PlayerSpellBook.xml 44 KB

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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
  3. <Tags></Tags>
  4. <Includes>
  5. <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
  6. </Includes>
  7. <GameObject
  8. id="PlayerSpellBook"
  9. Side="Neutral"
  10. EditorSorting="SYSTEM"
  11. KindOf="SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT"
  12. RadarPriority="NOT_ON_RADAR"
  13. CommandSet="PlayerSpellBookCommandSet"
  14. EditorName="PlayerSpellBook">
  15. <ArmorSet
  16. Armor="NoArmor" />
  17. <Draws>
  18. <ScriptedModelDraw
  19. id="ModuleTag_Draw"
  20. OkToChangeModelColor="true">
  21. <ModelConditionState
  22. ParseCondStateType="PARSE_DEFAULT">
  23. <Model
  24. Name="" />
  25. </ModelConditionState>
  26. </ScriptedModelDraw>
  27. </Draws>
  28. <Behaviors>
  29. <!--Hack?-->
  30. <RadarBehavior
  31. id="ModuleTag_RadarBehavior" />
  32. <!-- Allied powers -->
  33. <PlayerPowerManager
  34. id="ModuleTag_PlayerPowerManager_ParticleCannon"
  35. SpecialPowerTemplate="SpecialPowerParticleCannon"
  36. />
  37. <PlayerPowerManager
  38. id="ModuleTag_PlayerPowerManager_AlliedFreeTrade"
  39. SpecialPowerTemplate="SpecialPowerAlliedFreeTrade"
  40. OnAvailableEvaEvent="FreeTradeUpradeAuthorized"
  41. />
  42. <GiveProductionBonusSpecialPower
  43. id="ModuleTag_AlliedFreeTrade"
  44. SpecialPowerTemplate="SpecialPowerAlliedFreeTrade"
  45. HarvesterBonus="25"
  46. HarvesterBonusAllies="5">
  47. </GiveProductionBonusSpecialPower>
  48. <!--
  49. <SpecialPower
  50. id="ModuleTag_SpecialPower_AlliedFreeTrade"
  51. SpecialPowerTemplate="SpecialPowerAlliedFreeTrade"
  52. InitiateFX="FX_ALL_FreeTradeUpgrade"
  53. AttributeModifierFX="FX_ALL_FreeTradeUpgrade"
  54. AntiFX="FX_ALL_FreeTradeUpgrade">
  55. </SpecialPower>
  56. <InitiateSound EvaEvent="FreeTradeUpradeComplete"/>
  57. TriggerFX="FX_ALL_FreeTradeUpgrade" />
  58. no worky, trying to Trigger an EVA
  59. -->
  60. <PlayerPowerManager
  61. id="ModuleTag_PlayerPowerManager_ChronosphereSelect"
  62. SpecialPowerTemplate="SpecialPowerChronosphereObjectSelect"
  63. />
  64. <PlayerPowerManager
  65. id="ModuleTag_PlayerPowerManager_ChronosphereSpawn"
  66. SpecialPowerTemplate="SpecialPowerChronosphereObjectSpawn"
  67. />
  68. <!-- CHRONO SWAP -->
  69. <PlayerPowerManager
  70. id="ModuleTag_PlayerPowerManager_ChronoSwapSelect"
  71. SpecialPowerTemplate="SpecialPowerChronoSwapSelect"
  72. />
  73. <StoreObjectsSpecialPower
  74. id="ModuleTag_ChronoSwapStoreSpecialPower"
  75. SpecialPowerTemplate="SpecialPowerChronoSwapSelect"
  76. TeleportLinkID="0"
  77. TargetMarkerObjectRef="ChronoTargetMarker"
  78. />
  79. <PlayerPowerManager
  80. id="ModuleTag_PlayerPowerManager_ChronoSwapTeleport"
  81. SpecialPowerTemplate="SpecialPowerChronoSwapTeleport"
  82. />
  83. <TeleportStoredObjectsSpecialPower
  84. id="ModuleTag_ChronoSwapTeleportSpecialPower"
  85. SpecialPowerTemplate="SpecialPowerChronoSwapTeleport"
  86. StoreObjectsLinkID="0"
  87. InitiateFX="FX_ChronoSpherePlayerPower"
  88. />
  89. <TeleportStoredObjectsUpdate
  90. id="ModuleTag_ChronoSwapTeleportUpdate"
  91. SpecialPowerTemplate="SpecialPowerChronoSwapTeleport"
  92. Telefrag="SWAP"
  93. TriggerFX="FX_ChronoSphereHit"
  94. TargetFX="FX_ChronoSwapHit"
  95. FadeInTime="0.75s"
  96. DelayTime="1s"
  97. ScaleFadeInTimeByDistance="250.0"
  98. DisabledTypesToProcess="FROZEN USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY"
  99. />
  100. <!-- CHRONO RIFT LEVEL1 -->
  101. <PlayerPowerManager
  102. id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl1"
  103. SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl1"
  104. />
  105. <StoreObjectsSpecialPower
  106. id="ModuleTag_ChronoRiftStoreSpecialPowerLvl1"
  107. SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl1"
  108. CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
  109. Radius="100"
  110. TeleportLinkID="1"
  111. />
  112. <PlayerPowerManager
  113. id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl1"
  114. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1"
  115. />
  116. <TeleportStoredObjectsSpecialPower
  117. id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl1"
  118. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1"
  119. CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
  120. StoreObjectsLinkID="1"
  121. OCL="OCL_Generic5SecondBeacon"
  122. />
  123. <TeleportStoredObjectsUpdate
  124. id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl1Update"
  125. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1"
  126. Telefrag="HEALTH_SUBTRACTION"
  127. TargetFX="FX_ChronoRiftHit"
  128. FadeInTime="5s"
  129. InitialDelayTime="5s"
  130. DelayTime="10s"
  131. GetObjectsCurrentlyAtStorePosition="true"
  132. Shader="ShaderOverride_ObjectsChronoRift"
  133. DisabledTypesToProcess="FROZEN USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY">
  134. <CollidesWithOnTeleport
  135. Rule="ANY"
  136. Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4"
  137. Exclude="ORE_NODE"/>
  138. </TeleportStoredObjectsUpdate>
  139. <!-- CHRONO RIFT LEVEL2 -->
  140. <PlayerPowerManager
  141. id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl2"
  142. SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl2"
  143. />
  144. <StoreObjectsSpecialPower
  145. id="ModuleTag_ChronoRiftStoreSpecialPowerLvl2"
  146. SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl2"
  147. Radius="150"
  148. TeleportLinkID="2"
  149. LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank2"
  150. LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftSelectLvl1"
  151. CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
  152. />
  153. <PlayerPowerManager
  154. id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl2"
  155. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2"
  156. />
  157. <TeleportStoredObjectsSpecialPower
  158. id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl2"
  159. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2"
  160. CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
  161. LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank2"
  162. LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftTeleportLvl1"
  163. StoreObjectsLinkID="2"
  164. OCL="OCL_Generic5SecondBeacon"
  165. />
  166. <TeleportStoredObjectsUpdate
  167. id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl2Update"
  168. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2"
  169. Telefrag="HEALTH_SUBTRACTION"
  170. TargetFX="FX_ChronoRiftHit"
  171. FadeInTime="5s"
  172. InitialDelayTime="5s"
  173. DelayTime="20s"
  174. GetObjectsCurrentlyAtStorePosition="true"
  175. Shader="ShaderOverride_ObjectsChronoRift"
  176. DisabledTypesToProcess="FROZEN USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY">
  177. <CollidesWithOnTeleport
  178. Rule="ANY"
  179. Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4"
  180. Exclude="ORE_NODE"/>
  181. </TeleportStoredObjectsUpdate>
  182. <!-- CHRONO RIFT LEVEL3 -->
  183. <PlayerPowerManager
  184. id="ModuleTag_PlayerPowerManager_ChronoRiftSelectLvl3"
  185. SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl3"
  186. />
  187. <StoreObjectsSpecialPower
  188. id="ModuleTag_ChronoRiftStoreSpecialPowerLvl3"
  189. SpecialPowerTemplate="SpecialPowerChronoRiftSelectLvl3"
  190. Radius="250"
  191. TeleportLinkID="3"
  192. LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank3"
  193. LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftSelectLvl2"
  194. CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
  195. />
  196. <PlayerPowerManager
  197. id="ModuleTag_PlayerPowerManager_ChronoRiftTeleportLvl3"
  198. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3"
  199. />
  200. <TeleportStoredObjectsSpecialPower
  201. id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl3"
  202. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3"
  203. CanAffectObjectFilter="AlliedChronoRiftSpecialPowerObjectFilter"
  204. LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_ChronoRift_Rank3"
  205. LeechRechargePercentFromSpecialPower="SpecialPowerChronoRiftTeleportLvl2"
  206. StoreObjectsLinkID="3"
  207. OCL="OCL_Generic5SecondBeacon"
  208. />
  209. <TeleportStoredObjectsUpdate
  210. id="ModuleTag_ChronoRiftTeleportSpecialPowerLvl3Update"
  211. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3"
  212. Telefrag="HEALTH_SUBTRACTION"
  213. TargetFX="FX_ChronoRiftHit"
  214. FadeInTime="5s"
  215. InitialDelayTime="5s"
  216. DelayTime="30s"
  217. GetObjectsCurrentlyAtStorePosition="true"
  218. Shader="ShaderOverride_ObjectsChronoRift"
  219. DisabledTypesToProcess="FROZEN USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY">
  220. <CollidesWithOnTeleport
  221. Rule="ANY"
  222. Include="INFANTRY VEHICLE STRUCTURE VALID_TARGET_FOR_C4"
  223. Exclude="ORE_NODE"/>
  224. </TeleportStoredObjectsUpdate>
  225. <!-- SURGICAL STRIKE -->
  226. <PlayerPowerManager
  227. id="ModuleTag_PlayerPowerManager_PrecisionStrike"
  228. SpecialPowerTemplate="SpecialPowerPrecisionStrike"
  229. />
  230. <OCLSpecialPower
  231. id="ModuleTag_PrecisionStrike"
  232. SpecialPowerTemplate="SpecialPowerPrecisionStrike"
  233. UpdateModuleStartsAttack="false"
  234. AvailableAtStart="true"
  235. OCL="OCL_PrecisionStrike"
  236. DestinationOCL="OCL_PrecisionStrikeBeacon"
  237. CreateLocation="USE_SECONDARY_OBJECT_LOCATION">
  238. <NearestSecondaryObjectFilter
  239. Relationship="SAME_PLAYER">
  240. <IncludeThing>AlliedConstructionYard</IncludeThing>
  241. </NearestSecondaryObjectFilter>
  242. </OCLSpecialPower>
  243. <!-- SATELLITE SWEEP aka SURVEILLANCE SWEEP -->
  244. <PlayerPowerManager
  245. id="ModuleTag_PlayerPowerManager_SatelliteSweep"
  246. SpecialPowerTemplate="SpecialPowerSatelliteSweep"
  247. />
  248. <OCLSpecialPower
  249. id="ModuleTag_SatelliteSweep"
  250. SpecialPowerTemplate="SpecialPowerSatelliteSweep"
  251. UpdateModuleStartsAttack="false"
  252. AvailableAtStart="true"
  253. OCL="OCL_SatelliteSweep"
  254. CreateLocation="CREATE_AT_EDGE_ALONG_PATH_LINE"
  255. CanAffectObjectFilter="GenericNoObjectSpecialPowerObjectFilter"
  256. />
  257. <!-- HIGH TECHNOLOGY -->
  258. <PlayerPowerManager
  259. id="ModuleTag_PlayerPowerManager_HighTechnology"
  260. SpecialPowerTemplate="SpecialPowerHighTechnology"
  261. OnAvailableEvaEvent="HighTechnologyUpgradeAuthorized"
  262. />
  263. <PlayerUpgradeSpecialPower
  264. id="ModuleTag_SpecialPower_HighTechnology"
  265. SpecialPowerTemplate="SpecialPowerHighTechnology"
  266. AvailableAtStart="true">
  267. <Upgrade>Upgrade_AlliedHighTechnology</Upgrade>
  268. </PlayerUpgradeSpecialPower>
  269. <!-- AIR POWER -->
  270. <PlayerPowerManager
  271. id="ModuleTag_PlayerPowerManager_AirPower"
  272. SpecialPowerTemplate="SpecialPowerAirPower"
  273. OnAvailableEvaEvent="AdvancedAeronauticsUpgradeAuthorized"
  274. />
  275. <PlayerUpgradeSpecialPower
  276. id="ModuleTag_SpecialPower_AirPower"
  277. SpecialPowerTemplate="SpecialPowerAirPower"
  278. AvailableAtStart="true">
  279. <!-- <InitiateSound EvaEvent="AdvancedAeronauticsUpgradeComplete"/> no worky -->
  280. <Upgrade>Upgrade_AlliedAirPower</Upgrade>
  281. </PlayerUpgradeSpecialPower>
  282. <!-- <InitiateSound>"AdvancedAeronauticsUpgradeComplete</InitiateSound> build error THIS SYNTAX IS INCORRECT, look at Base.xsd, should be <InitiateSound EvaEvent="AdvancedAeronauticsUpgradeComplete" />-->
  283. <!-- EvaEventToPlayOnInitiateOwner="AdvancedAeronauticsUpgradeComplete" gives build error -->
  284. <!-- TriggerFX="FX_EMP_ControlCenter_WeaponStart" no worky -->
  285. <!-- AntiFX="FX_EMP_ControlCenter_WeaponStart" no worky -->
  286. <!-- AttributeModifierFX="FX_EMP_ControlCenter_WeaponStart" no worky -->
  287. <!-- InitiateFX="FX_EMP_ControlCenter_WeaponStart" no worky -->
  288. <!-- TIME BOMBS -->
  289. <PlayerPowerManager
  290. id="ModuleTag_PlayerPowerManager_TimeBombLvl1"
  291. SpecialPowerTemplate="SpecialPowerTimeBombLvl1"
  292. />
  293. <OCLSpecialPower
  294. id="ModuleTag_TimeBombLvl1"
  295. SpecialPowerTemplate="SpecialPowerTimeBombLvl1"
  296. UpdateModuleStartsAttack="false"
  297. AvailableAtStart="true"
  298. OCL="OCL_TimeBombLvl1Seed"
  299. CreateLocation="CREATE_AT_LOCATION"
  300. />
  301. <PlayerPowerManager
  302. id="ModuleTag_PlayerPowerManager_TimeBombLvl2"
  303. SpecialPowerTemplate="SpecialPowerTimeBombLvl2"
  304. />
  305. <OCLSpecialPower
  306. id="ModuleTag_TimeBombLvl2"
  307. SpecialPowerTemplate="SpecialPowerTimeBombLvl2"
  308. UpdateModuleStartsAttack="false"
  309. AvailableAtStart="true"
  310. OCL="OCL_TimeBombLvl2Seed"
  311. CreateLocation="CREATE_AT_LOCATION"
  312. LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_TimeBomb_Rank2"
  313. LeechRechargePercentFromSpecialPower="SpecialPowerTimeBombLvl1"
  314. />
  315. <PlayerPowerManager
  316. id="ModuleTag_PlayerPowerManager_TimeBombLvl3"
  317. SpecialPowerTemplate="SpecialPowerTimeBombLvl3"
  318. />
  319. <OCLSpecialPower
  320. id="ModuleTag_TimeBombLvl3"
  321. SpecialPowerTemplate="SpecialPowerTimeBombLvl3"
  322. UpdateModuleStartsAttack="false"
  323. AvailableAtStart="true"
  324. OCL="OCL_TimeBombLvl3Seed"
  325. CreateLocation="CREATE_AT_LOCATION"
  326. LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_TimeBomb_Rank3"
  327. LeechRechargePercentFromSpecialPower="SpecialPowerTimeBombLvl2"
  328. />
  329. <!-- CRYO SATELLITE -->
  330. <PlayerPowerManager
  331. id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl1"
  332. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1"
  333. />
  334. <OCLSpecialPower
  335. id="ModuleTag_CryoSatelliteLvl1"
  336. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1"
  337. UpdateModuleStartsAttack="false"
  338. AvailableAtStart="true"
  339. OCL="OCL_CryoSatelliteSpawnerLvl1"
  340. CreateLocation="CREATE_AT_LOCATION"
  341. TriggerFX="FX_AlliedCryoSatelliteLvl1"
  342. CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter"
  343. />
  344. <PlayerPowerManager
  345. id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl2"
  346. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2"
  347. />
  348. <OCLSpecialPower
  349. id="ModuleTag_CryoSatelliteLvl2"
  350. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2"
  351. UpdateModuleStartsAttack="false"
  352. AvailableAtStart="true"
  353. OCL="OCL_CryoSatelliteSpawnerLvl2"
  354. CreateLocation="CREATE_AT_LOCATION"
  355. TriggerFX="FX_AlliedCryoSatelliteLvl2"
  356. LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_CryoSatellite_Rank2"
  357. LeechRechargePercentFromSpecialPower="SpecialPowerCryoSatelliteLvl1"
  358. CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter"
  359. />
  360. <PlayerPowerManager
  361. id="ModuleTag_PlayerPowerManager_CryoSatelliteLvl3"
  362. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3"
  363. />
  364. <OCLSpecialPower
  365. id="ModuleTag_CryoSatelliteLvl3"
  366. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3"
  367. UpdateModuleStartsAttack="false"
  368. AvailableAtStart="true"
  369. OCL="OCL_CryoSatelliteSpawnerLvl3"
  370. CreateLocation="CREATE_AT_LOCATION"
  371. TriggerFX="FX_AlliedCryoSatelliteLvl3"
  372. LeechRechargePercentPlayerTechTrigger="PlayerTech_Allied_CryoSatellite_Rank3"
  373. LeechRechargePercentFromSpecialPower="SpecialPowerCryoSatelliteLvl2"
  374. CanAffectObjectFilter="AlliedCryoSatelliteSpecialPowerObjectFilter"
  375. />
  376. <!-- Soviet powers -->
  377. <PlayerPowerManager
  378. id="ModuleTag_PlayerPowerManager_IronCurtain"
  379. SpecialPowerTemplate="SpecialPowerIronCurtain"
  380. />
  381. <PlayerPowerManager
  382. id="ModuleTag_PlayerPowerManager_VacuumBomb"
  383. SpecialPowerTemplate="SpecialPowerVacuumBomb"
  384. />
  385. <!-- MAGNETIC SINGULARITY -->
  386. <PlayerPowerManager
  387. id="ModuleTag_PlayerPowerManager_MagneticSingularity"
  388. SpecialPowerTemplate="SpecialPowerMagneticSingularity"
  389. />
  390. <OCLSpecialPower
  391. id="ModuleTag_OCL_SpecialPower_MagneticSingularity"
  392. SpecialPowerTemplate="SpecialPowerMagneticSingularity"
  393. OCL="OCL_MagneticSingularity"
  394. CreateLocation="CREATE_AT_LOCATION"
  395. CanAffectObjectFilter="SovietMagneticSingularitySpecialPowerObjectFilter" />
  396. <!-- MAGNETIC SATELLITE -->
  397. <PlayerPowerManager
  398. id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl1"
  399. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1"
  400. />
  401. <OCLSpecialPower
  402. id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank1"
  403. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1"
  404. OCL="OCL_MagneticSatelliteSpawnerLvl1"
  405. CreateLocation="CREATE_AT_LOCATION"
  406. CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL1"
  407. />
  408. <PlayerPowerManager
  409. id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl2"
  410. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2"
  411. />
  412. <OCLSpecialPower
  413. id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank2"
  414. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2"
  415. OCL="OCL_MagneticSatelliteSpawnerLvl2"
  416. CreateLocation="CREATE_AT_LOCATION"
  417. LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_MagneticSatellite_Rank_2"
  418. LeechRechargePercentFromSpecialPower="SpecialPowerMagneticSatelliteLvl1"
  419. CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL2"
  420. />
  421. <PlayerPowerManager
  422. id="ModuleTag_PlayerPowerManager_MagneticSatelliteLvl3"
  423. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3"
  424. />
  425. <OCLSpecialPower
  426. id="ModuleTag_OCL_SpecialPower_MagneticSatellite_Rank3"
  427. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3"
  428. OCL="OCL_MagneticSatelliteSpawnerLvl3"
  429. CreateLocation="CREATE_AT_LOCATION"
  430. LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_MagneticSatellite_Rank_3"
  431. LeechRechargePercentFromSpecialPower="SpecialPowerMagneticSatelliteLvl2"
  432. CanAffectObjectFilter="SovietMagneticSatelliteSpecialPowerObjectFilter_LVL3"
  433. />
  434. <StoreTemplateIDBehavior
  435. id="ModuleTag_MagneticSatelliteTemplateIDStore"/>
  436. <!-- ORBITAL REFUSE -->
  437. <PlayerPowerManager
  438. id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank1"
  439. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1"
  440. />
  441. <OCLSpecialPower
  442. id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank1"
  443. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1"
  444. UpdateModuleStartsAttack="false"
  445. AvailableAtStart="true"
  446. OCL="OCL_OrbitalRefuseSpawnerLvl1"
  447. CreateLocation="CREATE_AT_LOCATION"
  448. />
  449. <PlayerPowerManager
  450. id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank2"
  451. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2"
  452. />
  453. <OCLSpecialPower
  454. id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank2"
  455. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2"
  456. UpdateModuleStartsAttack="false"
  457. AvailableAtStart="true"
  458. OCL="OCL_OrbitalRefuseSpawnerLvl2"
  459. CreateLocation="CREATE_AT_LOCATION"
  460. LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_OrbitalRefuse_Rank2"
  461. LeechRechargePercentFromSpecialPower="SpecialPowerOrbitalRefuse_Rank1"
  462. />
  463. <PlayerPowerManager
  464. id="ModuleTag_PlayerPowerManager_OrbitalRefuse_Rank3"
  465. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3"
  466. />
  467. <OCLSpecialPower
  468. id="ModuleTag_OCL_SpecialPower_OrbitalRefuse_Rank3"
  469. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3"
  470. UpdateModuleStartsAttack="false"
  471. AvailableAtStart="true"
  472. OCL="OCL_OrbitalRefuseSpawnerLvl3"
  473. CreateLocation="CREATE_AT_LOCATION"
  474. LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_OrbitalRefuse_Rank3"
  475. LeechRechargePercentFromSpecialPower="SpecialPowerOrbitalRefuse_Rank2"
  476. />
  477. <!-- MASS PRODUCTION -->
  478. <PlayerPowerManager
  479. id="ModuleTag_PlayerPowerManager_MassProduction"
  480. SpecialPowerTemplate="SpecialPowerSovietMassProduction"
  481. OnAvailableEvaEvent="MassProductionUpgradeAuthorized"
  482. />
  483. <GiveProductionBonusSpecialPower
  484. id="ModuleTag_SovietMassProduction"
  485. SpecialPowerTemplate="SpecialPowerSovietMassProduction"
  486. BuildCostBonus="-25%"
  487. BuildCostBonusAllies="-5%">
  488. </GiveProductionBonusSpecialPower>
  489. <!-- IRRADIATE TARGET aka TOXIC CORROSION -->
  490. <PlayerPowerManager
  491. id="ModuleTag_PlayerPowerManager_IrradiateTarget"
  492. SpecialPowerTemplate="SpecialPower_IrradiateTarget"
  493. />
  494. <SpecialPower
  495. id="ModuleTag_IrradiateTargetSpecialPower"
  496. SpecialPowerTemplate="SpecialPower_IrradiateTarget"
  497. UpdateModuleStartsAttack="true"
  498. />
  499. <WeaponFireSpecialAbilityUpdate
  500. id="ModuleTag_IrradiateTargetSpecialAbilityUpdate"
  501. SpecialPowerTemplate="SpecialPower_IrradiateTarget"
  502. SpecialWeapon="PlayerPowerIrradiateTargetWeapon"
  503. />
  504. <!--no worky ActiveLoopSound="SOV_ToxicCorrosion_Launch"
  505. UnpackSound="SOV_ToxicCorrosion_Launch"
  506. TriggerSound="SOV_ToxicCorrosion_Launch"
  507. PackSound PrepSoundLoop -->
  508. <!-- Desolator Bomb 3 Levels -->
  509. <PlayerPowerManager
  510. id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level1"
  511. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1"
  512. />
  513. <OCLSpecialPower
  514. id="ModuleTag_SpecialPower_DesolatorBomb_Level1"
  515. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1"
  516. OCL="OCL_SpecialPower_DesolatorBomb_Level1"
  517. DestinationOCL="OCL_Generic5SecondBeacon"
  518. CreateLocation="USE_SECONDARY_OBJECT_LOCATION"
  519. CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter">
  520. <NearestSecondaryObjectFilter
  521. Relationship="SAME_PLAYER">
  522. <IncludeThing>SovietConstructionYard</IncludeThing>
  523. </NearestSecondaryObjectFilter>
  524. </OCLSpecialPower>
  525. <PlayerPowerManager
  526. id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level2"
  527. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2"
  528. />
  529. <OCLSpecialPower
  530. id="ModuleTag_SpecialPower_DesolatorBomb_Level2"
  531. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2"
  532. OCL="OCL_SpecialPower_DesolatorBomb_Level2"
  533. DestinationOCL="OCL_Generic5SecondBeacon"
  534. CreateLocation="USE_SECONDARY_OBJECT_LOCATION"
  535. LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_DesolatorBomb_Rank2"
  536. LeechRechargePercentFromSpecialPower="SpecialPower_DesolatorBomb_Level1"
  537. CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter">
  538. <NearestSecondaryObjectFilter
  539. Relationship="SAME_PLAYER">
  540. <IncludeThing>SovietConstructionYard</IncludeThing>
  541. </NearestSecondaryObjectFilter>
  542. </OCLSpecialPower>
  543. <PlayerPowerManager
  544. id="ModuleTag_PlayerPowerManager_DesolatorBomb_Level3"
  545. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3"
  546. />
  547. <OCLSpecialPower
  548. id="ModuleTag_SpecialPower_DesolatorBomb_Level3"
  549. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3"
  550. OCL="OCL_SpecialPower_DesolatorBomb_Level3"
  551. DestinationOCL="OCL_Generic5SecondBeacon"
  552. CreateLocation="USE_SECONDARY_OBJECT_LOCATION"
  553. LeechRechargePercentPlayerTechTrigger="PlayerTech_Soviet_DesolatorBomb_Rank3"
  554. LeechRechargePercentFromSpecialPower="SpecialPower_DesolatorBomb_Level2"
  555. CanAffectObjectFilter="GenericNoStructureSpecialPowerObjectFilter">
  556. <NearestSecondaryObjectFilter
  557. Relationship="SAME_PLAYER">
  558. <IncludeThing>SovietConstructionYard</IncludeThing>
  559. </NearestSecondaryObjectFilter>
  560. </OCLSpecialPower>
  561. <!-- production kickbacks -->
  562. <!-- aka Cash Bounty -->
  563. <PlayerPowerManager
  564. id="ModuleTag_PlayerPowerManager_ProductionKickbacks"
  565. SpecialPowerTemplate="SpecialPower_ProductionKickbacks"
  566. />
  567. <SpecialPower
  568. id="ModuleTag_ProductionKickbacks_SpecialPower"
  569. SpecialPowerTemplate="SpecialPower_ProductionKickbacks"
  570. UpdateModuleStartsAttack="true"
  571. CanAffectObjectFilter="SovietKickbacksSpecialPowerObjectFilter"
  572. />
  573. <WeaponFireSpecialAbilityUpdate
  574. id="ModuleTag_ProductionKickbacks_Update"
  575. SpecialPowerTemplate="SpecialPower_ProductionKickbacks"
  576. SpecialWeapon="PlayerPowerProductionKickbacksWeapon"
  577. />
  578. <!-- TERROR DRONE EGGS -->
  579. <PlayerPowerManager
  580. id="ModuleTag_PlayerPowerManager_TerrorDroneEggs"
  581. SpecialPowerTemplate="SpecialPowerTerrorDroneEggs"
  582. OnAvailableEvaEvent="TerrorDroneSurpriseUpgradeComplete"
  583. />
  584. <PlayerUpgradeSpecialPower
  585. id="ModuleTag_SpecialPower_TerrorDroneEggs"
  586. SpecialPowerTemplate="SpecialPowerTerrorDroneEggs"
  587. AvailableAtStart="true">
  588. <Upgrade>Upgrade_SovietTerrorDroneEggs</Upgrade>
  589. </PlayerUpgradeSpecialPower>
  590. <!-- CRUSH PUPPIES PLAYER POWER -->
  591. <!-- aka Grinder Treads -->
  592. <PlayerPowerManager
  593. id="ModuleTag_PlayerPowerManager_CrushPuppies"
  594. SpecialPowerTemplate="SpecialPowerCrushPuppies"
  595. OnAvailableEvaEvent="CrushTreadsUpgradeAuthorized"
  596. />
  597. <PlayerUpgradeSpecialPower
  598. id="ModuleTag_SpecialPower_CrushPuppies"
  599. SpecialPowerTemplate="SpecialPowerCrushPuppies"
  600. AvailableAtStart="true">
  601. <Upgrade>Upgrade_SovietCrushPuppiesPower</Upgrade>
  602. </PlayerUpgradeSpecialPower>
  603. <!-- Japan Powers -->
  604. <!-- Point Defense Drones -->
  605. <PlayerPowerManager
  606. id="ModuleTag_PlayerPowerManager_PointDefenseDrones"
  607. SpecialPowerTemplate="SpecialPower_PointDefenseDrones"
  608. />
  609. <SpecialPower
  610. id="ModuleTag_PointDefenseDrones_SpecialPower"
  611. SpecialPowerTemplate="SpecialPower_PointDefenseDrones"
  612. UpdateModuleStartsAttack="true"
  613. CanAffectObjectFilter="JapanPointDefenseDroneSpecialPowerObjectFilter"
  614. ObjectFilterDistType="CIRCLE"
  615. />
  616. <WeaponFireSpecialAbilityUpdate
  617. id="ModuleTag_PointDefenseDrones_Update"
  618. SpecialPowerTemplate="SpecialPower_PointDefenseDrones"
  619. SpecialWeapon="PlayerPowerPointDefenseDronesWeapon"
  620. />
  621. <PlayerPowerManager
  622. id="ModuleTag_PlayerPowerManager_TelekineticProjectorDevice"
  623. SpecialPowerTemplate="SpecialPowerTelekineticProjectorDevice"
  624. />
  625. <PlayerPowerManager
  626. id="ModuleTag_PlayerPowerManager_NanoSwarmHive"
  627. SpecialPowerTemplate="SpecialPowerNanoSwarmHive"
  628. />
  629. <!-- NAVAL POWER -->
  630. <PlayerPowerManager
  631. id="ModuleTag_PlayerPowerManager_NavalPower"
  632. SpecialPowerTemplate="SpecialPowerJapanNavalPower"
  633. OnAvailableEvaEvent="FortifiedFleetUpgradeAuthorized"
  634. />
  635. <PlayerUpgradeSpecialPower
  636. id="ModuleTag_SpecialPower_NavalPower"
  637. SpecialPowerTemplate="SpecialPowerJapanNavalPower"
  638. AvailableAtStart="true">
  639. <Upgrade>Upgrade_JapanNavalPower</Upgrade>
  640. </PlayerUpgradeSpecialPower>
  641. <!-- ADVANCED MISSILE PACKS -->
  642. <PlayerPowerManager
  643. id="ModuleTag_PlayerPowerManager_JapanAdvancedMissilePacks"
  644. SpecialPowerTemplate="SpecialPowerJapanAdvancedMissilePacks"
  645. OnAvailableEvaEvent="AdvancedRocketPodsUpgradeAuthorized"
  646. />
  647. <PlayerUpgradeSpecialPower
  648. id="ModuleTag_SpecialPower_JapanAdvancedMissilePacks"
  649. SpecialPowerTemplate="SpecialPowerJapanAdvancedMissilePacks"
  650. AvailableAtStart="true">
  651. <Upgrade>Upgrade_JapanAdvancedMissilePacks</Upgrade>
  652. </PlayerUpgradeSpecialPower>
  653. <!-- ROBOTIC ASSEMBLY -->
  654. <PlayerPowerManager
  655. id="ModuleTag_PlayerPowerManager_JapanRoboticAssembly"
  656. SpecialPowerTemplate="SpecialPowerJapanRoboticAssembly"
  657. OnAvailableEvaEvent="AssemblyUpgradeAuthorized"
  658. />
  659. <GiveProductionBonusSpecialPower
  660. id="ModuleTag_JapanRoboticAssembly"
  661. SpecialPowerTemplate="SpecialPowerJapanRoboticAssembly"
  662. BuildTimeBonus="-25%"
  663. BuildTimeBonusAllies="-5%">
  664. </GiveProductionBonusSpecialPower>
  665. <!-- SLEEPER AMBUSH -->
  666. <PlayerPowerManager
  667. id="ModuleTag_PlayerPowerManager_JapanAmbush"
  668. SpecialPowerTemplate="SpecialPowerJapanAmbush"
  669. />
  670. <OCLSpecialPower
  671. id="ModuleTag_OCL_SpecialPower_Ambush"
  672. SpecialPowerTemplate="SpecialPowerJapanAmbush"
  673. UpdateModuleStartsAttack="false"
  674. AvailableAtStart="true"
  675. OCL="OCL_Japan_Abmbush"
  676. CreateLocation="CREATE_AT_LOCATION"
  677. CanAffectObjectFilter="GenericNoObjectSpecialPowerObjectFilter">
  678. </OCLSpecialPower>
  679. <!-- BALLOON ATTACK -->
  680. <PlayerPowerManager
  681. id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L1"
  682. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1"
  683. />
  684. <OCLSpecialPower
  685. id="ModuleTag_OCL_SpecialPower_BalloonAttack_L1"
  686. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1"
  687. UpdateModuleStartsAttack="false"
  688. AvailableAtStart="true"
  689. OCL="OCL_BalloonAttack_Level1"
  690. CreateLocation="CREATE_AT_LOCATION"
  691. CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter"
  692. />
  693. <PlayerPowerManager
  694. id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L2"
  695. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2"
  696. />
  697. <OCLSpecialPower
  698. id="ModuleTag_OCL_SpecialPower_BalloonAttack_L2"
  699. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2"
  700. UpdateModuleStartsAttack="false"
  701. AvailableAtStart="true"
  702. OCL="OCL_BalloonAttack_Level2"
  703. CreateLocation="CREATE_AT_LOCATION"
  704. LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_BalloonAttack_Rank2"
  705. LeechRechargePercentFromSpecialPower="SpecialPowerJapanBalloonAttack_L1"
  706. CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter"
  707. />
  708. <PlayerPowerManager
  709. id="ModuleTag_PlayerPowerManager_JapanBalloonAttack_L3"
  710. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3"
  711. />
  712. <OCLSpecialPower
  713. id="ModuleTag_OCL_SpecialPower_BalloonAttack_L3"
  714. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3"
  715. UpdateModuleStartsAttack="false"
  716. AvailableAtStart="true"
  717. OCL="OCL_BalloonAttack_Level3"
  718. CreateLocation="CREATE_AT_LOCATION"
  719. LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_BalloonAttack_Rank3"
  720. LeechRechargePercentFromSpecialPower="SpecialPowerJapanBalloonAttack_L2"
  721. CanAffectObjectFilter="BalloonBombSpecialPowerObjectFilter"
  722. />
  723. <!-- Enhanced Kamikaze Player Power aka HONORABLE DISCHARGE -->
  724. <PlayerPowerManager
  725. id="ModuleTag_PlayerPowerManager_JapanEnhancedKamikaze"
  726. SpecialPowerTemplate="SpecialPowerJapanEnhancedKamikaze"
  727. OnAvailableEvaEvent="HonorableDischargeUpgardeAuthorized"
  728. />
  729. <PlayerUpgradeSpecialPower
  730. id="ModuleTag_SpecialPower_JapanEnhancedKamikaze"
  731. SpecialPowerTemplate="SpecialPowerJapanEnhancedKamikaze"
  732. AvailableAtStart="true">
  733. <Upgrade>Upgrade_JapanEnhancedKamikaze</Upgrade>
  734. </PlayerUpgradeSpecialPower>
  735. <!-- EMPERORS RESOLVE aka EMPEROR'S RAGE -->
  736. <PlayerPowerManager
  737. id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L1"
  738. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1"
  739. />
  740. <SpecialPower
  741. id="ModuleTag_JapanEmperorsResolve_L1"
  742. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1"
  743. AttributeModifier="AttributeModifer_JapanEmperorsResolve_L1"
  744. AttributeModifierRange="100"
  745. CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter"
  746. TriggerFX="FX_EmperorSpawn">
  747. <AttributeModifierAffects
  748. Rule="ALL"
  749. Exclude="STRUCTURE"
  750. StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/>
  751. </SpecialPower>
  752. <WeaponFireSpecialAbilityUpdate
  753. id="ModuleTag_JapanEmperorsResolve_L1Update"
  754. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1"
  755. SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L1" />
  756. <PlayerPowerManager
  757. id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L2"
  758. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2"
  759. />
  760. <SpecialPower
  761. id="ModuleTag_JapanEmperorsResolve_L2"
  762. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2"
  763. AttributeModifier="AttributeModifer_JapanEmperorsResolve_L2"
  764. AttributeModifierRange="150"
  765. LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_EmperorsRage_Rank2"
  766. LeechRechargePercentFromSpecialPower="SpecialPowerJapanEmperorsResolve_L1"
  767. CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter"
  768. TriggerFX="FX_EmperorSpawn_L2">
  769. <AttributeModifierAffects
  770. Rule="ALL"
  771. Exclude="STRUCTURE"
  772. StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/>
  773. </SpecialPower>
  774. <WeaponFireSpecialAbilityUpdate
  775. id="ModuleTag_JapanEmperorsResolve_L2Update"
  776. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2"
  777. SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L2" />
  778. <PlayerPowerManager
  779. id="ModuleTag_PlayerPowerManager_JapanEmperorsResolve_L3"
  780. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3"
  781. />
  782. <SpecialPower
  783. id="ModuleTag_JapanEmperorsResolve_L3"
  784. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3"
  785. AttributeModifier="AttributeModifer_JapanEmperorsResolve_L3"
  786. AttributeModifierRange="200"
  787. LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_EmperorsRage_Rank3"
  788. LeechRechargePercentFromSpecialPower="SpecialPowerJapanEmperorsResolve_L2"
  789. CanAffectObjectFilter="JapanEmperorsResolveSpecialPowerObjectFilter"
  790. TriggerFX="FX_EmperorSpawn_L3">
  791. <AttributeModifierAffects
  792. Rule="ALL"
  793. Exclude="STRUCTURE"
  794. StatusBitFlagsExclude="=$EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE"/>
  795. </SpecialPower>
  796. <WeaponFireSpecialAbilityUpdate
  797. id="ModuleTag_JapanEmperorsResolve_L3Update"
  798. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3"
  799. SpecialWeapon="PlayerPowerJapanEmperorsResolveWeapon_L3" />
  800. <!-- FINAL SQUADRON -->
  801. <PlayerPowerManager
  802. id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L1"
  803. SpecialPowerTemplate="SpecialPowerFinalSquadron_L1"
  804. />
  805. <OCLSpecialPower
  806. id="ModuleTag_FinalSquadronL1"
  807. SpecialPowerTemplate="SpecialPowerFinalSquadron_L1"
  808. UpdateModuleStartsAttack="false"
  809. AvailableAtStart="true"
  810. OCL="OCL_FinalSquadronL1"
  811. DestinationOCL="OCL_JapanFinalSquadronSeed_L1"
  812. CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET"
  813. CreateLocationOffset="3000.0">
  814. <NearestSecondaryObjectFilter
  815. Relationship="SAME_PLAYER">
  816. <IncludeThing>JapanConstructionYard</IncludeThing>
  817. </NearestSecondaryObjectFilter>
  818. </OCLSpecialPower>
  819. <PlayerPowerManager
  820. id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L2"
  821. SpecialPowerTemplate="SpecialPowerFinalSquadron_L2"
  822. />
  823. <OCLSpecialPower
  824. id="ModuleTag_FinalSquadronL2"
  825. SpecialPowerTemplate="SpecialPowerFinalSquadron_L2"
  826. UpdateModuleStartsAttack="false"
  827. AvailableAtStart="true"
  828. OCL="OCL_FinalSquadronL2"
  829. DestinationOCL="OCL_JapanFinalSquadronSeed_L2"
  830. CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET"
  831. CreateLocationOffset="3000.0"
  832. LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_FinalSquadron_Rank2"
  833. LeechRechargePercentFromSpecialPower="SpecialPowerFinalSquadron_L1">
  834. <NearestSecondaryObjectFilter
  835. Relationship="SAME_PLAYER">
  836. <IncludeThing>JapanConstructionYard</IncludeThing>
  837. </NearestSecondaryObjectFilter>
  838. </OCLSpecialPower>
  839. <PlayerPowerManager
  840. id="ModuleTag_PlayerPowerManager_SpecialPowerFinalSquadron_L3"
  841. SpecialPowerTemplate="SpecialPowerFinalSquadron_L3"
  842. />
  843. <OCLSpecialPower
  844. id="ModuleTag_FinalSquadronL3"
  845. SpecialPowerTemplate="SpecialPowerFinalSquadron_L3"
  846. UpdateModuleStartsAttack="false"
  847. AvailableAtStart="true"
  848. OCL="OCL_FinalSquadronL3"
  849. DestinationOCL="OCL_JapanFinalSquadronSeed_L3"
  850. CreateLocation="CREATE_AT_OFFSET_FROM_TARGET_ALONG_SECONDARY_OBJECT_VECTOR_AND_MOVE_TO_TARGET"
  851. CreateLocationOffset="3000.0"
  852. LeechRechargePercentPlayerTechTrigger="PlayerTech_Japan_FinalSquadron_Rank3"
  853. LeechRechargePercentFromSpecialPower="SpecialPowerFinalSquadron_L2">
  854. <NearestSecondaryObjectFilter
  855. Relationship="SAME_PLAYER">
  856. <IncludeThing>JapanConstructionYard</IncludeThing>
  857. </NearestSecondaryObjectFilter>
  858. </OCLSpecialPower>
  859. <!-- Neutral powers -->
  860. </Behaviors>
  861. <AI>
  862. <AIUpdate
  863. id="ModuleTag_AI"
  864. AutoAcquireEnemiesWhenIdle="NO">
  865. </AIUpdate>
  866. </AI>
  867. <Body>
  868. <PropBody
  869. id="ModuleTag_Body" />
  870. </Body>
  871. <ClientUpdates>
  872. <!-- Japanese Player Power Ready EVAs -->
  873. <EvaAnnounceSpecialPowerReadyClientUpdate
  874. id="BalloonBombsReady"
  875. AnnouncementEventOwner="BalloonBombsReady"
  876. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L1"
  877. JustMonitorPercentReady="true"
  878. CheckPlayerPowerVisibility="true"
  879. />
  880. <EvaAnnounceSpecialPowerReadyClientUpdate
  881. id="BalloonBombBlowtReady"
  882. AnnouncementEventOwner="BalloonBombBlowtReady"
  883. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L2"
  884. JustMonitorPercentReady="true"
  885. CheckPlayerPowerVisibility="true"
  886. />
  887. <EvaAnnounceSpecialPowerReadyClientUpdate
  888. id="BalloonBombBarrageReady"
  889. AnnouncementEventOwner="BalloonBombBarrageReady"
  890. SpecialPowerTemplate="SpecialPowerJapanBalloonAttack_L3"
  891. JustMonitorPercentReady="true"
  892. CheckPlayerPowerVisibility="true"
  893. />
  894. <EvaAnnounceSpecialPowerReadyClientUpdate
  895. id="EmperorsRageReady"
  896. AnnouncementEventOwner="EmperorsRageReady"
  897. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L1"
  898. JustMonitorPercentReady="true"
  899. CheckPlayerPowerVisibility="true"
  900. />
  901. <EvaAnnounceSpecialPowerReadyClientUpdate
  902. id="EmperoreRevengeReady"
  903. AnnouncementEventOwner="EmperoreRevengeReady"
  904. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L2"
  905. JustMonitorPercentReady="true"
  906. CheckPlayerPowerVisibility="true"
  907. />
  908. <EvaAnnounceSpecialPowerReadyClientUpdate
  909. id="EmperorsRetributReady"
  910. AnnouncementEventOwner="EmperorsRetributReady"
  911. SpecialPowerTemplate="SpecialPowerJapanEmperorsResolve_L3"
  912. JustMonitorPercentReady="true"
  913. CheckPlayerPowerVisibility="true"
  914. />
  915. <EvaAnnounceSpecialPowerReadyClientUpdate
  916. id="FinalSquadronReady"
  917. AnnouncementEventOwner="FinalSquadronReady"
  918. SpecialPowerTemplate="SpecialPowerFinalSquadron_L1"
  919. JustMonitorPercentReady="true"
  920. CheckPlayerPowerVisibility="true"
  921. />
  922. <EvaAnnounceSpecialPowerReadyClientUpdate
  923. id="FinalSquadronXReady"
  924. AnnouncementEventOwner="FinalSquadronXReady"
  925. SpecialPowerTemplate="SpecialPowerFinalSquadron_L2"
  926. JustMonitorPercentReady="true"
  927. CheckPlayerPowerVisibility="true"
  928. />
  929. <EvaAnnounceSpecialPowerReadyClientUpdate
  930. id="FinalSquadronOmgReady"
  931. AnnouncementEventOwner="FinalSquadronOmgReady"
  932. SpecialPowerTemplate="SpecialPowerFinalSquadron_L3"
  933. JustMonitorPercentReady="true"
  934. CheckPlayerPowerVisibility="true"
  935. />
  936. <EvaAnnounceSpecialPowerReadyClientUpdate
  937. id="PointDefenseDronesReady"
  938. AnnouncementEventOwner="PointDefenseDronesReady"
  939. SpecialPowerTemplate="SpecialPower_PointDefenseDrones"
  940. JustMonitorPercentReady="true"
  941. CheckPlayerPowerVisibility="true"
  942. />
  943. <EvaAnnounceSpecialPowerReadyClientUpdate
  944. id="SleeperAmbushReady"
  945. AnnouncementEventOwner="SleeperAmbushReady"
  946. SpecialPowerTemplate="SpecialPowerJapanAmbush"
  947. JustMonitorPercentReady="true"
  948. CheckPlayerPowerVisibility="true"
  949. />
  950. <!-- **** -->
  951. <!--
  952. <EvaAnnounceSpecialPowerReadyClientUpdate
  953. id="AdvancedAeronauticsReady"
  954. AnnouncementEventOwner="AdvancedAeronauticsUpgradeComplete"
  955. SpecialPowerTemplate="SpecialPowerAirPower"
  956. />
  957. moved to FXList played by AttributeModifier
  958. -->
  959. <EvaAnnounceSpecialPowerReadyClientUpdate
  960. id="Cryoshot1Ready"
  961. AnnouncementEventOwner="CryoshotReady"
  962. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl1"
  963. JustMonitorPercentReady="true"
  964. CheckPlayerPowerVisibility="true"
  965. />
  966. <EvaAnnounceSpecialPowerReadyClientUpdate
  967. id="Cryoshot2Ready"
  968. AnnouncementEventOwner="CryoblastReady"
  969. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl2"
  970. JustMonitorPercentReady="true"
  971. CheckPlayerPowerVisibility="true"
  972. />
  973. <EvaAnnounceSpecialPowerReadyClientUpdate
  974. id="Cryoshot3Ready"
  975. AnnouncementEventOwner="CryogeddonReady"
  976. SpecialPowerTemplate="SpecialPowerCryoSatelliteLvl3"
  977. JustMonitorPercentReady="true"
  978. CheckPlayerPowerVisibility="true"
  979. />
  980. <EvaAnnounceSpecialPowerReadyClientUpdate
  981. id="ChronoRift1Ready"
  982. AnnouncementEventOwner="ChronoRiftReady"
  983. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl1"
  984. JustMonitorPercentReady="true"
  985. CheckPlayerPowerVisibility="true"
  986. />
  987. <EvaAnnounceSpecialPowerReadyClientUpdate
  988. id="ChronoRift2Ready"
  989. AnnouncementEventOwner="ChronoChasmReady"
  990. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl2"
  991. JustMonitorPercentReady="true"
  992. CheckPlayerPowerVisibility="true"
  993. />
  994. <EvaAnnounceSpecialPowerReadyClientUpdate
  995. id="ChronoRift3Ready"
  996. AnnouncementEventOwner="ChronoFissureReady"
  997. SpecialPowerTemplate="SpecialPowerChronoRiftTeleportLvl3"
  998. JustMonitorPercentReady="true"
  999. CheckPlayerPowerVisibility="true"
  1000. />
  1001. <EvaAnnounceSpecialPowerReadyClientUpdate
  1002. id="ChronoSwapReady"
  1003. AnnouncementEventOwner="ChronoSwapReady"
  1004. SpecialPowerTemplate="SpecialPowerChronoSwapTeleport"
  1005. JustMonitorPercentReady="true"
  1006. CheckPlayerPowerVisibility="true"
  1007. />
  1008. <EvaAnnounceSpecialPowerReadyClientUpdate
  1009. id="DesolatorAirstrikeReady"
  1010. AnnouncementEventOwner="DesolatorAirstrikeReady"
  1011. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level1"
  1012. JustMonitorPercentReady="true"
  1013. CheckPlayerPowerVisibility="true"
  1014. />
  1015. <EvaAnnounceSpecialPowerReadyClientUpdate
  1016. id="DesolatorDualAirstrikeReady"
  1017. AnnouncementEventOwner="DesolatorDualAirstrikeReady"
  1018. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level2"
  1019. JustMonitorPercentReady="true"
  1020. CheckPlayerPowerVisibility="true"
  1021. />
  1022. <EvaAnnounceSpecialPowerReadyClientUpdate
  1023. id="DesolatorDeltaAirstrikeReady"
  1024. AnnouncementEventOwner="DesolatorDeltaAirstrikeReady"
  1025. SpecialPowerTemplate="SpecialPower_DesolatorBomb_Level3"
  1026. JustMonitorPercentReady="true"
  1027. CheckPlayerPowerVisibility="true"
  1028. />
  1029. <EvaAnnounceSpecialPowerReadyClientUpdate
  1030. id="MagneticSatelliteReady"
  1031. AnnouncementEventOwner="MagneticSatelliteReady"
  1032. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl1"
  1033. JustMonitorPercentReady="true"
  1034. CheckPlayerPowerVisibility="true"
  1035. />
  1036. <EvaAnnounceSpecialPowerReadyClientUpdate
  1037. id="SuperMagneticSatelliteReady"
  1038. AnnouncementEventOwner="SuperMagneticSatelliteReady"
  1039. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl2"
  1040. JustMonitorPercentReady="true"
  1041. CheckPlayerPowerVisibility="true"
  1042. />
  1043. <EvaAnnounceSpecialPowerReadyClientUpdate
  1044. id="UltraMagneticSatelliteReady"
  1045. AnnouncementEventOwner="UltraMagneticSatelliteReady"
  1046. SpecialPowerTemplate="SpecialPowerMagneticSatelliteLvl3"
  1047. JustMonitorPercentReady="true"
  1048. CheckPlayerPowerVisibility="true"
  1049. />
  1050. <EvaAnnounceSpecialPowerReadyClientUpdate
  1051. id="MagneticSingularityReady"
  1052. AnnouncementEventOwner="MagneticSingularityReady"
  1053. SpecialPowerTemplate="SpecialPowerMagneticSingularity"
  1054. JustMonitorPercentReady="true"
  1055. CheckPlayerPowerVisibility="true"
  1056. />
  1057. <EvaAnnounceSpecialPowerReadyClientUpdate
  1058. id="CashBountyReady"
  1059. AnnouncementEventOwner="CashBountyReady"
  1060. SpecialPowerTemplate="SpecialPower_ProductionKickbacks"
  1061. JustMonitorPercentReady="true"
  1062. CheckPlayerPowerVisibility="true"
  1063. />
  1064. <EvaAnnounceSpecialPowerReadyClientUpdate
  1065. id="OrbitalDropReady"
  1066. AnnouncementEventOwner="OrbitalDropReady"
  1067. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank1"
  1068. JustMonitorPercentReady="true"
  1069. CheckPlayerPowerVisibility="true"
  1070. />
  1071. <EvaAnnounceSpecialPowerReadyClientUpdate
  1072. id="OrbitalDumpReady"
  1073. AnnouncementEventOwner="OrbitalDumpReady"
  1074. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank2"
  1075. JustMonitorPercentReady="true"
  1076. CheckPlayerPowerVisibility="true"
  1077. />
  1078. <EvaAnnounceSpecialPowerReadyClientUpdate
  1079. id="OrbitalDownpourReady"
  1080. AnnouncementEventOwner="OrbitalDownpourReady"
  1081. SpecialPowerTemplate="SpecialPowerOrbitalRefuse_Rank3"
  1082. JustMonitorPercentReady="true"
  1083. CheckPlayerPowerVisibility="true"
  1084. />
  1085. <EvaAnnounceSpecialPowerReadyClientUpdate
  1086. id="SurgicalStrikeReady"
  1087. AnnouncementEventOwner="SurgicalStrikeReady"
  1088. SpecialPowerTemplate="SpecialPowerPrecisionStrike"
  1089. JustMonitorPercentReady="true"
  1090. CheckPlayerPowerVisibility="true"
  1091. />
  1092. <EvaAnnounceSpecialPowerReadyClientUpdate
  1093. id="SurveillanceSweepReady"
  1094. AnnouncementEventOwner="SurveillanceSweepReady"
  1095. SpecialPowerTemplate="SpecialPowerSatelliteSweep"
  1096. JustMonitorPercentReady="true"
  1097. CheckPlayerPowerVisibility="true"
  1098. />
  1099. <EvaAnnounceSpecialPowerReadyClientUpdate
  1100. id="TimeBomb1Ready"
  1101. AnnouncementEventOwner="TimeBombReady"
  1102. SpecialPowerTemplate="SpecialPowerTimeBombLvl1"
  1103. JustMonitorPercentReady="true"
  1104. CheckPlayerPowerVisibility="true"
  1105. />
  1106. <EvaAnnounceSpecialPowerReadyClientUpdate
  1107. id="TimeBomb2Ready"
  1108. AnnouncementEventOwner="DeluxeTimeBombReady"
  1109. SpecialPowerTemplate="SpecialPowerTimeBombLvl2"
  1110. JustMonitorPercentReady="true"
  1111. CheckPlayerPowerVisibility="true"
  1112. />
  1113. <EvaAnnounceSpecialPowerReadyClientUpdate
  1114. id="TimeBomb3Ready"
  1115. AnnouncementEventOwner="SupremeTimeBombReady"
  1116. SpecialPowerTemplate="SpecialPowerTimeBombLvl3"
  1117. JustMonitorPercentReady="true"
  1118. CheckPlayerPowerVisibility="true"
  1119. />
  1120. <EvaAnnounceSpecialPowerReadyClientUpdate
  1121. id="ToxicCorrosionReady"
  1122. AnnouncementEventOwner="ToxicCorrosionReady"
  1123. SpecialPowerTemplate="SpecialPower_IrradiateTarget"
  1124. JustMonitorPercentReady="true"
  1125. CheckPlayerPowerVisibility="true"
  1126. />
  1127. </ClientUpdates>
  1128. <Geometry
  1129. IsSmall="true">
  1130. <Shape
  1131. Type="CYLINDER"
  1132. MajorRadius="1.0"
  1133. Height="1.0"></Shape>
  1134. </Geometry>
  1135. </GameObject>
  1136. </AssetDeclaration>