Files
SoaFE/DATA/XML/UNITS/CONSORTIUM_HEROES.XML
2026-02-28 14:00:45 -06:00

3318 lines
146 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Data>
<!-- Flagship of Booster Terrik -->
<UniqueUnit Name="Errant_Venture">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_ERRANT_VENTURE</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ERRANT_VENTURE,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_BoosterTerrik,
GALYANA_CLASS_BLANK,
STAT_U_BOOSTERTERRIK_SHIELD,
STAT_U_BOOSTERTERRIK_HULL,
STAT_U_BOOSTERTERRIK_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_ERRANT_VENTURE,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_BoosterTerrik,
GALYANA_CLASS_BLANK,
STAT_U_BOOSTERTERRIK_COST,
STAT_U_BOOSTERTERRIK_TIME,
STAT_U_BOOSTERTERRIK_SHIELD,
STAT_U_BOOSTERTERRIK_HULL,
STAT_U_BOOSTERTERRIK_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Star_Destroyer Nebulon_C_Frigate Executor_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Bomber B-Wing Aqulamator_Bomber</Encyclopedia_Vulnerable_To>
<Space_Model_Name>REDSTARDESTROYER_TERRIK.ALO</Space_Model_Name>
<Icon_Name>UEAW_BUTTON_BOOSTER_TERRIK.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>8</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name>
<GUI_Distance>2300</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>800</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.12</Max_Rate_Of_Roll>
<Bank_Turn_Angle>8</Bank_Turn_Angle>
<Max_Thrust>0.12</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2400</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital</Armor_Type>
<Tactical_Health>7500</Tactical_Health>
<Autoresolve_Health>8000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<Override_Bounty_SP>600</Override_Bounty_SP>
<Override_Bounty_MP>750</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>100</Damage>
<AI_Combat_Power>8000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Underworld_Pirate_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Underworld_Cobra_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Underworld_Prowler-A_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Underworld_Pirate_Fighter_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Underworld_Cobra_Squadron, 3</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Underworld_Prowler-A_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<HardPoints>
UEAW_HP_Errant_Venture_Weapon_FL,
UEAW_HP_Errant_Venture_Weapon_FR,
UEAW_HP_Errant_Venture_Weapon_BL,
UEAW_HP_Errant_Venture_Weapon_BR,
UEAW_HP_Errant_Venture_Weapon_ML,
UEAW_HP_Errant_Venture_Weapon_MR,
UEAW_HP_Errant_Venture_Shield_Generator,
UEAW_HP_Errant_Venture_Engines,
UEAW_HP_Errant_Venture_TB_Gun,
UEAW_HP_Star_Destroyer_ClassII_Fighter_Bay
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>1800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>5</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Visible_On_Radar_When_Fogged>True</Visible_On_Radar_When_Fogged>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Radar_Icon_Name>i_radar_capital_ship_empire.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<Surface_Bombardment_Capable>Yes</Surface_Bombardment_Capable>
<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>50000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Squadron_Capacity>13</Squadron_Capacity>
<Neutralization_Cost>2000.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>ObjectScript_PowerToShields</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Death_Clone>Damage_Normal, Errant_Venture_Death_Clone</Death_Clone>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught2</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught2</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught2</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught2</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught2</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught2</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught2</SFXEvent_Barrage>
<!--<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught2</SFXEvent_Move_Into_Asteroid_Field>-->
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught2</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Star_Destroyer_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Star_Destroyer_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>DEFEND</Type>
<Expiration_Seconds>30</Expiration_Seconds>
<!-- <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 100.0f</Mod_Multiplier>--> <!-- Disabled weapons via hardpoints.xml -->
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 1.5f</Mod_Multiplier>
<Recharge_Seconds>90</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_UEAW_Dreadnaught2</SFXEvent_GUI_Unit_Ability_Activated>
<Alternate_Name_Text>UEAW_ABILITY_ESCAPE_SHIELDS_NAME</Alternate_Name_Text>
<Alternate_Description_Text>UEAW_ABILITY_ESCAPE_SHIELDS</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_SPRINT.TGA</Alternate_Icon_Name>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!--We can block/redirect shots from the following units types:-->
<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types/>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Combat_Bonus_Ability Name="Terrik_Combat_Bonus">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category>Frigate</Unit_Strength_Category>
<Applicable_Unit_Categories>Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.25</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
<Planet_Income_Gambling_Ability Name="Terrik_Gambling_Income">
<!--choose a new income modifier every 60 seconds-->
<Evaluation_Interval_In_Secs>60.0</Evaluation_Interval_In_Secs>
<!--worst losses are -20% of the base-->
<Min_Income_Modifier>-0.20</Min_Income_Modifier><!--Must be between -1 and 0-->
<!--best positive income is +100% of the base-->
<Max_Income_Modifier>1.0</Max_Income_Modifier>
<!--100% of the time the income will be positive-->
<Chance_To_Win>1.0</Chance_To_Win>
</Planet_Income_Gambling_Ability>
<System_Spy_Ability Name="Terrik_Ship_Reveal">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Galactic_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Duration_In_Secs>-1.0</Duration_In_Secs>
<See_Base_Levels>No</See_Base_Levels>
<See_Credit_Income>No</See_Credit_Income>
<See_Credit_Income_Breakdown>No</See_Credit_Income_Breakdown>
<See_Num_Fleets>Yes</See_Num_Fleets>
<See_Most_Powerful_Ship>Yes</See_Most_Powerful_Ship>
<See_Fleet_Contents>No</See_Fleet_Contents>
<See_Num_Ground_Companies>No</See_Num_Ground_Companies>
<See_Ground_Company_Contents>No</See_Ground_Company_Contents>
<See_Special_Structures>No</See_Special_Structures>
<See_Political_Control>No</See_Political_Control>
<See_Political_Control_Breakdown>No</See_Political_Control_Breakdown>
<See_Current_Production>No</See_Current_Production>
<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
<See_Major_Stealth_Heroes>No</See_Major_Stealth_Heroes>
</System_Spy_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>5270</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>45</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
</UniqueUnit>
<UniqueUnit Name="Errant_Venture_Death_Clone">
<Text_ID>UEAW_UNIT_ERRANT_VENTURE</Text_ID>
<Space_Model_Name>REDSTARDESTROYER_TERRIK_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>0.05</Max_Thrust>
<Max_Rate_Of_Roll>0.5</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Affiliation>Underworld</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
<HeroUnit Name="Bossk">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_BOSSK</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_BOSSK,
GALYANA_CLASS_BLANK,
STAT_U_BOSSK_LAND_HULL,
STAT_U_BOSSK_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_BOSSK,
GALYANA_CLASS_BLANK,
STAT_U_BOSSK_LAND_COST,
STAT_U_BOSSK_LAND_TIME,
STAT_U_BOSSK_LAND_HULL,
STAT_U_BOSSK_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOUNTY_HUNTER</Encyclopedia_Unit_Class>
<Land_Model_Name>UI_Bossk.ALO</Land_Model_Name>
<Icon_Name>i_button_UI_Boskk.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<!-- GUI Info -->
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.6</Scale_Factor>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>5.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.0</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Tactical_Health>500</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>60</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<Projectile_Types>Proj_Bossk_Heavy_Blaster, Proj_Bossk_Plasma_Grenade</Projectile_Types> <!-- Details in Projectiles_Land.xml -->
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 3.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<Garrison_Category>Infantry</Garrison_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<!-- Hero Info -->
<Is_Named_Hero>Yes</Is_Named_Hero>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
<Highlight_Blob_Material_Name>Highlight_Underworld_Hero</Highlight_Blob_Material_Name>
<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>
<Neutralization_Cost>1500.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
<Destroy_When_Used_As_Corruption_Prereq>No</Destroy_When_Used_As_Corruption_Prereq>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>ABILITY_COUNTDOWN, SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Bossk</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Bossk</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Bossk</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Bossk</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Bossk</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Move_Bossk</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Attack_Bossk</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Bossk</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Bossk</SFXEvent_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_Defeat_Bossk</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>FLAME_THROWER</Type>
<Alternate_Name_Text>TEXT_TOOLTIP_BOSSK_FLAMETHROWER</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_BOSSK_FLAMETHROWER_DESCRIPTION</Alternate_Description_Text>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Bossk_Flame_Thrower</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Bossk</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>SWAP_WEAPONS</Type>
<Alternate_Name_Text>TEXT_TOOLTIP_BOSSK_SWAP</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_BOSSK_SWAP_DESCRIPTION</Alternate_Description_Text>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<GUI_Activated_Ability_Name>Disruptor_Swap_Weapon</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Bossk</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Galactic_Stealth_Ability Name="Bossk_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<System_Spy_Ability Name="Bossk_Limited_Spy">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Galactic_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Duration_In_Secs>-1.0</Duration_In_Secs>
<See_Num_Fleets>Yes</See_Num_Fleets>
<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
<See_Major_Stealth_Heroes>Yes</See_Major_Stealth_Heroes>
</System_Spy_Ability>
<Neutralize_Hero_Ability Name="Bossk_Neutralize_Hero">
<Cost_Mod_By_Base_Level>0.0,0.0, 5.0,1.0</Cost_Mod_By_Base_Level>
<Cost_Mod_By_Previous_Neutralizations>0.0,0.0, 1000.0,750.0</Cost_Mod_By_Previous_Neutralizations>
<Cost_Mod_By_Planetary_Corruption_Level>0.0,0.0, 1.0,0.25</Cost_Mod_By_Planetary_Corruption_Level>
<General_Minor_Hero_Cost_Mod>1.0</General_Minor_Hero_Cost_Mod>
<General_Major_Hero_Cost_Mod>1.0</General_Major_Hero_Cost_Mod>
<Owner_Respawn_Time_In_Secs>120.0, 150.0</Owner_Respawn_Time_In_Secs>
<Target_Respawn_Time_In_Secs>240.0, 300.0</Target_Respawn_Time_In_Secs>
<Can_Neutralize_Minor_Heroes>Yes</Can_Neutralize_Minor_Heroes>
<Can_Neutralize_Major_Heroes>Yes</Can_Neutralize_Major_Heroes>
</Neutralize_Hero_Ability>
<Personal_Flame_Thrower_Ability Name="Bossk_Flame_Thrower">
<Activation_Style>User_Input</Activation_Style>
<!--We need to be within this distance of the clicked target to consider activating the flame thrower-->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>100.0</Activation_Max_Range>
<Damage_Arc_In_Degrees>45.0</Damage_Arc_In_Degrees>
<Damage_Amount>300.0</Damage_Amount>
<Fire_Time_In_Secs>8.0</Fire_Time_In_Secs>
<Damage_Delay_In_Secs>0.60</Damage_Delay_In_Secs>
<!--We only consider the following unit types "valid targets":-->
<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Flamethrower_Fire</SFXEvent_Activate>
<Flame_Emitter_Model_Name>p_flamethrower00</Flame_Emitter_Model_Name>
</Personal_Flame_Thrower_Ability>
</Abilities>
</HeroUnit>
<UniqueUnit Name="Houndstooth">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_HOUNDSTOOTH</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_HOUNDSTOOTH,
GALYANA_CLASS_BLANK,
STAT_U_BOSSK_SHIELD,
STAT_U_BOSSK_HULL,
STAT_U_BOSSK_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_HOUNDSTOOTH,
GALYANA_CLASS_BLANK,
STAT_U_BOSSK_COST,
STAT_U_BOSSK_TIME,
STAT_U_BOSSK_SHIELD,
STAT_U_BOSSK_HULL,
STAT_U_BOSSK_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Victory_Destroyer Nebulon_B_Frigate Hutt_Dreadnaught</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Tie_Interceptor X-wing Viper</Encyclopedia_Vulnerable_To>
<Land_Model_Name>UV_HoundsTooth_LANDING.ALO</Land_Model_Name>
<Landing_Transport_Variant>Houndstooth_Landing</Landing_Transport_Variant>
<Space_Model_Name>UV_HoundsTooth.ALO</Space_Model_Name>
<Icon_Name>i_button_UI_Boskk.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<Space_Override_Population_Value>1</Space_Override_Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.9</Scale_Factor>
<Select_Box_Scale>115</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>6.0</Max_Speed>
<Min_Speed>3.5</Min_Speed>
<Max_Rate_Of_Turn>1.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>2.5</Max_Rate_Of_Roll>
<Bank_Turn_Angle>30</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Begin_Turn_Towards_Distance>900.0</Begin_Turn_Towards_Distance>
<Hover_Offset>30.0</Hover_Offset>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>700</Shield_Points>
<Shield_Refresh_Rate>25</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter_Hero</Armor_Type>
<Tactical_Health>500</Tactical_Health>
<Energy_Capacity>900</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>1500</AI_Combat_Power>
<HardPoints>
HP_HOUNDSTOOTH_LASER_00,
HP_HOUNDSTOOTH_LASER_01,
HP_HOUNDSTOOTH_CMISSILE_00,
HP_HOUNDSTOOTH_CMISSILE_01
</HardPoints>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>1150.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Formation_Priority>5</Formation_Priority>
<Minimum_Follow_Distance>40.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>500.0</Idle_Chase_Range>
<Attack_Move_Response_Range>500.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Space_Full_Stop_Command>True</Space_Full_Stop_Command>
<CategoryMask>Fighter | SpaceHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Ship_Class>Fighter</Ship_Class>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Display_Contained_Hero_Grab_Bars>True</Display_Contained_Hero_Grab_Bars>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Score_Cost_Credits>8000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, NEBULA, SELECTABLE</SpaceBehavior>
<LandBehavior>REVEAL, HIDE_WHEN_FOGGED, IDLE</LandBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Medium_Explosion_Space_Empire</Death_Explosions>
<Death_Clone>Damage_Normal, Houndstooth_Death_Clone</Death_Clone>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Bossk</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Bossk</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Bossk</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Bossk</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Bossk</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Bossk</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Group_Move>Unit_Move_Bossk</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Attack_Bossk</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Bossk</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Bossk</SFXEvent_Health_Critical_Warning>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Moving>Unit_Hounds_Tooth_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Hounds_Tooth_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SENSOR_JAMMING</Type>
<GUI_Activated_Ability_Name>HoundsTooth_Sensor_Jamming</GUI_Activated_Ability_Name>
<Recharge_Seconds>75.0</Recharge_Seconds>
<Expiration_Seconds>30.0</Expiration_Seconds>
<Effective_Radius>600.0</Effective_Radius>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Sensor_Jamming_Ability Name="HoundsTooth_Sensor_Jamming">
<Activation_Style>User_Input</Activation_Style>
<Owner_Particle_Effect>Sensor_Jamming_Effect_Skipray</Owner_Particle_Effect> <!--Sensor_Jamming_Effect-->
</Sensor_Jamming_Ability>
</Abilities>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1050</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
<!--Skirmish Values End-->
</UniqueUnit>
<UniqueUnit Name="Houndstooth_Death_Clone">
<Encyclopedia_Text>TEXT_TOOLTIP_HOUNDSTOOTH</Encyclopedia_Text>
<Space_Model_Name>UV_HoundsTooth_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.9</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>0.05</Max_Thrust>
<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
<UniqueUnit Name="Houndstooth_Landing">
<Variant_Of_Existing_Type>Houndstooth</Variant_Of_Existing_Type>
<HardPoints>HP_Lander_Dummy</HardPoints>
<Behavior>TRANSPORT</Behavior>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Scale_Factor>3.5</Scale_Factor>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
</UniqueUnit>
<UniqueUnit Name="Houndstooth_Ground_Prop">
<Variant_Of_Existing_Type>Houndstooth</Variant_Of_Existing_Type>
<Is_Valid_Target>No</Is_Valid_Target>
<Scale_Factor>3</Scale_Factor>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<LandBehavior>REVEAL,IDLE</LandBehavior>
</UniqueUnit>
<HeroCompany Name="Bossk_Team">
<Text_ID>TEXT_HERO_BOSSK_TEAM</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_BOSSK,
GALYANA_CLASS_BLANK,
STAT_U_BOSSK_LAND_HULL,
STAT_U_BOSSK_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_BOSSK,
GALYANA_CLASS_BLANK,
STAT_U_BOSSK_LAND_COST,
STAT_U_BOSSK_LAND_TIME,
STAT_U_BOSSK_LAND_HULL,
STAT_U_BOSSK_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOUNTY_HUNTER</Encyclopedia_Unit_Class>
<Icon_Name>i_button_UI_Boskk.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>80</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Is_Dummy>Yes</Is_Dummy>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Stealth_Company>Yes</Is_Stealth_Company>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Company_Transport_Unit>HoundsTooth</Company_Transport_Unit>
<Company_Units>Bossk</Company_Units>
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Bossk</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Bossk</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Bossk</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!-- <Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
<!--Skirmish Values End-->
<Unit_Abilities_Data SubObjectList="Yes"/>
</HeroCompany>
<HeroCompany Name="Bossk_Team_Space_MP">
<Variant_Of_Existing_Type>Bossk_Team</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_HOUNDSTOOTH</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_HOUNDSTOOTH,
GALYANA_CLASS_BLANK,
STAT_U_BOSSK_SHIELD,
STAT_U_BOSSK_HULL,
STAT_U_BOSSK_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_HOUNDSTOOTH,
GALYANA_CLASS_BLANK,
STAT_U_BOSSK_COST,
STAT_U_BOSSK_TIME,
STAT_U_BOSSK_SHIELD,
STAT_U_BOSSK_HULL,
STAT_U_BOSSK_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Victory_Destroyer Nebulon_B_Frigate Hutt_Dreadnaught</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Tie_Interceptor X-wing Viper</Encyclopedia_Vulnerable_To>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1125</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
<!--Skirmish Values End-->
</HeroCompany>
<HeroUnit Name="IG-88">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_IG88</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_IG88,
GALYANA_CLASS_BLANK,
STAT_U_IG88_LAND_HULL,
STAT_U_IG88_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_IG88,
GALYANA_CLASS_BLANK,
STAT_U_IG88_LAND_COST,
STAT_U_IG88_LAND_TIME,
STAT_U_IG88_LAND_HULL,
STAT_U_IG88_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOUNTY_HUNTER</Encyclopedia_Unit_Class>
<Land_Model_Name>UI_IG88.ALO</Land_Model_Name>
<Icon_Name>i_button_UI_IG88.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<!-- GUI Info -->
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.7</Scale_Factor>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>5.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.0</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Droid_Hero</Armor_Type>
<Tactical_Health>600</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>60</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<Projectile_Types>Proj_IG88_Pulse_Cannon</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 10.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>200.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<Target_Stealth_Units>Yes</Target_Stealth_Units>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<Garrison_Category>Infantry</Garrison_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<!-- Hero Info -->
<Is_Named_Hero>Yes</Is_Named_Hero>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
<Highlight_Blob_Material_Name>Highlight_Underworld_Hero</Highlight_Blob_Material_Name>
<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
<Always_Spawn_In_Orbit>No</Always_Spawn_In_Orbit>
<Neutralization_Cost>1500.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
<Destroy_When_Used_As_Corruption_Prereq>No</Destroy_When_Used_As_Corruption_Prereq>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>ABILITY_COUNTDOWN, SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, ION_STUN_EFFECT, UNIT_AI, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>ObjectScript_IG88</Lua_Script>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Select>Unit_Select_IG88</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_IG88</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_IG88</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_IG88</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_IG88</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Group_Move_IG88</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_IG88</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_IG88</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_IG88</SFXEvent_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_Defeat_IG88</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>INFECTION</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>IG88_Infection</GUI_Activated_Ability_Name>
<Effective_Radius>500.0</Effective_Radius>
<SFXEvent_Target_Ability>Unit_Infect_IG88</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>RADIOACTIVE_CONTAMINATE</Type>
<Recharge_Seconds>45.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>IG88_Radioactive_Contaminate</GUI_Activated_Ability_Name><!--GUI Command Bar support-->
<!--This dist should match the heal range of the object-->
<Area_Effect_Decal_Distance>125.0</Area_Effect_Decal_Distance>
<Spawned_Object_Type>Stun_Ability_Particles</Spawned_Object_Type>
<SFXEvent_Target_Ability>Unit_Contaminate_IG88</SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop>Unit_IG88_Contamination_Loop</SFXEvent_Special_Ability_Loop>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="IG88_Redirect_Blaster">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.25</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!--We can block/redirect shots from the following units types:-->
<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Galactic_Stealth_Ability Name="IG88_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<System_Spy_Ability Name="IG88_Limited_Spy">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Galactic_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Duration_In_Secs>-1.0</Duration_In_Secs>
<See_Num_Fleets>Yes</See_Num_Fleets>
<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
<See_Major_Stealth_Heroes>Yes</See_Major_Stealth_Heroes>
</System_Spy_Ability>
<Neutralize_Hero_Ability Name="IG88_Neutralize_Hero">
<Cost_Mod_By_Base_Level>0.0,0.0, 5.0,1.0</Cost_Mod_By_Base_Level>
<Cost_Mod_By_Previous_Neutralizations>0.0,0.0, 1000.0,750.0</Cost_Mod_By_Previous_Neutralizations>
<Cost_Mod_By_Planetary_Corruption_Level>0.0,0.0, 1.0,0.25</Cost_Mod_By_Planetary_Corruption_Level>
<General_Minor_Hero_Cost_Mod>1.0</General_Minor_Hero_Cost_Mod>
<General_Major_Hero_Cost_Mod>1.0</General_Major_Hero_Cost_Mod>
<Owner_Respawn_Time_In_Secs>120.0, 150.0</Owner_Respawn_Time_In_Secs>
<Target_Respawn_Time_In_Secs>240.0, 300.0</Target_Respawn_Time_In_Secs>
<Can_Neutralize_Minor_Heroes>Yes</Can_Neutralize_Minor_Heroes>
<Can_Neutralize_Major_Heroes>Yes</Can_Neutralize_Major_Heroes>
</Neutralize_Hero_Ability>
<!-- <Hack_Super_Weapon_Ability Name="IG88_Hack_Death_Star">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Target_Affected>Planet_Death_SFX</SFXEvent_Target_Affected>
<Target_Particle_Effect>Planet_Explosion_Galactic</Target_Particle_Effect>
</Hack_Super_Weapon_Ability>-->
<Infection_Ability Name="IG88_Infection">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>5.0</Activation_Min_Range>
<Activation_Max_Range>275.0</Activation_Max_Range>
<Shoot_Anim>BOMBTOSS</Shoot_Anim>
<Spawn_Frame>13.0</Spawn_Frame>
<Spawn_Bone>MuzzleB_00</Spawn_Bone>
<Damage_Per_Second>3</Damage_Per_Second>
<Duration_Of_Infection>30.0</Duration_Of_Infection>
<Infection_CategoryMask>Infantry</Infection_CategoryMask>
<Distance_To_Infect>70.0</Distance_To_Infect>
<Infection_Particle>Infection_Particle_Effect</Infection_Particle>
<Projectile_Type>Proj_IG88_Infection_Poison</Projectile_Type>
<Seconds_To_Infect>2.0</Seconds_To_Infect>
</Infection_Ability>
<Radioactive_Contaminate_Ability Name="IG88_Radioactive_Contaminate">
<Activation_Style>User_Input</Activation_Style>
<!--We need to be within this distance of the clicked target to consider activating Stun-->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>150.0</Activation_Max_Range>
<Spray_Time_In_Secs>3.0</Spray_Time_In_Secs>
<Contamination_Object_Name>Radioactive_Contamination</Contamination_Object_Name>
<SFXEvent_Radioactive>Unit_IG88_Contamination_Hit</SFXEvent_Radioactive>
</Radioactive_Contaminate_Ability>
</Abilities>
</HeroUnit>
<!--IG-2000 HERO TRANSPORT DATA-->
<UniqueUnit Name="IG-2000">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_IG2000</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_IG2000,
GALYANA_CLASS_BLANK,
STAT_U_IG88_SHIELD,
STAT_U_IG88_HULL,
STAT_U_IG88_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_IG2000,
GALYANA_CLASS_BLANK,
STAT_U_IG88_COST,
STAT_U_IG88_TIME,
STAT_U_IG88_SHIELD,
STAT_U_IG88_HULL,
STAT_U_IG88_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>X-wing Y-Wing Death_Star_II</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Corellian_Gunboat A-Wing</Encyclopedia_Vulnerable_To>
<Land_Model_Name>UV_IG2000_LANDING.ALO</Land_Model_Name>
<Landing_Transport_Variant>IG2000_Landing</Landing_Transport_Variant>
<Space_Model_Name>UV_IG2000.ALO</Space_Model_Name>
<Icon_Name>i_button_UI_IG88.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<Space_Override_Population_Value>1</Space_Override_Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.7</Scale_Factor>
<Select_Box_Scale>60</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>5.5</Max_Speed>
<Min_Speed>3.5</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>4.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>45</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>4.5</Max_Lift>
<Begin_Turn_Towards_Distance>600.0</Begin_Turn_Towards_Distance>
<Hover_Offset>30.0</Hover_Offset>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>600</Shield_Points>
<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter_Hero</Armor_Type>
<Tactical_Health>800</Tactical_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>1500</AI_Combat_Power>
<HardPoints>
HP_IG2000_LASER_00,
HP_IG2000_LASER_01
</HardPoints>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.5</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>900.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Target_Stealth_Units>Yes</Target_Stealth_Units>
<!-- Formation Info -->
<Formation_Priority>5</Formation_Priority>
<Minimum_Follow_Distance>40.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Space_Full_Stop_Command>True</Space_Full_Stop_Command>
<CategoryMask>Fighter | SpaceHero | AntiSuper</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Ship_Class>Fighter</Ship_Class>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Display_Contained_Hero_Grab_Bars>True</Display_Contained_Hero_Grab_Bars>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Is_Super_Weapon_Killer>Yes</Is_Super_Weapon_Killer>
<Score_Cost_Credits>8000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, NEBULA, SELECTABLE</SpaceBehavior>
<LandBehavior>REVEAL, HIDE_WHEN_FOGGED, IDLE</LandBehavior>
<Lua_Script>ObjectScript_IG2000</Lua_Script>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Medium_Explosion_Space_Empire</Death_Explosions>
<Death_Clone>Damage_Normal, IG2000_Death_Clone</Death_Clone>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_IG88</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_IG88</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_IG88</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_IG88</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_IG88</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_IG88</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Group_Move>Unit_Group_Move_IG88</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_IG88</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_IG88</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_IG88</SFXEvent_Health_Critical_Warning>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Moving>Unit_IG2000_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_IG2000_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>CORRUPT_SYSTEMS</Type>
<Recharge_Seconds>60.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>IG2000_Corrupt_Systems</GUI_Activated_Ability_Name><!--GUI Command Bar support-->
<Area_Effect_Decal_Distance>400.0</Area_Effect_Decal_Distance>
<SFXEvent_Target_Ability>Unit_Corrupt_Systems_IG88</SFXEvent_Target_Ability>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Corrupt_Systems_Ability Name="IG2000_Corrupt_Systems">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>20.0</Activation_Min_Range>
<Activation_Max_Range>350.0</Activation_Max_Range>
<Duration_In_Seconds>12</Duration_In_Seconds>
<Shield_Drain_Per_Second>60</Shield_Drain_Per_Second>
<Inaccuracy_Radius>500</Inaccuracy_Radius>
<Target_Particle_Effect>Corrupt_Systems_Effect</Target_Particle_Effect>
<Owner_Particle_Effect>Corrupt_Systems_Flare_Effect</Owner_Particle_Effect>
<SFXEvent_Activate>Unit_IG88_Corrupt_Systems</SFXEvent_Activate>
</Corrupt_Systems_Ability>
</Abilities>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1275</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>17</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
<!--Skirmish Values End-->
</UniqueUnit>
<UniqueUnit Name="IG2000_Death_Clone">
<Text_ID>TEXT_UNIT_IG2000</Text_ID>
<Space_Model_Name>UV_IG2000_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.7</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>0.05</Max_Thrust>
<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
<UniqueUnit Name="IG2000_Landing">
<Variant_Of_Existing_Type>IG-2000</Variant_Of_Existing_Type>
<HardPoints>HP_Lander_Dummy</HardPoints>
<Behavior>TRANSPORT</Behavior>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Scale_Factor>4.0</Scale_Factor>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
</UniqueUnit>
<UniqueUnit Name="IG2000_Ground_Prop">
<Variant_Of_Existing_Type>IG-2000</Variant_Of_Existing_Type>
<Is_Valid_Target>No</Is_Valid_Target>
<Scale_Factor>3</Scale_Factor>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<LandBehavior>REVEAL,IDLE</LandBehavior>
</UniqueUnit>
<!--IG-2000 COMPANY DATA-->
<HeroCompany Name="IG88_Team">
<Text_ID>TEXT_HERO_IG88_TEAM</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_IG88,
GALYANA_CLASS_BLANK,
STAT_U_IG88_LAND_HULL,
STAT_U_IG88_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_IG88,
GALYANA_CLASS_BLANK,
STAT_U_IG88_LAND_COST,
STAT_U_IG88_LAND_TIME,
STAT_U_IG88_LAND_HULL,
STAT_U_IG88_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOUNTY_HUNTER</Encyclopedia_Unit_Class>
<Icon_Name>i_button_UI_IG88.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>80</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Is_Dummy>Yes</Is_Dummy>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Stealth_Company>Yes</Is_Stealth_Company>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Company_Transport_Unit>IG-2000</Company_Transport_Unit>
<Company_Units>IG-88</Company_Units>
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_IG88</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_IG88</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_IG88</SFXEvent_Fleet_Move>
<Unit_Abilities_Data SubObjectList="Yes"/>
</HeroCompany>
<HeroCompany Name="IG88_Team_Land_MP">
<Variant_Of_Existing_Type>IG88_Team</Variant_Of_Existing_Type>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>UC_Level_Two_Tech_Upgrade</Tactical_Build_Prerequisites>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!-- <Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
<!--Skirmish Values End-->
</HeroCompany>
<HeroCompany Name="IG88_Team_Space_MP">
<Variant_Of_Existing_Type>IG88_Team</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_IG2000</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_IG2000,
GALYANA_CLASS_BLANK,
STAT_U_IG88_SHIELD,
STAT_U_IG88_HULL,
STAT_U_IG88_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_IG2000,
GALYANA_CLASS_BLANK,
STAT_U_IG88_COST,
STAT_U_IG88_TIME,
STAT_U_IG88_SHIELD,
STAT_U_IG88_HULL,
STAT_U_IG88_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>X-wing Y-Wing Z-95_Headhunter_Rebel</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Corellian_Gunboat A-Wing</Encyclopedia_Vulnerable_To>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1275</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>17</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
<!--Skirmish Values End-->
</HeroCompany>
<HeroUnit Name="Silri_No_Abilities">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_SILRI</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_SILRI,
GALYANA_CLASS_BLANK,
STAT_U_SILRI_HULL,
STAT_U_SILRI_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_SILRI,
GALYANA_CLASS_BLANK,
STAT_U_SILRI_COST,
STAT_U_SILRI_TIME,
STAT_U_SILRI_HULL,
STAT_U_SILRI_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_NIGHTSISTER</Encyclopedia_Unit_Class>
<Land_Model_Name>UI_SILRI.ALO</Land_Model_Name>
<Icon_Name>i_button_ui_silri.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<!-- GUI Info -->
<GUI_Bounds_Scale>0.6</GUI_Bounds_Scale>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.6</Scale_Factor>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>5.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.1</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>0.75</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Tactical_Health>700</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>60</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<Projectile_Types>Proj_Silri_Lightsaber_Whip</Projectile_Types>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>15,20</Projectile_Appearance_Delay_Frames>
<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>38.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<Target_Stealth_Units>Yes</Target_Stealth_Units>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<CategoryMask>LandHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<Garrison_Category>Infantry</Garrison_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<!-- Hero Info -->
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
<Highlight_Blob_Material_Name>Highlight_Underworld_Hero</Highlight_Blob_Material_Name>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
<Always_Spawn_In_Orbit>No</Always_Spawn_In_Orbit>
<Neutralization_Cost>3500.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
<Destroy_When_Used_As_Corruption_Prereq>No</Destroy_When_Used_As_Corruption_Prereq>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>ABILITY_COUNTDOWN, SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>ObjectScript_Silri</Lua_Script>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Select>Unit_Select_Silri</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Silri</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Silri</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Silri</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Silri</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Silri</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Silri</SFXEvent_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_Defeat_Silri</Death_SFXEvent_Start_Die>
</HeroUnit>
<HeroUnit Name="Silri"> <!-- Making this a variant of the ability-less unit -->
<Variant_Of_Existing_Type>Silri_No_Abilities</Variant_Of_Existing_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SUMMON</Type>
<Recharge_Seconds>80.0</Recharge_Seconds>
<Area_Effect_Decal_Distance>25.0</Area_Effect_Decal_Distance>
<GUI_Activated_Ability_Name>Silri_Summon</GUI_Activated_Ability_Name><!--GUI Command Bar support-->
<SFXEvent_Target_Ability>Unit_Summon_Silri</SFXEvent_Target_Ability>
</Unit_Ability>
<Unit_Ability>
<Type>DRAIN_LIFE</Type>
<Recharge_Seconds>50.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Silri_Drain_Life</GUI_Activated_Ability_Name>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="Silri_Redirect_Blaster">
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.20</Redirect_Chance>
<Block_Chance>0.50</Block_Chance>
<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees>135.0</Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!--We can block/redirect shots from the following units types:-->
<Applicable_Unit_Categories>Infantry, Vehicle, Structure, Air, LandHero</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types>
Plex_Soldier, Squad_Plex_Soldier, Y-Wing_Bombing, MPTL, MPTL_Captured, Luke_Skywalker_Jedi, Obi_Wan_Kenobi, Luke_Skywalker, Yoda, Y-Wing_Bombing_Run,
Underworld_Merc, Underworld_Disruptor_Merc, Vornskr_Wolf, Ewok_Handler, Ewok_Suicide_Bomber_For_Handler, MagnaGuard, Night_Sister, MAL_Rocket_Vehicle, MAL_Captured, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, Canderous_Assault_Tank, Canderous_Assault_Tank_Captured, Nantex_Fighter, Silri, Cuddles_The_Rancor, Urai_Fen, Skipray_Bombing_Run,
Hutt_Plex_Soldier, Hutt_Sniper, Heavy_Beam_Tank, HBT_Captured, Pestelous_the_Hutt, Cuarson, Z95_Bomber_Bombing_Run,
Imperial_Elite_Guard, Darkside_Adepts, AT_AA_Walker, AT_AA_Walker_Captured, SPMAT_Walker, SPMAT_Walker_Captured, Lancet_Air_Artillery, Scimitar_Assault_Fighter, Dark_Trooper_PhaseI, Darth_Vader, Emperor_Palpatine, TIE_Bomber_Bombing_Run,
Pirate_Plex, Pirate_Assassin</Excluded_Unit_Types>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Black_Market_Ability Name="Silri_Black_Market">
<Initially_Enabled>Yes</Initially_Enabled>
<Causes_Despawn>Yes</Causes_Despawn>
<Min_Respawn_Times>120.0, 120.0, 120.0, 120.0, 120.0</Min_Respawn_Times>
<Max_Respawn_Times>120.0, 120.0, 120.0, 120.0, 120.0</Max_Respawn_Times>
<Price_Modifier>.75</Price_Modifier>
<Tech_Level_Adjustment>0</Tech_Level_Adjustment>
</Black_Market_Ability>
<Summon_Ability Name="Silri_Summon">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>30.0</Activation_Min_Range>
<Activation_Max_Range>70.0</Activation_Max_Range>
<Object_Type>Cuddles_The_Rancor</Object_Type>
<SFXEvent_Unit_Summoned>Unit_Force_Summon</SFXEvent_Unit_Summoned>
<Creation_Delay_In_Seconds>3.5</Creation_Delay_In_Seconds>
<Target_Particle_Effect>Summon_Effect</Target_Particle_Effect>
</Summon_Ability>
<Force_Confuse_Ability Name="Silri_Confuse">
<Activation_Style>User_Input</Activation_Style>
<!--We need to be within this distance of the clicked target to consider activating Stun-->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>100.0</Activation_Max_Range>
<Confuse_Time_In_Secs>10.0</Confuse_Time_In_Secs>
<Confuse_Range>100.0</Confuse_Range>
<!--How long does it take for the shockwave to spread from the hero to the max range?-->
<Confuse_Travel_Time_In_Secs>1.0</Confuse_Travel_Time_In_Secs>
<Confuse_Effect>Confuse_Particle_Effect</Confuse_Effect>
<!--We only consider the following unit types "valid targets":-->
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Ability_Confuse</SFXEvent_Activate>
<Owner_Particle_Effect>Confuse_Ability_Particles</Owner_Particle_Effect>
<Owner_Particle_Bone_Name/>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>2.0, 2.0, 2.0</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count/>
</Force_Confuse_Ability>
<Galactic_Stealth_Ability Name="Silri_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<Drain_Life_Ability Name="Silri_Drain_Life">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Infantry | Vehicle | LandHero</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types>
Droid_R2D2,
Droid_C3P0,
MPTL_Spotter,
IG-88,
B1_Battledroid,
B1_Repairdroid,
B2_Battledroid,
MagnaGuard,
Destroyer_Droid,
HAG,
Fanblade_Fighter,
Dark_Trooper_PhaseI,
Dark_Trooper_PhaseII,
Dark_Trooper_PhaseIII,
Demolition_Bomb,
Proximity_Mine
</Excluded_Unit_Types>
<Duration_In_Seconds>5</Duration_In_Seconds>
<Damage_Per_Second>40</Damage_Per_Second>
<Max_Drain_Victims>20</Max_Drain_Victims>
<Drain_Effect_Name>Drain_Life_Effect</Drain_Effect_Name>
<Drain_Source_Bone_Name>B_HAND_L</Drain_Source_Bone_Name>
<Drain_Target_Bone_Name>B_PELVIS</Drain_Target_Bone_Name>
<Drain_Radius>100.0</Drain_Radius>
<SFXEvent_Activate>Unit_Taunt_Silri</SFXEvent_Activate>
<SFXEvent_Target_Affected>Unit_Force_Lightning</SFXEvent_Target_Affected>
<Should_Heal>Yes</Should_Heal>
</Drain_Life_Ability>
</Abilities>
</HeroUnit>
<HeroCompany Name="Silri_Team">
<Text_ID>TEXT_HERO_SILRI</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_SILRI,
GALYANA_CLASS_BLANK,
STAT_U_SILRI_HULL,
STAT_U_SILRI_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_SILRI,
GALYANA_CLASS_BLANK,
STAT_U_SILRI_COST,
STAT_U_SILRI_TIME,
STAT_U_SILRI_HULL,
STAT_U_SILRI_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_NIGHTSISTER</Encyclopedia_Unit_Class>
<Icon_Name>i_button_ui_silri.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>80</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Is_Dummy>Yes</Is_Dummy>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Stealth_Company>Yes</Is_Stealth_Company>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Company_Transport_Unit>Underworld_Hero_Shuttle</Company_Transport_Unit>
<Company_Units>Silri</Company_Units>
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Silri</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Silri</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Silri</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>5000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>UC_Level_Four_Tech_Upgrade</Tactical_Build_Prerequisites>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!-- <Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
<!--Skirmish Values End-->
<Unit_Abilities_Data SubObjectList="Yes"/>
</HeroCompany>
<!--Silri's Rancor Mount-->
<HeroUnit Name="Cuddles_The_Rancor">
<!-- Encyclopedia Info -->
<LOD_Bias>10</LOD_Bias>
<Text_ID>TEXT_RANCOR_CUDDLES</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_RANCOR_CUDDLES,
GALYANA_CLASS_BLANK,
STAT_U_CUDDLES_HULL,
STAT_U_CUDDLES_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_MOUNT</Encyclopedia_Unit_Class>
<Land_Model_Name>AI_Rancor.alo</Land_Model_Name>
<Icon_Name>i_button_rancor.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<!-- GUI Info -->
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>0.8</Scale_Factor>
<Select_Box_Scale>60</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Giant Vehicle</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>20.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>25.0</Custom_Hard_YExtent>
<Is_Squashable>No</Is_Squashable>
<!-- Movement Info -->
<MovementClass>Infantry</MovementClass>
<Max_Speed>0.75</Max_Speed>
<Min_Speed>0.1</Min_Speed>
<Max_Rate_Of_Turn>1.5</Max_Rate_Of_Turn>
<Movement_Animation_Speed>0.80</Movement_Animation_Speed>
<Rotation_Animation_Speed>1.5</Rotation_Animation_Speed>
<!-- <Walk_Transition>Yes</Walk_Transition>-->
<!-- <Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>-->
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
<FormationGrouping>Standard</FormationGrouping>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>33.0, 33.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Vehicle_Heavy</Armor_Type>
<Tactical_Health>2000</Tactical_Health>
<Autoresolve_Health>1000</Autoresolve_Health>
<!-- Damage - Targeting Info -->
<Damage>90</Damage>
<AI_Combat_Power>1500</AI_Combat_Power>
<Projectile_Types>Proj_Nightsister_Rancor_Hit</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.1</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>25</Projectile_Appearance_Delay_Frames>
<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>60.0</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>120.0</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>120.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>50.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>25.0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>200.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<CanCellStack>Yes</CanCellStack>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<CategoryMask>Infantry</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, SQUASH, UNIT_AI, DYNAMIC_TRANSFORM</LandBehavior>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<Dynamic_Transform_Delay_Seconds>0</Dynamic_Transform_Delay_Seconds>
<Dynamic_Transform_Start_Scale>.01</Dynamic_Transform_Start_Scale>
<Dynamic_Transform_End_Scale>.8</Dynamic_Transform_End_Scale>
<Dynamic_Transform_Seconds>5</Dynamic_Transform_Seconds>
<Dynamic_Transform_Start_Color>1.0, 1.0, 1.0, 1.0</Dynamic_Transform_Start_Color>
<Dynamic_Transform_End_Color>1.0, 1.0, 1.0, 1.0</Dynamic_Transform_End_Color>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>
<Death_Clone>Damage_Normal, Cuddles_The_Rancor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Normal, Cuddles_The_Rancor_Death_Clone_01</Death_Clone>
<Death_Persistence_Duration>10</Death_Persistence_Duration>
<Death_Fade_Time>3.0</Death_Fade_Time>
<!-- SFX Events -->
<Abilities SubObjectList="Yes">
<Generic_Attack_Ability Name="Cuddles_Rancor_Pound_Vehicles">
<Activation_Chance>1.0</Activation_Chance>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>45.0</Activation_Max_Range>
<Damage_Amount>200.0</Damage_Amount>
<Damage_Percentage>0.05</Damage_Percentage>
<Damage_Type>Damage_Normal</Damage_Type><!--Must be an Internal Damage_Type-->
<Attack_Animation>POUND_ATTACK</Attack_Animation>
<Attack_Animation_Speedup>0.75</Attack_Animation_Speedup>
<Damage_Frame_Number>20</Damage_Frame_Number>
<SFXEvent_Apply_Damage/>
<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
</Generic_Attack_Ability>
<!-- <Eat_Attack_Ability Name="Cuddles_Rancor_Eat_Infantry">
<Activation_Chance>0.2</Activation_Chance>
<Activation_Min_Range>40.0</Activation_Min_Range>
<Activation_Max_Range>45.0</Activation_Max_Range>
<Damage_Amount>0.0</Damage_Amount>
<Damage_Percentage>1.0</Damage_Percentage>
<Damage_Type>Damage_Eat</Damage_Type>
<Attack_Animation>EAT_ATTACK</Attack_Animation>
<Attack_Animation_Speedup>1.0</Attack_Animation_Speedup>
<Owner_Attachment_Bone>B_ATTACH_01</Owner_Attachment_Bone>
<Attachment_Frame>14</Attachment_Frame>
<Target_Destruction_Frame>110</Target_Destruction_Frame>
<Target_Grabbed_Animation>EATEN_DIE</Target_Grabbed_Animation>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Health_Per_Victim>400</Health_Per_Victim>
</Eat_Attack_Ability>
<Arc_Sweep_Attack_Ability Name="Cuddles_Rancor_Swat_Infantry_Left">
<Activation_Chance>0.4</Activation_Chance>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>50.0</Activation_Max_Range>
<Damage_Amount>0.0</Damage_Amount>
<Damage_Percentage>1.0</Damage_Percentage>
<Damage_Type>Damage_Force_Whirlwind</Damage_Type>
<Attack_Animation>ATTACK</Attack_Animation>
<Attack_Animation_Speedup>0.75</Attack_Animation_Speedup>
<Attack_Animation_Subindex>0</Attack_Animation_Subindex>
<Arc_Width_In_Degrees>120.0</Arc_Width_In_Degrees>
<Arc_Min_Range>10.0</Arc_Min_Range>
<Arc_Max_Range>55.0</Arc_Max_Range>
<Begin_Applying_Damage_Frame>27</Begin_Applying_Damage_Frame>
<Damage_Sweep_Time_In_Secs>0.233333</Damage_Sweep_Time_In_Secs>
<Apply_Damage_Right_To_Left>Yes</Apply_Damage_Right_To_Left>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Excluded_Unit_Types>Wampa</Excluded_Unit_Types>
<Applicable_Unit_Types/>
</Arc_Sweep_Attack_Ability>
<Arc_Sweep_Attack_Ability Name="Cuddles_Rancor_Swat_Infantry_Right">
<Activation_Chance>0.4</Activation_Chance>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>50.0</Activation_Max_Range>
<Damage_Amount>0.0</Damage_Amount>
<Damage_Percentage>1.0</Damage_Percentage>
<Damage_Type>Damage_Force_Whirlwind</Damage_Type>
<Attack_Animation>ATTACK</Attack_Animation>
<Attack_Animation_Speedup>0.75</Attack_Animation_Speedup>
<Attack_Animation_Subindex>1</Attack_Animation_Subindex>
<Arc_Width_In_Degrees>120.0</Arc_Width_In_Degrees>
<Arc_Min_Range>10.0</Arc_Min_Range>
<Arc_Max_Range>55.0</Arc_Max_Range>
<Begin_Applying_Damage_Frame>27</Begin_Applying_Damage_Frame>
<Damage_Sweep_Time_In_Secs>0.233333</Damage_Sweep_Time_In_Secs>
<Apply_Damage_Right_To_Left>No</Apply_Damage_Right_To_Left>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Excluded_Unit_Types>Wampa</Excluded_Unit_Types>
<Applicable_Unit_Types/>
</Arc_Sweep_Attack_Ability>-->
</Abilities>
</HeroUnit>
<HeroUnit Name="Cuddles_The_Rancor_Death_Clone_00">
<Variant_Of_Existing_Type>Cuddles_The_Rancor</Variant_Of_Existing_Type>
<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Custom_Hard_XExtent_Offset>30.0</Custom_Hard_XExtent_Offset>
<Custom_Hard_XExtent>23.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>24.0</Custom_Hard_YExtent>
<Death_Persistence_Duration>10</Death_Persistence_Duration>
<Death_Fade_Time>3.0</Death_Fade_Time>
<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
<Dynamic_Transform_Delay_Seconds>0</Dynamic_Transform_Delay_Seconds>
<Dynamic_Transform_Start_Scale>.8</Dynamic_Transform_Start_Scale>
<Dynamic_Transform_End_Scale>.8</Dynamic_Transform_End_Scale>
<Dynamic_Transform_Seconds>5</Dynamic_Transform_Seconds>
<Dynamic_Transform_Start_Color>1.0, 1.0, 1.0, 1.0</Dynamic_Transform_Start_Color>
<Dynamic_Transform_End_Color>1.0, 1.0, 1.0, 1.0</Dynamic_Transform_End_Color>
<CategoryMask>None</CategoryMask>
</HeroUnit>
<HeroUnit Name="Cuddles_The_Rancor_Death_Clone_01">
<Variant_Of_Existing_Type>Cuddles_The_Rancor</Variant_Of_Existing_Type>
<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Custom_Hard_XExtent_Offset>-42.0</Custom_Hard_XExtent_Offset>
<Custom_Hard_XExtent>26.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>24.0</Custom_Hard_YExtent>
<Death_Persistence_Duration>10</Death_Persistence_Duration>
<Death_Fade_Time>3.0</Death_Fade_Time>
<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
<Dynamic_Transform_Delay_Seconds>0</Dynamic_Transform_Delay_Seconds>
<Dynamic_Transform_Start_Scale>.8</Dynamic_Transform_Start_Scale>
<Dynamic_Transform_End_Scale>.8</Dynamic_Transform_End_Scale>
<Dynamic_Transform_Seconds>5</Dynamic_Transform_Seconds>
<Dynamic_Transform_Start_Color>1.0, 1.0, 1.0, 1.0</Dynamic_Transform_Start_Color>
<Dynamic_Transform_End_Color>1.0, 1.0, 1.0, 1.0</Dynamic_Transform_End_Color>
<CategoryMask>None</CategoryMask>
</HeroUnit>
<HeroUnit Name="Tyber_Zann">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_TYBER_ZANN</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TYBER_ZANN,
GALYANA_CLASS_BLANK,
STAT_U_TYBER_LAND_HULL,
STAT_U_TYBER_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TYBER_ZANN,
GALYANA_CLASS_BLANK,
STAT_U_TYBER_LAND_COST,
STAT_U_TYBER_LAND_TIME,
STAT_U_TYBER_LAND_HULL,
STAT_U_TYBER_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CRIMELORD</Encyclopedia_Unit_Class>
<Land_Model_Name>UI_TYBER.ALO</Land_Model_Name>
<Icon_Name>i_button_tyber.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.6</Scale_Factor>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>5.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.0</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Tactical_Health>600</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>60</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<Projectile_Types>Proj_Tyber_Zann_Blaster_Shotgun</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>90.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>3.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<Idle_Chase_Range>30.0</Idle_Chase_Range>
<Guard_Chase_Range>60.0</Guard_Chase_Range>
<Attack_Move_Response_Range>60.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>Yes</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>1</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<Garrison_Category>Infantry</Garrison_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<!-- Hero Info -->
<Is_Named_Hero>Yes</Is_Named_Hero>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
<Highlight_Blob_Material_Name>Highlight_Underworld_Hero</Highlight_Blob_Material_Name>
<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
<Always_Spawn_In_Orbit>No</Always_Spawn_In_Orbit>
<Neutralization_Cost>2000.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>No</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
<Destroy_When_Used_As_Corruption_Prereq>No</Destroy_When_Used_As_Corruption_Prereq>
<Bribe_Modifier_On_Uncorrupted_Planets>1.0</Bribe_Modifier_On_Uncorrupted_Planets>
<Bribe_Modifier_On_Corrupted_Planets>0.75</Bribe_Modifier_On_Corrupted_Planets>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>ABILITY_COUNTDOWN, SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>BobaFettPlan</Lua_Script>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Tyber_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Tyber_Zann</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Tyber_Zann</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tyber_Zann</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Tyber_Zann</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Tyber_Zann</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Group_Move_Tyber_Zann</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_Tyber_Zann</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Tyber_Zann</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Tyber_Zann</SFXEvent_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_Defeat_Tyber_Zann</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TACTICAL_BRIBE</Type>
<Recharge_Seconds>50.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Tyber_Tactical_Bribe</GUI_Activated_Ability_Name>
<SFXEvent_Target_Ability>Unit_Bribe_Tyber_Zann</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>STEALTH</Type>
<Alternate_Name_Text>TEXT_TOOLTIP_TYBER_CLOAKING</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TYBER_CLOAKING_DESCRIPTION</Alternate_Description_Text>
<Recharge_Seconds>20.0</Recharge_Seconds>
<Expiration_Seconds>40.0</Expiration_Seconds>
<GUI_Activated_Ability_Name>Stealth_Tyber_Zann</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Cloak_Tyber_Zann</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Galactic_Stealth_Ability Name="Tyber_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<Black_Market_Ability Name="Tyber_Zann_Black_Market">
<Initially_Enabled>Yes</Initially_Enabled>
<Causes_Despawn>Yes</Causes_Despawn>
<Min_Respawn_Times>90.0, 90.0, 90.0, 90.0, 90.0</Min_Respawn_Times>
<Max_Respawn_Times>90.0, 90.0, 90.0, 90.0, 90.0</Max_Respawn_Times>
<Price_Modifier>1.0</Price_Modifier>
<Tech_Level_Adjustment>-1</Tech_Level_Adjustment>
</Black_Market_Ability>
<Stealth_Ability Name="Stealth_Tyber_Zann">
<Activation_Style>User_Input</Activation_Style>
<Stealth_Color>255, 255, 255, 255</Stealth_Color>
<Stealth_Transition_Time>.6</Stealth_Transition_Time>
</Stealth_Ability>
<Tactical_Bribe_Ability Name="Tyber_Tactical_Bribe">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>100.0</Activation_Max_Range>
<Bribed_Effect>Bribed_Particle_Effect</Bribed_Effect>
<Bribed_Effect_Small>Bribed_Particle_Effect_Small</Bribed_Effect_Small>
<Effect_Z_Offset>35.0</Effect_Z_Offset>
<SFXEvent_Success>GUI_Bribe_SFX</SFXEvent_Success>
<SFXEvent_Fail>Unit_Bribe_Fail_Tyber_Zann</SFXEvent_Fail>
</Tactical_Bribe_Ability>
</Abilities>
</HeroUnit>
<HeroUnit Name="Tyber_Zann_Passenger">
<Variant_Of_Existing_Type>Tyber_Zann</Variant_Of_Existing_Type>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
</HeroUnit>
<HeroUnit Name="Tyber_Zann_Prologue">
<Variant_Of_Existing_Type>Tyber_Zann</Variant_Of_Existing_Type>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TACTICAL_BRIBE</Type>
<Recharge_Seconds>50.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Tyber_Tactical_Bribe</GUI_Activated_Ability_Name>
<SFXEvent_Target_Ability>Unit_Bribe_Tyber_Zann</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>STEALTH</Type>
<Alternate_Name_Text>TEXT_TOOLTIP_TYBER_CLOAKING</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TYBER_CLOAKING_DESCRIPTION</Alternate_Description_Text>
<Recharge_Seconds>60.0</Recharge_Seconds>
<Expiration_Seconds>90.0</Expiration_Seconds>
<GUI_Activated_Ability_Name>Stealth_Tyber_Zann</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Cloak_Tyber_Zann</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
</HeroUnit>
<HeroUnit Name="Tyber_Zann_Prologue_Cin">
<Variant_Of_Existing_Type>Tyber_Zann</Variant_Of_Existing_Type>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>
<Projectile_Types>Proj_Tyber_Zann_Blaster_Shotgun</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
</HeroUnit>
<HeroUnit Name="Tyber_Zann_Prisoner">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_TYBER_ZANN</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TYBER_ZANN,
GALYANA_CLASS_BLANK,
STAT_U_TYBER_LAND_HULL,
STAT_U_TYBER_LAND_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CRIMELORD</Encyclopedia_Unit_Class>
<Land_Model_Name>UI_TYBER.ALO</Land_Model_Name>
<Icon_Name>i_button_tyber.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.75</Scale_Factor>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>5.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.0</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Tactical_Health>600</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>60</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Sniper_Yellow</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>175.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>175.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>1</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<Garrison_Category>Infantry</Garrison_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<!-- Hero Info -->
<Is_Named_Hero>Yes</Is_Named_Hero>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
<Highlight_Blob_Material_Name>Highlight_Underworld_Hero</Highlight_Blob_Material_Name>
<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
<Always_Spawn_In_Orbit>No</Always_Spawn_In_Orbit>
<Neutralization_Cost>2000.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>No</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>BobaFettPlan</Lua_Script>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Tyber_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Tyber_Zann</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Tyber_Zann</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tyber_Zann</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Tyber_Zann</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Tyber_Zann</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Group_Move_Tyber_Zann</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_Tyber_Zann</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Tyber_Zann</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Tyber_Zann</SFXEvent_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_Defeat_Tyber_Zann</Death_SFXEvent_Start_Die>
</HeroUnit>
<!--Hero Company Data-->
<HeroCompany Name="Tyber_Zann_Team">
<Text_ID>TEXT_HERO_TYBER_ZANN</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TYBER_ZANN,
GALYANA_CLASS_BLANK,
STAT_U_TYBER_LAND_HULL,
STAT_U_TYBER_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TYBER_ZANN,
GALYANA_CLASS_BLANK,
STAT_U_TYBER_LAND_COST,
STAT_U_TYBER_LAND_TIME,
STAT_U_TYBER_LAND_HULL,
STAT_U_TYBER_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CRIMELORD</Encyclopedia_Unit_Class>
<Icon_Name>i_button_tyber.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<Space_Override_Population_Value>8</Space_Override_Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>80</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Is_Dummy>Yes</Is_Dummy>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Stealth_Company>Yes</Is_Stealth_Company>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>1</Ranking_In_Category>
<Company_Transport_Unit>The_Peacebringer</Company_Transport_Unit>
<Company_Units>Tyber_Zann</Company_Units>
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Tyber_Zann</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Tyber_Zann</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tyber_Zann</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>3500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>17</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>UC_Level_Four_Tech_Upgrade</Tactical_Build_Prerequisites>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!-- <Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
<!--Skirmish Values End-->
<Unit_Abilities_Data SubObjectList="Yes"/>
</HeroCompany>
<HeroCompany Name="Tyber_Zann_Team_No_Peacebringer">
<Text_ID>TEXT_HERO_TYBER_ZANN</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TYBER_ZANN,
GALYANA_CLASS_BLANK,
STAT_U_TYBER_LAND_HULL,
STAT_U_TYBER_LAND_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CRIMELORD</Encyclopedia_Unit_Class>
<Icon_Name>i_button_tyber.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>80</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Is_Dummy>Yes</Is_Dummy>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Stealth_Company>No</Is_Stealth_Company>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>1</Ranking_In_Category>
<Company_Transport_Unit>Underworld_Hero_Shuttle</Company_Transport_Unit>
<Company_Units>Tyber_Zann_Passenger</Company_Units>
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Tyber_Zann</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Tyber_Zann</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tyber_Zann</SFXEvent_Fleet_Move>
<Unit_Abilities_Data SubObjectList="Yes"/>
</HeroCompany>
<!--Prologue Tyber-->
<HeroCompany Name="Tyber_Zann_Team_Prologue">
<Variant_Of_Existing_Type>Tyber_Zann_Team_No_Peacebringer</Variant_Of_Existing_Type>
<Company_Units>Tyber_Zann_Prologue</Company_Units>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
</HeroCompany>
<UniqueUnit Name="Tyber_Zann_Boarding_Shuttle_Prologue">
<Variant_Of_Existing_Type>Underworld_Infantry_Droid_Shuttle</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_UNDERWORLD_LIGHT_TRANSPORT</Text_ID>
<Encyclopedia_Text/>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>UV_RZ-52BoardingShip.ALO</Space_Model_Name>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>150</Select_Box_Scale>
<Icon_Name>i_button_tyber.tga</Icon_Name>
<Is_Named_Hero>true</Is_Named_Hero>
<Shield_Points>1000</Shield_Points>
<Tactical_Health>10000</Tactical_Health>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, UNIT_AI, HIDE_WHEN_FOGGED, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<Ranking_In_Category>1</Ranking_In_Category>
<Max_Speed>4.0</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.3</Max_Rate_Of_Roll>
<Bank_Turn_Angle>25</Bank_Turn_Angle>
<Max_Thrust>0.4</Max_Thrust>
<SFXEvent_Select>Unit_Select_Tyber_Zann_Space</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Tyber_Zann_Space</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tyber_Zann</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Tyber_Zann_Space</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Tyber_Zann</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Tyber_Zann</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Tyber_Zann</SFXEvent_Health_Critical_Warning>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Tyber_Zann</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Tyber_Zann</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tyber_Zann</SFXEvent_Fleet_Move>
</UniqueUnit>
<!--Tyber's Flagship -->
<UniqueUnit Name="The_Peacebringer">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_HERO_PEACEBRINGER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_PEACEBRINGER,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_TyberZann,
GALYANA_CLASS_BLANK,
STAT_U_TYBERZANN_SHIELD,
STAT_U_TYBERZANN_HULL,
STAT_U_TYBERZANN_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_PEACEBRINGER,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_TyberZann,
GALYANA_CLASS_BLANK,
STAT_U_TYBERZANN_COST,
STAT_U_TYBERZANN_TIME,
STAT_U_TYBERZANN_SHIELD,
STAT_U_TYBERZANN_HULL,
STAT_U_TYBERZANN_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Calamari_Cruiser Star_Destroyer Venator_SD</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Bomber Y-Wing Prowler-A</Encyclopedia_Vulnerable_To>
<Landing_Transport_Variant>Peacebringer_Landing</Landing_Transport_Variant>
<Space_Model_Name>UV_KRAYTCLASSDESTROYER_TYBER.ALO</Space_Model_Name>
<Icon_Name>i_button_tyber.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>8</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.2</Scale_Factor>
<Select_Box_Scale>750</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.3</Max_Rate_Of_Roll>
<Bank_Turn_Angle>25</Bank_Turn_Angle>
<Max_Thrust>0.4</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2400</Shield_Points>
<Shield_Refresh_Rate>55</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital</Armor_Type>
<Tactical_Health>9000</Tactical_Health>
<Autoresolve_Health>10000</Autoresolve_Health>
<Energy_Capacity>12000</Energy_Capacity>
<Energy_Refresh_Rate>600</Energy_Refresh_Rate>
<Override_Bounty_SP>600</Override_Bounty_SP>
<Override_Bounty_MP>750</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>120</Damage>
<AI_Combat_Power>8000</AI_Combat_Power>
<HardPoints>
HP_KRAYT_SHIELD_GEN,
HP_KRAYT_MEGAWEAPON_ION,
HP_KRAYT_MEGAWEAPON_DAMAGE,
HP_KRAYT_TURBOLASER_LEFT_PEACEBRINGER,
HP_KRAYT_TURBOLASER_RIGHT_PEACEBRINGER,
HP_KRAYT_TRACTOR_BEAM,
HP_KRAYT_ENGINES
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>1800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>5</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Visible_On_Radar_When_Fogged>True</Visible_On_Radar_When_Fogged>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
<Ranking_In_Category>1</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>50000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, TRANSPORT, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Peacebringer_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Tyber_Zann</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Tyber_Zann</SFXEvent_Hero_Respawned>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<SFXEvent_Select>Unit_Select_Tyber_Zann_Space</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Tyber_Zann_Space</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tyber_Zann</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Tyber_Zann_Space</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Tyber_Zann</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Tyber_Zann</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Tyber_Zann</SFXEvent_Health_Critical_Warning>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Tyber_Zann_Space</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Tyber_Zann_Space</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>UHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>UHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_BAY_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Tyber_Zann_Space</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Tyber_Zann_Space</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Tyber_Zann_Space</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Tyber_Zann_Space</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Calamari_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Calamari_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>BLAST</Type>
<Recharge_Seconds>90.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Peacebringer_Blast</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>GUI_Weapon_Boost_SFX</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
<Unit_Ability>
<Type>STEALTH</Type>
<Alternate_Icon_Name>i_sa_stealth.tga</Alternate_Icon_Name>
<Alternate_Name_Text>TEXT_TOOLTIP_CLOAK</Alternate_Name_Text>
<GUI_Activated_Ability_Name>Stealth_Peacebringer</GUI_Activated_Ability_Name>
<Recharge_Seconds>20.0</Recharge_Seconds>
<Expiration_Seconds>180.0</Expiration_Seconds>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Cloak_Tyber_Zann</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types/>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Stealth_Ability Name="Stealth_Peacebringer">
<Activation_Style>User_Input</Activation_Style>
<Stealth_Color>255, 255, 255, 255</Stealth_Color>
<Stealth_Transition_Time>.3</Stealth_Transition_Time>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Stealth_Ability>
<Combat_Bonus_Ability Name="Tyber_Zann_Combat_Bonus">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>
<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types>
Buzz_Droids, Underworld_Nanite_Field, Dummy_Barrage_Target, Super_Carrier, Malevolence,
Underworld_Star_Base_1, Underworld_Star_Base_2, Underworld_Star_Base_3, Underworld_Star_Base_4, Underworld_Star_Base_5,
Skirmish_Underworld_Star_Base_1, Skirmish_Underworld_Star_Base_2, Skirmish_Underworld_Star_Base_3, Skirmish_Underworld_Star_Base_4, Skirmish_Underworld_Star_Base_5,
Tournament_Underworld_Star_Base_1, Tournament_Underworld_Star_Base_2, Tournament_Underworld_Star_Base_3, Tournament_Underworld_Star_Base_4, Tournament_Underworld_Star_Base_5,
Upgrade_Drydock_1U, Upgrade_Drydock_2U, Upgrade_Drydock_3U, Upgrade_Drydock_4U, Advanced_Drydock_U,
Tournament_Upgrade_Drydock_1U, Tournament_Upgrade_Drydock_2U, Tournament_Upgrade_Drydock_3U, Tournament_Upgrade_Drydock_4U, Tournament_Advanced_Drydock_U,
Underworld_Defense_Station, Underworld_Defense_Station_GC, Skirmish_Hutt_Asteroid_Base
</Excluded_Unit_Types>
<Health_Bonus_Percentage>0.2</Health_Bonus_Percentage> <!-- was 0.2 -->
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.1</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
<Blast_Ability Name="Peacebringer_Blast">
<Activation_Style>User_Input</Activation_Style>
<Charge_Up_Seconds>5</Charge_Up_Seconds>
<Damage_Multiplier>5</Damage_Multiplier>
<Charging_Effect/>
<Charged_Effect/>
<SFXEvent_Activate>Unit_Underworld_Plasma_Fire</SFXEvent_Activate>
</Blast_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>5800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
</UniqueUnit>
<TransportUnit Name="Peacebringer_Landing">
<Variant_Of_Existing_Type>Underworld_Hero_Shuttle</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>1.0</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
</TransportUnit>
<UniqueUnit Name="Peacebringer_Death_Clone">
<Text_ID>TEXT_HERO_PEACEBRINGER</Text_ID>
<Space_Model_Name>UV_KRAYTCLASSDESTROYER_D_TYBER.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.2</Scale_Factor>
<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Thrust>0.05</Max_Thrust>
<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Affiliation>Underworld</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Glory_Cinematics/>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
<!--jdg this is a one-off of Tyber for UM06 because I need him to have stealth (for now..haha)-->
<HeroUnit Name="UM06_Tyber_Zann">
<Variant_Of_Existing_Type>Tyber_Zann</Variant_Of_Existing_Type>
</HeroUnit>
<HeroUnit Name="Urai_Fen">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_URAI_FEN</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_URAI_FEN,
GALYANA_CLASS_BLANK,
STAT_U_URAI_HULL,
STAT_U_URAI_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_URAI_FEN,
GALYANA_CLASS_BLANK,
STAT_U_URAI_COST,
STAT_U_URAI_TIME,
STAT_U_URAI_HULL,
STAT_U_URAI_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_WARRIOR</Encyclopedia_Unit_Class>
<Land_Model_Name>UI_URAI_FEN.ALO</Land_Model_Name>
<Icon_Name>i_button_urai_fen.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.75</Scale_Factor>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>5.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.0</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Tactical_Health>500</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>60</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<Projectile_Types>Proj_Urai_Cortosis_Blades</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.3</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>20</Projectile_Appearance_Delay_Frames>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>18.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>Yes</Stealth_Capable>
<Target_Stealth_Units>Yes</Target_Stealth_Units>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<CategoryMask>LandHero</CategoryMask>
<Ranking_In_Category>2</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<Garrison_Category>Infantry</Garrison_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<!-- Hero Info -->
<Is_Named_Hero>Yes</Is_Named_Hero>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
<Highlight_Blob_Material_Name>Highlight_Underworld_Hero</Highlight_Blob_Material_Name>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
<Always_Spawn_In_Orbit>No</Always_Spawn_In_Orbit>
<Neutralization_Cost>2500.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
<Destroy_When_Used_As_Corruption_Prereq>No</Destroy_When_Used_As_Corruption_Prereq>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>ABILITY_COUNTDOWN, SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>ObjectScript_Urai</Lua_Script>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Fire/>
<SFXEvent_Select>Unit_Select_Urai_Fen</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Urai_Fen</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Urai_Fen</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Urai_Fen</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Urai_Fen</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Group_Move_Urai_Fen</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_Urai_Fen</SFXEvent_Group_Attack>
<!--<SFXEvent_Health_Low_Warning>Unit_Health_Low_Urai_Fen</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Urai_Fen</SFXEvent_Health_Critical_Warning>-->
<Death_SFXEvent_Start_Die>Unit_Defeat_Urai_Fen</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>STUN</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Urai_Stun</GUI_Activated_Ability_Name>
<Effective_Radius>500.0</Effective_Radius>
<Spawned_Object_Type>Stun_Ability_Particles</Spawned_Object_Type>
<SFXEvent_Target_Ability>Unit_Stun_Urai_Fen</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>STEALTH</Type>
<Alternate_Name_Text>TEXT_TOOLTIP_TYBER_CLOAKING</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TYBER_CLOAKING_DESCRIPTION</Alternate_Description_Text>
<Recharge_Seconds>20.0</Recharge_Seconds>
<Expiration_Seconds>40.0</Expiration_Seconds>
<GUI_Activated_Ability_Name>Stealth_Urai</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stealth_On_Urai_Fen</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Stealth_Off_Urai_Fen</SFXEvent_GUI_Unit_Ability_Deactivated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="Urai_Block_Lightsaber">
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.50</Block_Chance>
<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees>135.0</Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Emperor_Palpatine, Obi_Wan_Kenobi, Darth_Vader, Luke_Skywalker_Jedi, Yoda, Darkside_Adepts, UM05_ADEPTONE, UM05_ADEPTTWO, UM05_ADEPTTHREE, UM05_ADEPTFOUR</Applicable_Unit_Types>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Force_Healing_Ability Name="Urai_Self_Heal">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>3.0</Heal_Range> <!-- Need a range > 0 to have working SFX -->
<Heal_Amount>0.0</Heal_Amount>
<Heal_Percent>0.02</Heal_Percent>
<Heal_Interval_In_Secs>2.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material/>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Urai_Fen</Applicable_Unit_Types>
<Excluded_Unit_Types/>
<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Effect/>
<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 2.0, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
<Galactic_Stealth_Ability Name="Urai_Fen_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<Black_Market_Ability Name="Urai_Fen_Black_Market">
<Initially_Enabled>Yes</Initially_Enabled>
<Causes_Despawn>Yes</Causes_Despawn>
<Min_Respawn_Times>30.0, 30.0, 30.0, 30.0, 30.0</Min_Respawn_Times>
<Max_Respawn_Times>30.0, 30.0, 30.0, 30.0, 30.0</Max_Respawn_Times>
<Price_Modifier>1.5</Price_Modifier>
<Tech_Level_Adjustment>0</Tech_Level_Adjustment>
</Black_Market_Ability>
<Stun_Ability Name="Urai_Stun">
<Activation_Style>User_Input</Activation_Style>
<!--We need to be within this distance of the clicked target to consider activating Stun-->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>75.0</Activation_Max_Range>
<Stun_Time_In_Secs>10.0</Stun_Time_In_Secs>
<Stun_Range>110.0</Stun_Range>
<!--How long does it take for the shockwave to spread from the hero to the max range?-->
<Stun_Travel_Time_In_Secs>1.0</Stun_Travel_Time_In_Secs>
<Stunned_Effect>Stunned_Particle_Effect</Stunned_Effect>
<!--We only consider the following unit types "valid targets":-->
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types>Boba_Fett, Mara_Jade, Kyle_Katarn, Han_Solo, Chewbacca, Cuarson, Sykariius, Xizor</Applicable_Unit_Types>
<SFXEvent_Activate>Unit_Ability_Stun</SFXEvent_Activate>
<Owner_Particle_Effect>Stun_Ability_Particles</Owner_Particle_Effect>
<Owner_Particle_Bone_Name/>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>2.0, 2.0, 2.0</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count/>
</Stun_Ability>
<Stealth_Ability Name="Stealth_Urai">
<Activation_Style>User_Input</Activation_Style>
<Stealth_Color>255, 255, 255, 255</Stealth_Color>
<!-- <Stealth_Color>255, 64, 64, 120</Stealth_Color>-->
<Stealth_Transition_Time>.6</Stealth_Transition_Time>
</Stealth_Ability>
</Abilities>
</HeroUnit>
<HeroUnit Name="Urai_Fen_Prologue">
<Variant_Of_Existing_Type>Urai_Fen</Variant_Of_Existing_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>STUN</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Urai_Stun</GUI_Activated_Ability_Name>
<Effective_Radius>500.0</Effective_Radius>
<Spawned_Object_Type>Stun_Ability_Particles</Spawned_Object_Type>
<SFXEvent_Target_Ability>Unit_Stun_Urai_Fen</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>STEALTH</Type>
<Alternate_Name_Text>TEXT_TOOLTIP_TYBER_CLOAKING</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TYBER_CLOAKING_DESCRIPTION</Alternate_Description_Text>
<Recharge_Seconds>60.0</Recharge_Seconds>
<Expiration_Seconds>90.0</Expiration_Seconds>
<GUI_Activated_Ability_Name>Stealth_Urai</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stealth_On_Urai_Fen</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Stealth_Off_Urai_Fen</SFXEvent_GUI_Unit_Ability_Deactivated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="Urai_Block_Lightsaber">
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.50</Block_Chance>
<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees>135.0</Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Emperor_Palpatine, Obi_Wan_Kenobi, Darth_Vader, Luke_Skywalker_Jedi, Yoda, Darkside_Adepts</Applicable_Unit_Types>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Force_Healing_Ability Name="Urai_Self_Heal">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>0.3</Heal_Range>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Percent>0.03</Heal_Percent>
<Heal_Interval_In_Secs>2.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material/>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Urai_Fen_Prologue</Applicable_Unit_Types>
<Excluded_Unit_Types/>
<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Effect/>
<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 2.0, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
<Galactic_Stealth_Ability Name="Urai_Fen_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<Black_Market_Ability Name="Urai_Fen_Black_Market">
<Initially_Enabled>Yes</Initially_Enabled>
<Causes_Despawn>Yes</Causes_Despawn>
<Min_Respawn_Times>30.0, 30.0, 30.0, 30.0, 30.0</Min_Respawn_Times>
<Max_Respawn_Times>30.0, 30.0, 30.0, 30.0, 30.0</Max_Respawn_Times>
<Price_Modifier>1.5</Price_Modifier>
<Tech_Level_Adjustment>0</Tech_Level_Adjustment>
</Black_Market_Ability>
<Stun_Ability Name="Urai_Stun">
<Activation_Style>User_Input</Activation_Style>
<!--We need to be within this distance of the clicked target to consider activating Stun-->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>75.0</Activation_Max_Range>
<Stun_Time_In_Secs>10.0</Stun_Time_In_Secs>
<Stun_Range>75.0</Stun_Range>
<!--How long does it take for the shockwave to spread from the hero to the max range?-->
<Stun_Travel_Time_In_Secs>1.0</Stun_Travel_Time_In_Secs>
<Stunned_Effect>Stunned_Particle_Effect</Stunned_Effect>
<!--We only consider the following unit types "valid targets":-->
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Ability_Stun</SFXEvent_Activate>
<Owner_Particle_Effect>Stun_Ability_Particles</Owner_Particle_Effect>
<Owner_Particle_Bone_Name/>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>2.0, 2.0, 2.0</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count/>
</Stun_Ability>
<Stealth_Ability Name="Stealth_Urai">
<Activation_Style>User_Input</Activation_Style>
<Stealth_Color>255, 255, 255, 255</Stealth_Color>
<Stealth_Transition_Time>.6</Stealth_Transition_Time>
</Stealth_Ability>
</Abilities>
</HeroUnit>
<!--Hero Company Data-->
<HeroCompany Name="Urai_Fen_Team">
<Text_ID>TEXT_HERO_URAI_FEN</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_URAI_FEN,
GALYANA_CLASS_BLANK,
STAT_U_URAI_HULL,
STAT_U_URAI_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_URAI_FEN,
GALYANA_CLASS_BLANK,
STAT_U_URAI_COST,
STAT_U_URAI_TIME,
STAT_U_URAI_HULL,
STAT_U_URAI_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_WARRIOR</Encyclopedia_Unit_Class>
<Icon_Name>i_button_urai_fen.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>80</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Is_Dummy>Yes</Is_Dummy>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Stealth_Company>Yes</Is_Stealth_Company>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero</CategoryMask>
<Ranking_In_Category>2</Ranking_In_Category>
<Company_Transport_Unit>Underworld_Hero_Shuttle</Company_Transport_Unit>
<Company_Units>Urai_Fen</Company_Units>
<SFXEvent_Build_Started>UHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Urai_Fen</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Urai_Fen</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Urai_Fen</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>16</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>UC_Level_Three_Tech_Upgrade</Tactical_Build_Prerequisites>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!-- <Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
<!--Skirmish Values End-->
<Unit_Abilities_Data SubObjectList="Yes"/>
</HeroCompany>
</Data>