_ELITE</TriggeredBy>
- </LevelUpUpgrade>
- <LevelUpUpgrade
- id="ModuleTag_LevelUpUpgrade_Heroic"
- LevelCap="4"
- LevelsToGain="1">
- <TriggeredBy>Upgrade_CreationVeterancy_HEROIC</TriggeredBy>
- </LevelUpUpgrade>
- </Behaviors>
- <Body>
- <ActiveBody id="DefaultBody"/>
- </Body>
- <!-- Yes, we need these. Catapults & such actually do damage to the horde brain not the units
- And the build queue builds horde brains not units for squads -->
- <EvaEventArray>
- <EvaEntry EvaEvent="UnitConstructionStarted" EvaType="productionStarted" />
- <EvaEntry EvaEvent="UnitUnderAttack" EvaType="damagedOwner" />
- <EvaEntry EvaEvent="NewConstructionOptions" EvaType="availableForProduction" />
- <EvaEntry EvaEvent="BuildOnHold" EvaType="buildOnHold" />
- <EvaEntry EvaEvent="BuildCancelled" EvaType="buildCancelled" />
- <EvaEntry EvaEvent="UnitPromoted" EvaType="promotedOwner" />
- </EvaEventArray>
- </GameObject>
- </AssetDeclaration>
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