XML has been major sorted, unused tag deletes

This commit is contained in:
2026-02-28 14:09:30 -06:00
parent 16d3170787
commit 486f2de3b3
493 changed files with 2701 additions and 6383 deletions

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<?xml version="1.0" encoding="utf-8"?>
<GroundBuildables>
<!-- SoaFE Rift Wards -->
<GroundBuildable Name="UC_E_Ward">
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior>
<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>
<Space_Layer>Corvette</Space_Layer>
<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>
<Obstacle_Proxy_Type/>
<Tactical_Buildable_Constructed>E_Ward</Tactical_Buildable_Constructed>
<Tactical_Build_Start_Lower_Z>50.0</Tactical_Build_Start_Lower_Z>
<Text_ID>Galyana_Structure_Observation_Tower</Text_ID>
<Land_Model_Name>EB_GuardTower.ALO</Land_Model_Name>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
<Size_Value>50</Size_Value>
<Base_Position>Out_Base</Base_Position>
<Icon_Name>i_button_eb_guardtower.tga</Icon_Name>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Land_FOW_Reveal_Range>50.0</Land_FOW_Reveal_Range>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>1.35</Scale_Factor>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>50</Energy_Refresh_Rate>
<Affiliation>Empire</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Select>Structure_Power_Gen_Select_SFX</SFXEvent_Select>
<Encyclopedia_Text>TEXT_TOOLTIP_SENSOR_NODE, GALYANA_CLASS_BLANK, Galyana_Upkeep_2</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Tactical_Health>200</Tactical_Health>
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
</GroundBuildable>
<GroundBuildable Name="UC_R_Ward">
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior>
<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>
<Space_Layer>Corvette</Space_Layer>
<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>
<Obstacle_Proxy_Type/>
<Tactical_Buildable_Constructed>R_Ward</Tactical_Buildable_Constructed>
<Tactical_Build_Start_Lower_Z>50.0</Tactical_Build_Start_Lower_Z>
<Text_ID>Galyana_Structure_Observation_Tower</Text_ID>
<Land_Model_Name>EB_GuardTower.ALO</Land_Model_Name>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
<Size_Value>50</Size_Value>
<Base_Position>Out_Base</Base_Position>
<Icon_Name>i_button_eb_guardtower.tga</Icon_Name>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Land_FOW_Reveal_Range>50.0</Land_FOW_Reveal_Range>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>1.35</Scale_Factor>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>50</Energy_Refresh_Rate>
<Affiliation>Rebel</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Select>Structure_Power_Gen_Select_SFX</SFXEvent_Select>
<Encyclopedia_Text>TEXT_TOOLTIP_SENSOR_NODE, GALYANA_CLASS_BLANK, Galyana_Upkeep_2</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Tactical_Health>200</Tactical_Health>
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
</GroundBuildable>
<GroundBuildable Name="UC_U_Ward">
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior>
<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>
<Space_Layer>Corvette</Space_Layer>
<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>
<Obstacle_Proxy_Type/>
<Tactical_Buildable_Constructed>U_Ward</Tactical_Buildable_Constructed>
<Tactical_Build_Start_Lower_Z>50.0</Tactical_Build_Start_Lower_Z>
<Text_ID>Galyana_Structure_Observation_Tower</Text_ID>
<Land_Model_Name>EB_GuardTower.ALO</Land_Model_Name>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
<Size_Value>50</Size_Value>
<Base_Position>Out_Base</Base_Position>
<Icon_Name>i_button_eb_guardtower.tga</Icon_Name>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Land_FOW_Reveal_Range>50.0</Land_FOW_Reveal_Range>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>1.35</Scale_Factor>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>50</Energy_Refresh_Rate>
<Affiliation>Underworld</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Select>Structure_Power_Gen_Select_SFX</SFXEvent_Select>
<Encyclopedia_Text>TEXT_TOOLTIP_SENSOR_NODE, GALYANA_CLASS_BLANK, Galyana_Upkeep_2</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Tactical_Health>200</Tactical_Health>
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
</GroundBuildable>
<GroundBuildable Name="UC_H_Ward">
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior>
<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>
<Space_Layer>Corvette</Space_Layer>
<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>
<Obstacle_Proxy_Type/>
<Tactical_Buildable_Constructed>H_Ward</Tactical_Buildable_Constructed>
<Tactical_Build_Start_Lower_Z>50.0</Tactical_Build_Start_Lower_Z>
<Text_ID>Galyana_Structure_Observation_Tower</Text_ID>
<Land_Model_Name>EB_GuardTower.ALO</Land_Model_Name>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
<Size_Value>50</Size_Value>
<Base_Position>Out_Base</Base_Position>
<Icon_Name>i_button_eb_guardtower.tga</Icon_Name>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Land_FOW_Reveal_Range>50.0</Land_FOW_Reveal_Range>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>1.35</Scale_Factor>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>50</Energy_Refresh_Rate>
<Affiliation>Hutts</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Select>Structure_Power_Gen_Select_SFX</SFXEvent_Select>
<Encyclopedia_Text>TEXT_TOOLTIP_SENSOR_NODE, GALYANA_CLASS_BLANK, Galyana_Upkeep_2</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Tactical_Health>200</Tactical_Health>
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
</GroundBuildable>
</GroundBuildables>