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

5676 lines
265 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Data>
<HeroUnit Name="Emperor_Palpatine">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_HERO_EMPEROR_PALPATINE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_PALPATINE_01,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Emperor,
GALYANA_CLASS_BLANK,
STAT_E_PALPATINE_HULL,
STAT_E_PALPATINE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_PALPATINE_01,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Emperor,
GALYANA_CLASS_BLANK,
STAT_E_PALPATINE_COST,
STAT_E_PALPATINE_TIME,
STAT_E_PALPATINE_HULL,
STAT_E_PALPATINE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>
<Land_Model_Name>EI_Palpatine.ALO</Land_Model_Name>
<Icon_Name>i_button_emperor_palpatine.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>75</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>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</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>
<Min_Speed>0.1</Min_Speed>
<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.25</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>700</Tactical_Health>
<Autoresolve_Health>800</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>100</Damage>
<AI_Combat_Power>600</AI_Combat_Power>
<!--Lightsaber holstering data begin-->
<SFXEvent_Draw_Weapon>Unit_Light_Saber_On</SFXEvent_Draw_Weapon>
<SFXEvent_Holster_Weapon>Unit_Light_Saber_Off</SFXEvent_Holster_Weapon>
<Holster_Weapon_Bone_Name>b_saber</Holster_Weapon_Bone_Name>
<Holster_Drawn_Bone_Translation>0.0, 0.0, 0.0</Holster_Drawn_Bone_Translation>
<Holster_Holstered_Bone_Translation>0.0, -5.835, 0.0</Holster_Holstered_Bone_Translation>
<Holster_Transition_Time_In_Secs>0.17</Holster_Transition_Time_In_Secs>
<Holster_Minimum_Drawn_Time_In_Secs>15.0</Holster_Minimum_Drawn_Time_In_Secs>
<Holster_Disable_Engine_Loops>Yes</Holster_Disable_Engine_Loops>
<SFXEvent_Engine_Idle_Loop>Unit_Vader_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Vader_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Vader_Lightsaber_Cinematic_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<!--Lightsaber holstering data end-->
<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
<Projectile_Types>Proj_Lightsaber</Projectile_Types>
<!-- <Projectile_Damage>150</Projectile_Damage>-->
<Projectile_Fire_Recharge_Seconds>0.7</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>8</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, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>20.0</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>
<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
<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>1</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Garrison_Category>Infantry</Garrison_Category>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<!-- If you want heroes to contribute to political control, use Political_Control_Bonus_Ability -->
<Political_Faction>Empire</Political_Faction>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>25000</Score_Cost_Credits>
<!-- 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_Empire_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>
<Spawn_Planet>Coruscant</Spawn_Planet>
<Neutralization_Cost>1000.0</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>
<!-- Controls the range within which Palpatine has an effect on other units' animations -->
<Presence_Range>100.0</Presence_Range>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>Palpatine</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_Emperor</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Emperor</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Emperor</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Emperor</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Emperor</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Group_Move_Emperor</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_Emperor</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Emperor</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Emperor</SFXEvent_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_Defeat_Emperor</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>FORCE_LIGHTNING</Type>
<Recharge_Seconds>20.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Emperor_Force_Lightning</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<SFXEvent_Target_Ability>Unit_Lightning_Emperor</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>AREA_EFFECT_CONVERT</Type>
<Recharge_Seconds>70.0</Recharge_Seconds>
<GUI_Activated_Ability_Name/><!-- GUI Command Bar support -->
<Spawned_Object_Type>Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast</Spawned_Object_Type>
<SFXEvent_Target_Ability>Unit_Convert_Emperor</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
<Redirect_Blaster_Ability Name="Emperor_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>0.40</Redirect_Chance>
<Block_Chance>0.70</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>
<Absorb_Blaster_Ability Name="Emperor_Absorb_Blaster">
<Activation_Style>Take_Damage</Activation_Style>
<Absorb_Chance>0.5</Absorb_Chance>
<!-- Absorb Percentage and Amount work together in the following way: -->
<!-- Actual Amount healed = (Projectile Damage * Absorb Percentage) + Absorb Amount -->
<!-- Either value can be zero, but at least one should be non-zero. -->
<Damage_Absorb_Percentage>0.2</Damage_Absorb_Percentage>
<Damage_Absorb_Amount>2</Damage_Absorb_Amount>
<!-- We can absorb shots from the following units types (but no missiles or grenades): -->
<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_Force_Absorb</SFXEvent_Activate>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>2.0, 0.4, 0.4</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count/>
</Absorb_Blaster_Ability>
<!-- Force Lightning must come after Force Whirlwind, otherwise Force Whirlwind would never activate. -->
<Force_Lightning_Ability Name="Emperor_Force_Lightning">
<!--<Activation_Style>Special_Attack</Activation_Style>-->
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>175.0</Activation_Max_Range>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Damage_Amount>9999.0</Damage_Amount>
<Damage_Application_Time_In_Secs>2.3893</Damage_Application_Time_In_Secs>
<Start_Lightning_Frame_Number>8</Start_Lightning_Frame_Number>
<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name> <!-- See LightningEffectTypes.xml -->
<Lightning_Source_Bone_Name>B_HAND_L</Lightning_Source_Bone_Name>
<Lightning_Target_Bone_Name>B_PELVIS</Lightning_Target_Bone_Name>
<Lightning_Max_Targets>15</Lightning_Max_Targets> <!-- How many victims will the lightning seek out, including original target -->
<Lightning_Targets_Radius>100.0</Lightning_Targets_Radius> <!-- How far from the original target will the lightning seek for other victims -->
<SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate>
<SFXEvent_Target_Affected/>
<Target_Particle_Effect>Force_Lightning_Smoke</Target_Particle_Effect>
<Target_Particle_Bone_Name>B_PELVIS</Target_Particle_Bone_Name><!-- B_FOOT_R B_FOOT_L -->
<Target_Light_Effect_Type>Linear_Pulse</Target_Light_Effect_Type>
<Target_Light_Effect_Color>0.3, 0.3, 0.8</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>2.3893</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>25</Target_Light_Effect_Pulse_Count>
</Force_Lightning_Ability>
<Earthquake_Attack_Ability Name="Emperor_Attack_Structures">
<Activation_Style>Special_Attack</Activation_Style>
<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>250.0</Activation_Max_Range>
<Activation_Chance>1.0</Activation_Chance>
<Damage_Amount>4.0</Damage_Amount>
<Damage_Percentage>0.01</Damage_Percentage>
<Damage_Interval_In_Secs>0.3</Damage_Interval_In_Secs>
<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
<!-- target object must also have the EARTHQUAKE_TARGET behavior attached. -->
<Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate/>
<Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect>
<Target_Particle_Bone_Name/>
</Earthquake_Attack_Ability>
<Combat_Bonus_Ability Name="Emperor_Space_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>Dummy_Barrage_Target</Excluded_Unit_Types>
<Health_Bonus_Percentage>0.25</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>
<Combat_Bonus_Ability Name="Emperor_Land_Combat_Bonus">
<Activation_Style>Ground_Automatic</Activation_Style>
<Unit_Strength_Category>Vehicle | Infantry | Air</Unit_Strength_Category>
<Applicable_Unit_Categories>Vehicle | Infantry | Air</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</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>
<Reduce_Production_Price_Ability Name="Emperor_Reduce_Production_Price">
<Unit_Strength_Category/>
<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Price_Reduction_Percentage>0.10</Price_Reduction_Percentage>
<Stacking_Category>0</Stacking_Category>
</Reduce_Production_Price_Ability>
<!-- Area Effect Force Corruption: Infantry Pain/Damage -->
<Force_Healing_Ability Name="Emperor_AE_Force_Corruption">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>70.0</Heal_Range>
<Heal_Amount>-2.0</Heal_Amount><!-- Negative damage means inflict pain on others -->
<Heal_Interval_In_Secs>3.0</Heal_Interval_In_Secs>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types>
Destroyer_Droid,
HAG,
Dark_Trooper_PhaseI,
Dark_Trooper_PhaseII,
Dark_Trooper_PhaseIII,
IG-88,
Droid_R2D2,
Droid_C3P0,
B1_Repairdroid,
B1_Battledroid,
B2_Battledroid,
MagnaGuard
</Excluded_Unit_Types>
<SFXEvent_Target_Affected>Unit_Force_Corruption</SFXEvent_Target_Affected> <!-- STUB for Frank -->
<Target_Particle_Effect>Corrupt_Enemy</Target_Particle_Effect>
<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Smooth_Pulse</Target_Light_Effect_Type>
<Target_Light_Effect_Color>0.1, 0.1, 0.1</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>1.0</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
<Remove_Corruption_Ability Name="Emperor_Remove_Corruption">
<Initially_Enabled>Yes</Initially_Enabled>
<Corruption_Removal_Cost_Multiplier>1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper--> <Activation_Style>Ground_Activated</Activation_Style>
<Corruption_Removal_Time_In_Secs>3</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
</Remove_Corruption_Ability>
</Abilities>
</HeroUnit>
<HeroCompany Name="Emperor_Palpatine_Team">
<Text_ID>TEXT_HERO_EMPEROR_PALPATINE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_PALPATINE_01,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Emperor,
GALYANA_CLASS_BLANK,
STAT_E_PALPATINE_HULL,
STAT_E_PALPATINE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_PALPATINE_01,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Emperor,
GALYANA_CLASS_BLANK,
STAT_E_PALPATINE_COST,
STAT_E_PALPATINE_TIME,
STAT_E_PALPATINE_HULL,
STAT_E_PALPATINE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>
<Icon_Name>i_button_emperor_palpatine.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>100</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>25000</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>1</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_Force_Sensitive>Yes</Is_Force_Sensitive>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero</CategoryMask>
<Ranking_In_Category>1</Ranking_In_Category>
<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
<Company_Units>Emperor_Palpatine</Company_Units>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Emperor</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Emperor</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Emperor</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>5800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>45</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>EC_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>
<HeroUnit Name="Grand_Moff_Tarkin">
<Text_ID>TEXT_HERO_GRAND_MOFF_TARKIN</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TARKIN_01 GALYANA_CLASS_BLANK Galyana_HeroBonus_Tarkin</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>
<Icon_Name>i_button_grand_moff_tarkin.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Mass>1.0</Mass>
<Size_Value>75</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Type>Walk</Type>
<Damage>80</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<CategoryMask>NonCombatHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control> <!-- must use a special ability to modify political control in order to stack correctly -->
<Political_Faction>Empire</Political_Faction>
<Lua_Script>Tarkin</Lua_Script>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Spawn_Planet>Coruscant</Spawn_Planet>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>Yes</Stay_In_Transport_During_Ground_Battle>
<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>
<Abilities SubObjectList="Yes">
<Political_Transition_Bonus_Ability Name="Tarkin_Political_Transition_Bonus">
<Time_Reduction_Percentage>0.25</Time_Reduction_Percentage>
<Stacking_Category>0</Stacking_Category>
</Political_Transition_Bonus_Ability>
<Political_Control_Protection_Ability Name="Tarkin_Political_Protection">
<Activation_Style>Galactic_Automatic</Activation_Style>
</Political_Control_Protection_Ability>
<Reduce_Production_Price_Ability Name="Tarkin_Reduce_Production_Price">
<Unit_Strength_Category/>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>E_Ground_Research_Facility</Applicable_Unit_Types>
<Price_Reduction_Percentage>0.25</Price_Reduction_Percentage>
<Stacking_Category>0</Stacking_Category>
</Reduce_Production_Price_Ability>
<Combat_Bonus_Ability Name="Tarkin_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>Dummy_Barrage_Target</Excluded_Unit_Types>
<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.1</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.1</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.1</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.1</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.1</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
<Combat_Bonus_Ability Name="Tarkin_Death_Star_Combat_Bonus">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category/>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Death_Star, Death_Star_II</Applicable_Unit_Types>
<Excluded_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>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.25</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
<Retreat_Prevention_Ability Name="Tarkin_Retreat_Prevention">
<!-- maybe it should be space only? fixed - gueaw-->
<Activation_Style>Space_Automatic</Activation_Style>
</Retreat_Prevention_Ability>
</Abilities>
</HeroUnit>
<HeroCompany Name="Grand_Moff_Tarkin_Team">
<Text_ID>TEXT_HERO_TARKIN_TEAM</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TARKIN_01 GALYANA_CLASS_BLANK Galyana_HeroBonus_Tarkin</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>
<Icon_Name>i_button_grand_moff_tarkin.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>60</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>1</Tech_Level>
<Required_Timeline>1</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>
<CategoryMask>NonCombatHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
<Company_Units>Grand_Moff_Tarkin</Company_Units>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Tarkin</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Tarkin</SFXEvent_Hero_Respawned>
</HeroCompany>
<HeroUnit Name="UEAW_Sate_Pestage">
<Text_ID>UEAW_HERO_SATE_PESTAGE</Text_ID>
<Encyclopedia_Text>UEAW_TOOLTIP_SATE_PESTAGE</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>
<Icon_Name>UEAW_BUTTON_SATE_PESTAGE.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Mass>1.0</Mass>
<Size_Value>75</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Type>Walk</Type>
<Damage>5</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<CategoryMask>NonCombatHero</CategoryMask>
<Ranking_In_Category>4</Ranking_In_Category>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Political_Faction>Empire</Political_Faction>
<Lua_Script>Tarkin</Lua_Script>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Spawn_Planet>Coruscant</Spawn_Planet>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>Yes</Stay_In_Transport_During_Ground_Battle>
<Neutralization_Cost>1000.0</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>
<Abilities SubObjectList="Yes">
<Reduce_Production_Price_Ability Name="Pestage_Reduce_Production_Price">
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Field_Com_Empire_Team, Fleet_Com_Empire_Team</Applicable_Unit_Types>
<Price_Reduction_Percentage>0.5</Price_Reduction_Percentage>
<Stacking_Category>0</Stacking_Category>
</Reduce_Production_Price_Ability>
<Planet_Income_Gambling_Ability Name="Pestage_Gambling_Income">
<!-- choose a new income modifier every 30 seconds -->
<Evaluation_Interval_In_Secs>30.0</Evaluation_Interval_In_Secs>
<!-- worst losses are -10% of the base -->
<Min_Income_Modifier>-0.10</Min_Income_Modifier>
<!-- best positive income is +90% of the base -->
<Max_Income_Modifier>0.90</Max_Income_Modifier>
<!-- 100% of the time the income will be positive -->
<Chance_To_Win>1.00</Chance_To_Win>
</Planet_Income_Gambling_Ability>
<Remove_Corruption_Ability Name="Pestage_Remove_Corruption">
<Initially_Enabled>Yes</Initially_Enabled>
<Corruption_Removal_Cost_Multiplier>0.5</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper--> <Activation_Style>Ground_Activated</Activation_Style>
<Corruption_Removal_Time_In_Secs>2</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
</Remove_Corruption_Ability>
</Abilities>
</HeroUnit>
<HeroCompany Name="UEAW_Sate_Pestage_Team">
<Text_ID>UEAW_HERO_SATE_PESTAGE</Text_ID>
<Encyclopedia_Text>UEAW_TOOLTIP_SATE_PESTAGE</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>
<Icon_Name>UEAW_BUTTON_SATE_PESTAGE.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>5</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>1</Tech_Level>
<Required_Timeline>1</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>
<CategoryMask>NonCombatHero</CategoryMask>
<Ranking_In_Category>4</Ranking_In_Category>
<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
<Company_Units>UEAW_Sate_Pestage</Company_Units>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
</HeroCompany>
<!-- This special AT-AT is used by General Maximillian Veers (Empire Major Hero) during ground battles -->
<UniqueUnit Name="Veers_AT_AT_Walker">
<!-- Encyclopedia Info -->
<LOD_Bias>5</LOD_Bias>
<Text_ID>TEXT_HERO_GENERAL_VEERS_02</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_VEERS_01,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Veers,
GALYANA_CLASS_BLANK,
STAT_E_VEERS_HULL,
STAT_E_VEERS_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_VEERS_01,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Veers,
GALYANA_CLASS_BLANK,
STAT_E_VEERS_COST,
STAT_E_VEERS_TIME,
STAT_E_VEERS_HULL,
STAT_E_VEERS_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIELD_COMMANDER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>MAL_Rocket_Vehicle T2B_Tank UC_Rebel_Buildable_Anti_Vehicle_Turret</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Snowspeeder Plex_Soldier Underworld_Disruptor_Merc</Encyclopedia_Vulnerable_To>
<Land_Model_Name>EV_AT-AT.ALO</Land_Model_Name>
<Icon_Name>i_button_general_maximillian_veers.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<!-- GUI Info -->
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>150</Size_Value>
<Scale_Factor>1.8</Scale_Factor>
<Select_Box_Scale>85</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>
<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>
<Custom_Hard_XExtent>28.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Overall_Length>60.0</Overall_Length> <!--Hand tweaked for vehicle pitching up and down on terrain-->
<Overall_Width>0.0</Overall_Width> <!--0.0 means don't roll left and right on terrain-->
<Is_Supercrusher>Yes</Is_Supercrusher>
<Cache_Crusher_Boxes>No</Cache_Crusher_Boxes>
<Target_Bones>MISSILE_TARGET00, MISSILE_TARGET01, MISSILE_TARGET02</Target_Bones>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>LargeWalker</MovementClass>
<Max_Speed>0.5</Max_Speed>
<Max_Rate_Of_Turn>2</Max_Rate_Of_Turn>
<Stopped_Rate_Of_Turn>1</Stopped_Rate_Of_Turn>
<Locomotor_Has_Animation_Priority>Yes</Locomotor_Has_Animation_Priority>
<Attack_Animation_Is_Overlay>Yes</Attack_Animation_Is_Overlay>
<Movement_Animation_Speed>0.1366</Movement_Animation_Speed>
<Rotation_Animation_Speed>0.3333</Rotation_Animation_Speed> <!-- 0.5 -->
<Walk_Transition>Yes</Walk_Transition>
<Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>
<Min_Speed_Fraction_For_Turn>.1</Min_Speed_Fraction_For_Turn>
<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
<MovementPredictionInterval>5.0</MovementPredictionInterval>
<MovementBoxExpansionFactor>8.0</MovementBoxExpansionFactor>
<Close_Enough_Angle_For_Move_Start>30</Close_Enough_Angle_For_Move_Start> <!--Need this to prevent the AT-AT turn from looking awful-->
<FormationGrouping>Solo</FormationGrouping>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>75.0, 50.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Walker_Heavy</Armor_Type>
<Tactical_Health>1750</Tactical_Health>
<Autoresolve_Health>2000</Autoresolve_Health>
<Energy_Capacity>9000</Energy_Capacity>
<Energy_Refresh_Rate>5000</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>120</Damage>
<AI_Combat_Power>1000</AI_Combat_Power>
<Hardpoints>HP_AT-AT_00, HP_AT-AT_01</Hardpoints>
<Projectile_Types>Proj_Veers_AT_AT_Laser</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.8</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>
<Turret_Rotate_Extent_Degrees>55</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>
<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
<Turret_Rotate_Speed>2.0</Turret_Rotate_Speed>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Turret_Targets_Ground_Vehicles>1</Turret_Targets_Ground_Vehicles>
<Turret_Targets_Ground_Infantry>2</Turret_Targets_Ground_Infantry>
<Turret_Targets_Air_Vehicles>3</Turret_Targets_Air_Vehicles>
<Turret_Targets_Anything_Else>4</Turret_Targets_Anything_Else>
<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>550.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>40.0</Targeting_Min_Attack_Distance>
<Ranged_Target_Z_Adjust>70.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>ATATAntiEverything</Targeting_Priority_Set>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Deploys>Yes</Deploys>
<Auto_Deploys>No</Auto_Deploys>
<CategoryMask>LandHero | Vehicle | AntiVehicle | AntiStructure | AntiAir</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Weather_Category>LargeWalker</Weather_Category>
<Garrison_Category>AT_AT</Garrison_Category>
<Garrison_Value>3</Garrison_Value>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Score_Cost_Credits>18000</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_Empire_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>
<Spawn_Planet>Anaxes</Spawn_Planet>
<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>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, POWERED</Behavior>
<LandBehavior>GARRISON_UNIT, ABILITY_COUNTDOWN, DEPLOY_TROOPERS, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, TURRET, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, STUNNABLE, DAMAGE_TRACKING, SQUASH, AFFECTED_BY_SHIELD</LandBehavior>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<Property_Flags>IsSupercrusher | GoodInfantryCrusher</Property_Flags>
<Lua_Script>Veers</Lua_Script>
<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>
<Air_Vehicle_Turret_Target>No</Air_Vehicle_Turret_Target>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Death_Clone>Damage_Normal, Veers_AT_AT_Walker_Death_Clone</Death_Clone>
<Death_Clone>Damage_Normal_Deployed, Veers_AT_AT_Walker_Deployed_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_AT_AT_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Veers</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Veers</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Veers</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Veers</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Veers</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Group_Move_Veers</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_Veers</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Veers</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Veers</SFXEvent_Health_Critical_Warning>
<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Defeat_Veers</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>MAXIMUM_FIREPOWER</Type>
<Expiration_Seconds>1</Expiration_Seconds>
<Recharge_Seconds>70</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.0f</Mod_Multiplier><!-- no delay, fire continuously -->
<GUI_Activated_Ability_Name>AT_AT_Maximum_Firepower_Attack</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<Projectile_Types_Override>Proj_Veers_AT_AT_Max_Power_Laser</Projectile_Types_Override>
<Mod_Flag>ALLOW_TARGET_DIMINISHING_FIREPOWER, false</Mod_Flag>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Activate_Energy_Blast_Veers</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_Target_Ability>Unit_Target_Energy_Blast_Veers</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>DEPLOY_TROOPERS</Type>
<Recharge_Seconds>20</Recharge_Seconds>
<Spawned_Object_Type>Veers_Deployed_Imperial_Stormtrooper_Squad</Spawned_Object_Type>
<Max_Num_Spawned_Objects>4</Max_Num_Spawned_Objects>
<Owner_Attachment_Bone>B_Trooper_00, B_Trooper_01, B_Trooper_02</Owner_Attachment_Bone>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Deploy_Veers</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Maximum_Firepower_Attack_Ability Name="AT_AT_Maximum_Firepower_Attack">
<Activation_Style>User_Input</Activation_Style>
<!-- We only consider the following unit types "valid targets": -->
<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Owner_Particle_Effect>Veers_Powerup_Particle_Effect</Owner_Particle_Effect>
<Owner_Particle_Bone_Name>powerup</Owner_Particle_Bone_Name>
<SFXEvent_Activate>Unit_AT_AT_PowerUp</SFXEvent_Activate>
</Maximum_Firepower_Attack_Ability>
<Combat_Bonus_Ability Name="Veers_Combat_Bonus">
<Activation_Style>Ground_Automatic</Activation_Style>
<Unit_Strength_Category>Vehicle | Infantry | Air</Unit_Strength_Category>
<Applicable_Unit_Categories>Vehicle | Infantry | Air</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</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>
<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade-->
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.20</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade-->
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.35</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Reduce_Production_Price_Ability Name="Veers_Reduce_Production_Price">
<Unit_Strength_Category/>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Imperial_AT_RT_Scout_Squad, Imperial_AT_PT_Scout_Squad, Imperial_AT_TE_Assault_Company, Imperial_Heavy_Assault_Company, Imperial_Heavy_Scout_Squad, Imperial_Anti_Aircraft_Company, Imperial_Artillery_Corp</Applicable_Unit_Types>
<Price_Reduction_Percentage>0.20</Price_Reduction_Percentage>
<Stacking_Category>0</Stacking_Category>
</Reduce_Production_Price_Ability>
<Remove_Corruption_Ability Name="Veers_Remove_Corruption">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
</Remove_Corruption_Ability>
</Abilities>
</UniqueUnit>
<UniqueUnit Name="Veers_AT_AT_Walker_Deployed_Death_Clone">
<Variant_Of_Existing_Type>Veers_AT_AT_Walker</Variant_Of_Existing_Type>
<Specific_Death_Anim_Type>DEPLOYED_DIE</Specific_Death_Anim_Type>
<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
<LandBehavior>HIDE_WHEN_FOGGED,LAND_OBSTACLE</LandBehavior>
<Obstacle_Width>40.0</Obstacle_Width>
<Obstacle_Height>40.0</Obstacle_Height>
<Obstacle_X_Offset>0.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>
<Death_Persistence_Duration>20</Death_Persistence_Duration>
<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>
<IsDeathClone>true</IsDeathClone>
<CategoryMask>None</CategoryMask>
</UniqueUnit>
<UniqueUnit Name="Veers_AT_AT_Walker_Death_Clone">
<Variant_Of_Existing_Type>Veers_AT_AT_Walker</Variant_Of_Existing_Type>
<Specific_Death_Anim_Type/>
<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
<LandBehavior>HIDE_WHEN_FOGGED, LAND_OBSTACLE</LandBehavior>
<Obstacle_Width>40.0</Obstacle_Width>
<Obstacle_Height>40.0</Obstacle_Height>
<Obstacle_X_Offset>0.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>
<Death_Persistence_Duration>20</Death_Persistence_Duration>
<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>
<IsDeathClone>true</IsDeathClone>
<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
<CategoryMask>None</CategoryMask>
</UniqueUnit>
<HeroUnit Name="General_Veers"> <!-- This unit didn't need to exist so I merged it with the ATAT walker. Variant kept for stability only -->
<Variant_Of_Existing_Type>Veers_AT_AT_Walker</Variant_Of_Existing_Type>
</HeroUnit>
<HeroCompany Name="General_Veers_Team">
<Text_ID>TEXT_HERO_VEERS_TEAM</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_VEERS_01,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Veers,
GALYANA_CLASS_BLANK,
STAT_E_VEERS_HULL,
STAT_E_VEERS_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_VEERS_01,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Veers,
GALYANA_CLASS_BLANK,
STAT_E_VEERS_COST,
STAT_E_VEERS_TIME,
STAT_E_VEERS_HULL,
STAT_E_VEERS_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIELD_COMMANDER</Encyclopedia_Unit_Class>
<Icon_Name>i_button_general_maximillian_veers.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>100</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>18000</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>1</Tech_Level>
<Required_Timeline>2</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>
<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>Imperial_ATAT_Barge</Company_Transport_Unit>
<Company_Units>General_Veers</Company_Units> <!-- Needs to be General_Veers for Story Campaign -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Veers</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Veers</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Veers</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>4000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>EC_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>
<HeroUnit Name="Mara_Jade">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_MARA_JADE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_MARA_JADE,
GALYANA_CLASS_BLANK,
STAT_E_MARA_LAND_HULL,
STAT_E_MARA_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_MARA_JADE,
GALYANA_CLASS_BLANK,
STAT_E_MARA_LAND_COST,
STAT_E_MARA_LAND_TIME,
STAT_E_MARA_LAND_HULL,
STAT_E_MARA_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HAND</Encyclopedia_Unit_Class>
<Land_Model_Name>EI_MaraJade.ALO</Land_Model_Name>
<Icon_Name>i_button_mara_jade.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>75</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>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>5.0</Custom_Soft_Footprint_Radius>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.0</Max_Speed>
<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<MaxJiggleDistance>2.0</MaxJiggleDistance>
<FormationSpacing>0.3</FormationSpacing>
<FormationOrder>1</FormationOrder>
<FormationRaggedness>.8</FormationRaggedness>
<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>50</Damage>
<AI_Combat_Power>250</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Sniper_Green</Projectile_Types>
<Projectile_Damage>40.0</Projectile_Damage>
<Projectile_Fire_Recharge_Seconds>1.0</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, 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>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>100.0</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_Faction/> <!-- Saving Tag for future use -->
<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>False</Play_SFXEvent_On_Sighting>
<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
<Highlight_Blob_Material_Name>Highlight_Empire_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>
<Spawn_Planet>Coruscant</Spawn_Planet>
<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>
<!-- This Galactic_Influence_Range controls how far Mara Jade's System Spy ability extends -->
<Galactic_Influence_Range>100.0</Galactic_Influence_Range>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>ABILITY_COUNTDOWN, DEMOLITION, SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, STUNNABLE, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>ObjectScript_MaraJade</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_Storm_Trooper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Mara_Jade</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Mara_Jade</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Mara_Jade</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Mara_Jade</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Mara_Jade</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Mara_Jade</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Mara_Jade</SFXEvent_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_Defeat_Mara_Jade</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>STICKY_BOMB</Type>
<Recharge_Seconds>26.0f</Recharge_Seconds>
<GUI_Activated_Ability_Name>Mara_Jade_Grenade_Attack</GUI_Activated_Ability_Name>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>AREA_EFFECT_CONVERT</Type>
<Recharge_Seconds>50.0</Recharge_Seconds>
<GUI_Activated_Ability_Name/><!-- GUI Command Bar support -->
<Spawned_Object_Type>Proj_Special_Mara_Corrupt_Blast</Spawned_Object_Type>
<SFXEvent_Target_Ability>Unit_Convert_Emperor</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Galactic_Stealth_Ability Name="Mara_Jade_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<Remove_Corruption_Ability Name="Mara_Remove_Corruption">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
</Remove_Corruption_Ability>
<System_Spy_Ability Name="Mara_Jade_System_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_Base_Levels>Yes</See_Base_Levels>
<See_Special_Structures>Yes</See_Special_Structures>
<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
<See_Major_Stealth_Heroes>No</See_Major_Stealth_Heroes>
</System_Spy_Ability>
<Neutralize_Hero_Ability Name="Mara_Jade_Hero_Assasin">
<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>No</Can_Neutralize_Major_Heroes>
</Neutralize_Hero_Ability>
<Grenade_Attack_Ability Name="Mara_Jade_Grenade_Attack">
<Activation_Style>User_Input</Activation_Style><!-- Was Special_Attack -->
<!-- We need to be within this distance of the clicked target to consider throwing the grenade -->
<Activation_Min_Range>5.0</Activation_Min_Range>
<Activation_Max_Range>100.0</Activation_Max_Range>
<Requires_Direct_Player_Command>No</Requires_Direct_Player_Command><!-- Was NO -->
<Grenade_Type>Proj_Infantry_Hero_Sticky_Bomb</Grenade_Type>
<Grenade_Toss_Anim>BOMBTOSS</Grenade_Toss_Anim>
<Grenade_Spawn_Frame>12.0</Grenade_Spawn_Frame>
<Grenade_Spawn_Bone>MuzzleB_00</Grenade_Spawn_Bone>
<Grenade_Explode_Timer_In_Secs>8.0</Grenade_Explode_Timer_In_Secs>
<!-- Percentage chance to activate given a certain number of valid targets in range. -->
<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
<!-- <Activation_Chance>0,0.0, 1,1.0, 5,1.0, 500,1.0</Activation_Chance>-->
<!-- We only consider the following unit types "valid targets": -->
<Applicable_Unit_Categories>Vehicle, Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Bomb_Mara_Jade</SFXEvent_Activate>
</Grenade_Attack_Ability>
</Abilities>
</HeroUnit>
<HeroCompany Name="Mara_Jade_Team">
<Text_ID>TEXT_HERO_MARA_JADE_TEAM</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_MARA_JADE,
GALYANA_CLASS_BLANK,
STAT_E_MARA_LAND_HULL,
STAT_E_MARA_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_MARA_JADE,
GALYANA_CLASS_BLANK,
STAT_E_MARA_LAND_COST,
STAT_E_MARA_LAND_TIME,
STAT_E_MARA_LAND_HULL,
STAT_E_MARA_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>
<Icon_Name>i_button_mara_jade.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>50</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>300</Autoresolve_Health>
<Score_Cost_Credits>9000</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>1</Tech_Level>
<Required_Timeline>4</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_Force_Sensitive>Yes</Is_Force_Sensitive>
<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>Mara_Jade_Ship</Company_Transport_Unit>
<Company_Units>Mara_Jade</Company_Units>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Mara_Jade</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Mara_Jade</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Mara_Jade</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>16</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>EC_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-->
<Unit_Abilities_Data SubObjectList="Yes"/>
</HeroCompany>
<UniqueUnit Name="Mara_Jade_Ship">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_JADE_HUNTER</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_JADE_HUNTER,
GALYANA_CLASS_BLANK,
STAT_E_MARAJADE_SHIELD,
STAT_E_MARAJADE_HULL,
STAT_E_MARAJADE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_JADE_HUNTER,
GALYANA_CLASS_BLANK,
STAT_E_MARAJADE_COST,
STAT_E_MARAJADE_TIME,
STAT_E_MARAJADE_SHIELD,
STAT_E_MARAJADE_HULL,
STAT_E_MARAJADE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Rebel X-wing</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette A-Wing Crusader_Gunship</Encyclopedia_Vulnerable_To>
<Landing_Transport_Variant>Shuttle_Tyderium_Landing</Landing_Transport_Variant>
<Space_Model_Name>EV_JADEHUNTER.ALO</Space_Model_Name>
<Icon_Name>i_button_mara_jade.tga</Icon_Name>
<Affiliation>Empire</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>0.98</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.7</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>5.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>6.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>6.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>4.0</Max_Lift>
<Begin_Turn_Towards_Distance>700.0</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>400</Shield_Points>
<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter_Hero</Armor_Type>
<Tactical_Health>500</Tactical_Health>
<Autoresolve_Health>300</Autoresolve_Health>
<Energy_Capacity>600</Energy_Capacity>
<Energy_Refresh_Rate>200</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>10</Damage>
<AI_Combat_Power>600</AI_Combat_Power>
<HardPoints>HP_JadeHunter_Missile</HardPoints>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green_Fast</Projectile_Types>
<Projectile_Damage>14.0</Projectile_Damage>
<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air</Fire_Category_Restrictions>
<Fires_Forward>No</Fires_Forward>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>40</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>800.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</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>700.0</Strafe_Distance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>600.0</Idle_Chase_Range>
<Attack_Move_Response_Range>600.0</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 | AntiFighter | AntiBomber</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Ship_Class>Fighter</Ship_Class>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, LURE, FIGHTER_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, NEBULA, SELECTABLE, DAMAGE_TRACKING</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>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>1.0</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Mara_Jade</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Mara_Jade</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Mara_Jade</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Mara_Jade</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Mara_Jade</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Mara_Jade</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Mara_Jade</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Mara_Jade</SFXEvent_Health_Critical_Warning>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Moving>Unit_X_Wing_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>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LURE</Type>
<Effective_Radius>500</Effective_Radius>
<Target_Types>
Z-95_Headhunter_Rebel,
Z95_Headhunter_Rebel_Squadron,
V-wing_Fighter_R,
VWing_Squadron_R,
Pirate_Fighter_R,
Rebel_Pirate_Fighter_Squadron,
Cobra_R,
Rebel_Cobra_Squadron,
Prowler-A_R,
Rebel_Prowler-A_Squadron,
UEAW_EWing,
UEAW_EWing_Squadron,
X-Wing,
Rebel_X-Wing_Squadron,
A-Wing,
A_Wing_Squadron,
Y-Wing,
Y-Wing_Squadron,
Y-Wing_No_Ability,
Y-Wing_Squadron_No_Ability,
B-Wing,
B-Wing_Squadron,
Z-95_Headhunter_Empire,
Z95_Headhunter_Empire_Squadron,
V-wing_Fighter_E,
VWing_Squadron_E,
Pirate_Fighter_E,
Empire_Pirate_Fighter_Squadron,
Cobra_E,
Empire_Cobra_Squadron,
Prowler-A_E,
Empire_Prowler-A_Squadron,
TIE_Scout,
TIE_Scout_Squadron,
TIE_Fighter,
TIE_Fighter_Squadron,
TIE_Phantom,
TIE_Phantom_Squadron,
TIE_Interceptor,
TIE_Interceptor_Squadron,
UEAW_TIE_Advanced,
UEAW_TIE_Advanced_Squadron,
TIE_Bomber,
TIE_Bomber_Squadron,
Assault_gunboat,
UEAW_Assault_Gunboat_Squadron,
TIE_Defender,
TIE_Defender_Squadron,
Z-95_Headhunter_Underworld,
Z95_Headhunter_Underworld_Squadron,
Pirate_Fighter_U,
Underworld_Pirate_Fighter_Squadron,
Cobra_U,
Underworld_Cobra_Squadron,
Prowler-A_U,
Underworld_Prowler-A_Squadron,
A-Wing_Underworld,
Underworld_A_Wing_Squadron,
Starviper_Fighter,
StarViper_Squadron,
UEAW_Aggressor_Assault_Fighter,
UEAW_Aggressor_Squadron,
Skipray_Blastboat,
Skipray_Squadron,
TIE_Defender_Underworld,
Underworld_TIE_Defender_Squadron,
Hutt_V-wing_Fighter,
Hutt_VWing_Squadron,
Pirate_Fighter_H,
Hutt_Pirate_Fighter_Squadron,
Mirage_Mk2,
Mirage_Squadron,
Viper,
Viper_Squadron,
Z-95_Headhunter_Hutts,
Z95_Headhunter_Hutts_Squadron,
Cobra_H,
Hutt_Cobra_Squadron,
Prowler-A_H,
Hutt_Prowler-A_Squadron,
Aqulamator_Bomber,
Aqulamator_Bomber_Squadron,
Z-95_Headhunter,
Z95_Headhunter_Squadron,
V-wing_Fighter,
VWing_Squadron_P,
Pirate_Fighter,
Pirate_Fighter_Squadron,
Y-Wing_Pirate,
Y-Wing_Pirate_Squadron,
Cobra,
Cobra_Squadron,
Prowler-A,
Prowler-A_Squadron
</Target_Types>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>20</Expiration_Seconds>
<Is_Pulsing>Yes</Is_Pulsing>
<Pulse_Frequency_Secs>0.5</Pulse_Frequency_Secs>
<Max_Number_Of_Pulses>50</Max_Number_Of_Pulses>
<Particle_Effect>Lure_Ability_Particle</Particle_Effect>
<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.6f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>GUI_Toggle_Lure_On</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_Toggle_Lure_Off</SFXEvent_GUI_Unit_Ability_Deactivated>
</Unit_Ability>
<Unit_Ability>
<Type>BUZZ_DROIDS</Type>
<GUI_Activated_Ability_Name>Mara_Nav_Buoy</GUI_Activated_Ability_Name>
<Recharge_Seconds>75</Recharge_Seconds>
<SFXEvent_Target_Ability> </SFXEvent_Target_Ability>
<!--Make this double the Chase_Radius in the special ability-->
<Area_Effect_Decal_Distance>600.0</Area_Effect_Decal_Distance>
<Alternate_Name_Text>Galyana_Ability_Deploy_Nav_Buoy</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nav_Buoy</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_JOIN_ME.tga</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Buzz_Droids_Ability Name="Mara_Nav_Buoy">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>5</Activation_Min_Range>
<Activation_Max_Range>400</Activation_Max_Range>
<!--If you change Chase_Radius update Area_Effect_Decal_Distance in the unit ability-->
<Chase_Radius>0</Chase_Radius>
<Damage_Radius>0</Damage_Radius>
<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
<Own_Damage_Per_Second>10</Own_Damage_Per_Second> <!-- 40sec lifespan -->
<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
<Activate_SFX> </Activate_SFX>
<Object_Type>Mara_Jade_Nav_Buoy</Object_Type>
</Buzz_Droids_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</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="Mara_Jade_Ship_Landing">
<AI_Combat_Power>0</AI_Combat_Power>
<Variant_Of_Existing_Type>Mara_Jade_Ship</Variant_Of_Existing_Type>
<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>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>2.6</Scale_Factor>
</UniqueUnit>
<UniqueUnit Name="Mara_Jade_Nav_Buoy">
<Text_ID>Galyana_Unit_Nav_Buoy</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Nav_Buoy,
GALYANA_CLASS_BLANK,
STAT_E_NAVBUOY_HULL
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Space_Model_Name>NB_NAV_BUOY.alo</Space_Model_Name>
<Icon_Name>I_BUTTON_NAVBUOY.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>0</Population_Value>
<GUI_Row>1</GUI_Row>
<Mass>0.9995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.3</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>50.0</Mouse_Collide_Override_Sphere_Radius>
<Max_Speed>0.0</Max_Speed>
<Min_Speed>0.0</Min_Speed>
<MovementClass>Space</MovementClass>
<Shield_Armor_Type/>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Autoresolve_Health>25</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Damage>1</Damage>
<AI_Combat_Power>1</AI_Combat_Power>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- <Special_Weapon_Valid_Targets>Fighter</Special_Weapon_Valid_Targets>-->
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.5</Dense_FOW_Reveal_Range_Multiplier>
<Ranking_In_Category>7</Ranking_In_Category>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Behavior>DUMMY_STARSHIP, POWERED, SELECTABLE</Behavior>
<SpaceBehavior>BUZZ_DROIDS, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_TOOLTIP, IDLE, AMBIENT_SFX</SpaceBehavior>
<!-- <Lua_Script>ObjectScript_BuzzDroids</Lua_Script>-->
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Is_Valid_Target>True</Is_Valid_Target> <!--False-->
<Influences_Capture_Point>False</Influences_Capture_Point>
<CategoryMask>Fighter</CategoryMask>
<Ship_Class>Fighter</Ship_Class>
<Space_Layer>None</Space_Layer>
<SFXEvent_Ambient_Moving> </SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>1</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop/>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</UniqueUnit>
<HeroUnit Name="Boba_Fett">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_HERO_BOBA_FETT</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_BOBA_FETT,
GALYANA_CLASS_BLANK,
STAT_E_BOBA_LAND_HULL,
STAT_E_BOBA_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_BOBA_FETT,
GALYANA_CLASS_BLANK,
STAT_E_BOBA_LAND_COST,
STAT_E_BOBA_LAND_TIME,
STAT_E_BOBA_LAND_HULL,
STAT_E_BOBA_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOUNTY_HUNTER</Encyclopedia_Unit_Class>
<Land_Model_Name>EI_BobaFett.ALO</Land_Model_Name>
<Icon_Name>i_button_boba_fett.tga</Icon_Name>
<Affiliation>Empire</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>
<Min_Speed>0.1</Min_Speed>
<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
<OverrideAcceleration>0.1</OverrideAcceleration>
<OverrideDeceleration>0.1</OverrideDeceleration>
<Rotation_Animation_Speed>10.0</Rotation_Animation_Speed>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationSpacing>0.5</FormationSpacing>
<!--Jetpack Settings Begin-->
<Uses_Multiple_Locomotors>Yes</Uses_Multiple_Locomotors>
<Primary_Locomotor_Name>WALK_LOCOMOTOR</Primary_Locomotor_Name>
<Secondary_Locomotor_Name>JETPACK_LOCOMOTOR</Secondary_Locomotor_Name>
<Hover_Offset>16.0</Hover_Offset>
<Max_Lift>0.6</Max_Lift>
<Alternate_Max_Speed>2.5</Alternate_Max_Speed>
<Alternate_Max_Rate_Of_Turn>6.0</Alternate_Max_Rate_Of_Turn>
<!--Engine loop for while Boba is flying around with his jet pack-->
<!--Note: We do not want to do a special cinematic version, since he could also be standing around or running-->
<SFXEvent_Engine_Moving_Loop>Unit_Jet_Pack_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<!--Jetpack Settings End-->
<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_Infantry_Blaster_Green</Projectile_Types>
<Damage_Type>Damage_Infantry_Heavy_Blaster</Damage_Type>
<Projectile_Damage>25.0</Projectile_Damage>
<Projectile_Fire_Recharge_Seconds>0.7</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, 40.0</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>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>
<Is_Force_Sensitive>No</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_Empire_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>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>SELECTABLE, STUNNABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, 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_Storm_Trooper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Boba_Fett</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Boba_Fett</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Boba_Fett</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Boba_Fett</SFXEvent_Guard>
<SFXEvent_Deploy>Unit_Deploy_Boba_Fett</SFXEvent_Deploy>
<SFXEvent_Group_Move>Unit_Group_Move_Boba_Fett</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_Boba_Fett</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Boba_Fett</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Boba_Fett</SFXEvent_Health_Critical_Warning>
<!--Make Boba Fett die in a fiery explosion-->
<!--<Death_SFXEvent_Start_Die>Unit_Defeat_Boba_Fett</Death_SFXEvent_Start_Die>--> <!--STUBBED FOR FRANK TO REPLACE-->
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>FLAME_THROWER</Type>
<Recharge_Seconds>28.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Boba_Fett_Flame_Thrower</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>JET_PACK</Type>
<Recharge_Seconds>45.0</Recharge_Seconds>
<GUI_Activated_Ability_Name/><!-- GUI Command Bar support -->
<SFXEvent_Target_Ability>Unit_Move_Boba_Fett</SFXEvent_Target_Ability>
<!-- Disabling these, since we now want Boba to be able to fly anywhere on the map, even into FOW -->
<!--<Area_Effect_Decal_Distance>50.0</Area_Effect_Decal_Distance>-->
<!--<Effective_Radius>300.0</Effective_Radius>-->
<Effective_Radius>-1.0</Effective_Radius><!-- For the Jet Pack jump, the effect radius of -1.0 means unlimited range -->
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Galactic_Stealth_Ability Name="Boba_Fett_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<System_Spy_Ability Name="Boba_Fett_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="Boba_Fett_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="Boba_Fett_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>90.0</Damage_Arc_In_Degrees>
<Damage_Amount>250.0</Damage_Amount>
<Fire_Time_In_Secs>10.0</Fire_Time_In_Secs>
<Damage_Delay_In_Secs>0.5</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>
<HeroUnit Name="Boba_Fett_NoStealth">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_HERO_BOBA_FETT</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_BOBA_FETT,
GALYANA_CLASS_BLANK,
STAT_E_BOBA_LAND_HULL,
STAT_E_BOBA_LAND_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOUNTY_HUNTER</Encyclopedia_Unit_Class>
<Land_Model_Name>EI_BobaFett.ALO</Land_Model_Name>
<Icon_Name>i_button_boba_fett.tga</Icon_Name>
<Affiliation>Empire</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>
<Min_Speed>0.1</Min_Speed>
<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
<OverrideAcceleration>0.1</OverrideAcceleration>
<OverrideDeceleration>0.1</OverrideDeceleration>
<Rotation_Animation_Speed>10.0</Rotation_Animation_Speed>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationSpacing>0.5</FormationSpacing>
<!--Jetpack Settings Begin-->
<Uses_Multiple_Locomotors>Yes</Uses_Multiple_Locomotors>
<Primary_Locomotor_Name>WALK_LOCOMOTOR</Primary_Locomotor_Name>
<Secondary_Locomotor_Name>JETPACK_LOCOMOTOR</Secondary_Locomotor_Name>
<Hover_Offset>16.0</Hover_Offset>
<Max_Lift>0.6</Max_Lift>
<Alternate_Max_Speed>2.5</Alternate_Max_Speed>
<Alternate_Max_Rate_Of_Turn>6.0</Alternate_Max_Rate_Of_Turn>
<!--Engine loop for while Boba is flying around with his jet pack-->
<!--Note: We do not want to do a special cinematic version, since he could also be standing around or running-->
<SFXEvent_Engine_Moving_Loop>Unit_Jet_Pack_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<!--Jetpack Settings End-->
<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>1000</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Blaster_Green</Projectile_Types>
<Projectile_Damage>35.0</Projectile_Damage>
<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, 40.0</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>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>
<Is_Force_Sensitive>No</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_Empire_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>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Boba_Fett</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Boba_Fett</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Boba_Fett</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Boba_Fett</SFXEvent_Guard>
<SFXEvent_Deploy>Unit_Deploy_Boba_Fett</SFXEvent_Deploy>
<!--Make Boba Fett die in a fiery explosion-->
<!--<Death_SFXEvent_Start_Die>Unit_Defeat_Boba_Fett</Death_SFXEvent_Start_Die>-->
<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die> <!-- STUBBED FOR FRANK TO REPLACE -->
<Unit_Abilities_Data SubObjectList="Yes"/>
<Abilities SubObjectList="Yes"/>
</HeroUnit>
<HeroCompany Name="Boba_Fett_Team">
<Text_ID>TEXT_HERO_BOBA_FETT_TEAM</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_BOBA_FETT,
GALYANA_CLASS_BLANK,
STAT_E_BOBA_LAND_HULL,
STAT_E_BOBA_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_BOBA_FETT,
GALYANA_CLASS_BLANK,
STAT_E_BOBA_LAND_COST,
STAT_E_BOBA_LAND_TIME,
STAT_E_BOBA_LAND_HULL,
STAT_E_BOBA_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>
<Icon_Name>i_button_boba_fett.tga</Icon_Name>
<Affiliation>Empire</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>1</Tech_Level>
<Required_Timeline>1</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>Slave_I</Company_Transport_Unit>
<Company_Units>Boba_Fett</Company_Units>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Boba_Fett</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Boba_Fett</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>23</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="Boba_Fett_Team_NoStealth">
<Variant_Of_Existing_Type>Boba_Fett_Team</Variant_Of_Existing_Type>
<Company_Units>Boba_Fett_NoStealth</Company_Units>
<Is_Named_Hero>No</Is_Named_Hero>
<Is_Stealth_Company>No</Is_Stealth_Company>
</HeroCompany>
<HeroCompany Name="Boba_Fett_Team_Land_MP">
<Variant_Of_Existing_Type>Boba_Fett_Team</Variant_Of_Existing_Type>
<Is_Stealth_Company>No</Is_Stealth_Company>
</HeroCompany>
<HeroCompany Name="Boba_Fett_Team_Space_MP">
<Text_ID>TEXT_HERO_BOBA_FETT_TEAM</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_SLAVE_ONE,
GALYANA_CLASS_BLANK,
STAT_E_BOBAFETT_SHIELD,
STAT_E_BOBAFETT_HULL,
STAT_E_BOBAFETT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_SLAVE_ONE,
GALYANA_CLASS_BLANK,
STAT_E_BOBAFETT_COST,
STAT_E_BOBAFETT_TIME,
STAT_E_BOBAFETT_SHIELD,
STAT_E_BOBAFETT_HULL,
STAT_E_BOBAFETT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>X-wing Y-Wing Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Corellian_Gunboat Crusader_Gunship</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_boba_fett.tga</Icon_Name>
<Affiliation>Empire</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>1</Tech_Level>
<Required_Timeline>1</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>Slave_I</Company_Transport_Unit>
<Company_Units>Boba_Fett</Company_Units>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Boba_Fett</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Boba_Fett</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>21</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>
<!-- Slave I is used by Boba Fett (Empire Major Hero) during space battles -->
<UniqueUnit Name="Slave_I">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_SLAVE_I</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_SLAVE_ONE,
GALYANA_CLASS_BLANK,
STAT_E_BOBAFETT_SHIELD,
STAT_E_BOBAFETT_HULL,
STAT_E_BOBAFETT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_SLAVE_ONE,
GALYANA_CLASS_BLANK,
STAT_E_BOBAFETT_COST,
STAT_E_BOBAFETT_TIME,
STAT_E_BOBAFETT_SHIELD,
STAT_E_BOBAFETT_HULL,
STAT_E_BOBAFETT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>X-wing Y-Wing Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Corellian_Gunboat Crusader_Gunship</Encyclopedia_Vulnerable_To>
<Land_Model_Name>EV_SLAVE1.ALO</Land_Model_Name>
<Landing_Transport_Variant>Slave_I_Landing</Landing_Transport_Variant>
<Space_Model_Name>EV_SLAVE1_SPACE.ALO</Space_Model_Name>
<Icon_Name>i_button_boba_fett.tga</Icon_Name>
<Affiliation>Empire</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>1.0</Scale_Factor>
<Select_Box_Scale>80</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>6.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>5.5</Max_Rate_Of_Roll>
<Bank_Turn_Angle>60</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>5.0</Max_Lift>
<Begin_Turn_Towards_Distance>800.0</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>200</Shield_Points>
<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter_Hero</Armor_Type>
<Tactical_Health>1000</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Energy_Capacity>1050</Energy_Capacity>
<Energy_Refresh_Rate>350</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>1500</AI_Combat_Power>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Red</Projectile_Types>
<Projectile_Damage>14.0</Projectile_Damage>
<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>0.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air</Fire_Category_Restrictions>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>50</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>
<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>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>3.0</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>600.0</Idle_Chase_Range>
<Attack_Move_Response_Range>600.0</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>
<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>
<Cheap_Bribe_Cost>2500</Cheap_Bribe_Cost>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, NEBULA, SELECTABLE, DAMAGE_TRACKING</SpaceBehavior>
<LandBehavior>REVEAL, HIDE_WHEN_FOGGED, IDLE</LandBehavior>
<Lua_Script>Slave_I</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, Slave_I_Death_Clone</Death_Clone>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Boba_Fett</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Slave_1_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Ship_Boba_Fett</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Ship_Boba_Fett</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Ship_Boba_Fett</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Boba_Fett</SFXEvent_Guard>
<SFXEvent_Deploy>Unit_Deploy_Boba_Fett</SFXEvent_Deploy>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Boba_Fett</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Boba_Fett</SFXEvent_Health_Critical_Warning>
<SFXEvent_Ambient_Moving>Unit_Slave1_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>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HARMONIC_BOMB</Type>
<Recharge_Seconds>25</Recharge_Seconds>
<Spawned_Object_Type>Proj_Harmonic_Bomb_Slave_I</Spawned_Object_Type>
<Bomb_Countdown_Seconds>1.5</Bomb_Countdown_Seconds><!-- AI 8.12 -->
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_Boba_Fett</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>21</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="Slave_I_Death_Clone">
<Text_ID>TEXT_UNIT_SLAVE_I</Text_ID>
<Space_Model_Name>EV_Slave1_space_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.85</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="Slave_I_Landing">
<Variant_Of_Existing_Type>Slave_I</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>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
</UniqueUnit>
<UniqueUnit Name="Slave_I_Ground_Prop">
<Variant_Of_Existing_Type>Slave_I</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>
<HeroUnit Name="Darth_Vader">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_DARTH_VADER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_DARTH_VADER,
GALYANA_CLASS_BLANK,
STAT_E_VADER_LAND_HULL,
STAT_E_VADER_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_DARTH_VADER,
GALYANA_CLASS_BLANK,
STAT_E_VADER_LAND_COST,
STAT_E_VADER_LAND_TIME,
STAT_E_VADER_LAND_HULL,
STAT_E_VADER_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>
<Land_Model_Name>EI_VADER.ALO</Land_Model_Name>
<Icon_Name>i_button_darth_vader.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>32</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>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</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>
<Min_Speed>0.1</Min_Speed>
<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>1.0</Movement_Animation_Speed>
<Walk_Animation_Speed>0.42</Walk_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>1</FormationOrder>
<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>650</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>100</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<!--Lightsaber holstering data begin-->
<SFXEvent_Draw_Weapon>Unit_Light_Saber_On</SFXEvent_Draw_Weapon>
<SFXEvent_Holster_Weapon>Unit_Light_Saber_Off</SFXEvent_Holster_Weapon>
<Holster_Weapon_Bone_Name>b_saber</Holster_Weapon_Bone_Name>
<Holster_Drawn_Bone_Translation>0.0, 0.0, 0.0</Holster_Drawn_Bone_Translation>
<Holster_Holstered_Bone_Translation>0.0, 4.365, 0.0</Holster_Holstered_Bone_Translation>
<Holster_Transition_Time_In_Secs>0.17</Holster_Transition_Time_In_Secs>
<Holster_Minimum_Drawn_Time_In_Secs>15.0</Holster_Minimum_Drawn_Time_In_Secs>
<Holster_Disable_Engine_Loops>Yes</Holster_Disable_Engine_Loops>
<SFXEvent_Engine_Idle_Loop>Unit_Vader_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Vader_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Vader_Lightsaber_Cinematic_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<!--Lightsaber holstering data end-->
<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
<Projectile_Types>Proj_Lightsaber_Vader</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>10</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, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>20.0</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>
<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
<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>2</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Garrison_Category>Infantry</Garrison_Category>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<!-- 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_Empire_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>4000.0</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>
<!-- Controls the range within which Palpatine has an effect on other units' animations -->
<Presence_Range>100.0</Presence_Range>
<!-- This Galactic_Influence_Range controls how far Vader's System Spy ability extends -->
<Galactic_Influence_Range>100.0</Galactic_Influence_Range>
<Hyperspace_Fleet_Reveal_Range>75.0</Hyperspace_Fleet_Reveal_Range>
<!--AJA said to set it up this way...-->
<Unique_Space_Unit>TIE_Prototype</Unique_Space_Unit>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>DarthVader</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_Vader</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Vader</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Vader</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Vader</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Group_Move_Vader</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_Vader</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Vader</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Vader</SFXEvent_Health_Critical_Warning>
<SFXEvent_Ambient_Moving>Ambient_Vader_Random_Breath</SFXEvent_Ambient_Moving>
<Death_SFXEvent_Start_Die>Unit_Defeat_Vader</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>FORCE_TELEKINESIS</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Vader_Force_Telekinesis</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<SFXEvent_Target_Ability>Unit_Lift_Vader</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>FORCE_WHIRLWIND</Type>
<Recharge_Seconds>25.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Vader_Force_Whirlwind</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<Effective_Radius>500.0</Effective_Radius>
<Spawned_Object_Type>Force_Whirlwind_Particles</Spawned_Object_Type>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
<Redirect_Blaster_Ability Name="Vader_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>0.60</Redirect_Chance>
<Block_Chance>0.70</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 (but no missiles or grenades): -->
<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>
<Absorb_Blaster_Ability Name="Vader_Absorb_Blaster">
<Activation_Style>Take_Damage</Activation_Style>
<Absorb_Chance>0.5</Absorb_Chance>
<!-- Absorb Percentage and Amount work together in the following way: -->
<!-- Actual Amount healed = (Projectile Damage * Absorb Percentage) + Absorb Amount -->
<!-- Either value can be zero, but at least one should be non-zero. -->
<Damage_Absorb_Percentage>0.1</Damage_Absorb_Percentage>
<Damage_Absorb_Amount>1</Damage_Absorb_Amount>
<!-- We can absorb shots from the following units types (but no missiles or grenades): -->
<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_Force_Absorb</SFXEvent_Activate>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>2.0, 0.4, 0.4</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count/>
</Absorb_Blaster_Ability>
<Force_Whirlwind_Ability Name="Vader_Force_Whirlwind">
<!--<Activation_Style>Special_Attack</Activation_Style>-->
<Activation_Style>User_Input</Activation_Style>
<!-- We need to be within this distance of the clicked target to consider activating Force Whirlwind -->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>75.0</Activation_Max_Range>
<Damage_Amount>500.0</Damage_Amount>
<Damage_Range>75.0</Damage_Range>
<!-- How long does it take for the shockwave to spread from the hero to the max range? -->
<Travel_Time_In_Secs>1.0</Travel_Time_In_Secs>
<!-- Percentage chance to activate given a certain number of valid targets in range. -->
<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
<Activation_Chance>0,0.0, 1,0.0, 5,1.0, 500,1.0</Activation_Chance>
<!--<Activation_Chance>0,0.0, 500,0.0</Activation_Chance>--> <!-- never activate -->
<!-- We only consider the following unit types "valid targets": -->
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Force_Whirlwind</SFXEvent_Activate>
<Owner_Particle_Effect>Force_Whirlwind_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_Whirlwind_Ability>
<Force_Telekinesis_Ability Name="Vader_Force_Telekinesis">
<Activation_Style>User_Input</Activation_Style>
<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>190.0</Activation_Max_Range>
<Activation_Chance>1.0</Activation_Chance>
<Damage_Amount>0.0</Damage_Amount>
<Damage_Percentage>0.10</Damage_Percentage>
<Damage_Interval_In_Secs>0.2</Damage_Interval_In_Secs>
<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
<!-- target object must also have the TELEKINESIS_TARGET behavior attached. -->
<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate/>
<Target_Particle_Effect>Force_Telekinesis_Particles</Target_Particle_Effect>
<Target_Particle_Bone_Name>Turret_00, B_Turret_00, B_Turret, B_Turret_Base, ROOT</Target_Particle_Bone_Name>
</Force_Telekinesis_Ability>
<Earthquake_Attack_Ability Name="Vader_Attack_Structures">
<Activation_Style>Special_Attack</Activation_Style>
<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>120.0</Activation_Max_Range>
<Activation_Chance>1.0</Activation_Chance>
<Damage_Amount>4.0</Damage_Amount>
<Damage_Percentage>0.01</Damage_Percentage>
<Damage_Interval_In_Secs>0.3</Damage_Interval_In_Secs>
<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
<!-- target object must also have the EARTHQUAKE_TARGET behavior attached. -->
<Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate/>
<Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect>
<Target_Particle_Bone_Name/>
</Earthquake_Attack_Ability>
<System_Spy_Ability Name="Vader_System_Spy_Force_Sensitive">
<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_Force_Sensitive_Heroes>Yes</See_Force_Sensitive_Heroes>
</System_Spy_Ability>
<Remove_Corruption_Ability Name="Vader_Remove_Corruption">
<Initially_Enabled>Yes</Initially_Enabled>
<Corruption_Removal_Cost_Multiplier>1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper--> <Activation_Style>Ground_Activated</Activation_Style>
<Corruption_Removal_Time_In_Secs>8</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
</Remove_Corruption_Ability>
</Abilities>
<Population_Value>1</Population_Value>
</HeroUnit>
<HeroUnit Name="Darth_Vader_Bounty_Hunter_Immune">
<Variant_Of_Existing_Type>Darth_Vader</Variant_Of_Existing_Type>
<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>
<Population_Value>1</Population_Value>
</HeroUnit>
<HeroUnit Name="Darth_Vader_Expansion">
<!-- Encyclopedia Info -->
<LOD_Bias>99</LOD_Bias>
<Text_ID>TEXT_HERO_DARTH_VADER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_DARTH_VADER,
GALYANA_CLASS_BLANK,
STAT_E_VADER_LAND_HULL,
STAT_E_VADER_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_DARTH_VADER,
GALYANA_CLASS_BLANK,
STAT_E_VADER_LAND_COST,
STAT_E_VADER_LAND_TIME,
STAT_E_VADER_LAND_HULL,
STAT_E_VADER_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>
<Land_Model_Name>EI_VADER.ALO</Land_Model_Name>
<Icon_Name>i_button_darth_vader.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>32</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>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</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>
<Min_Speed>0.1</Min_Speed>
<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>1.0</Movement_Animation_Speed>
<Walk_Animation_Speed>0.42</Walk_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>1</FormationOrder>
<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>650</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>100</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<!--Lightsaber holstering data begin-->
<SFXEvent_Draw_Weapon>Unit_Light_Saber_On</SFXEvent_Draw_Weapon>
<SFXEvent_Holster_Weapon>Unit_Light_Saber_Off</SFXEvent_Holster_Weapon>
<Holster_Weapon_Bone_Name>b_saber</Holster_Weapon_Bone_Name>
<Holster_Drawn_Bone_Translation>0.0, 0.0, 0.0</Holster_Drawn_Bone_Translation>
<Holster_Holstered_Bone_Translation>0.0, 4.365, 0.0</Holster_Holstered_Bone_Translation>
<Holster_Transition_Time_In_Secs>0.17</Holster_Transition_Time_In_Secs>
<Holster_Minimum_Drawn_Time_In_Secs>15.0</Holster_Minimum_Drawn_Time_In_Secs>
<Holster_Disable_Engine_Loops>Yes</Holster_Disable_Engine_Loops>
<SFXEvent_Engine_Idle_Loop>Unit_Vader_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Vader_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Vader_Lightsaber_Cinematic_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<!--Lightsaber holstering data end-->
<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
<Projectile_Types>Proj_Lightsaber_Vader</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>10</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, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>20.0</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>
<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
<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>2</Ranking_In_Category>
<Space_Layer>Land</Space_Layer>
<Garrison_Category>Infantry</Garrison_Category>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<!-- 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_Empire_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>15000.0</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>
<!-- Controls the range within which Palpatine has an effect on other units' animations -->
<Presence_Range>100.0</Presence_Range>
<!-- This Galactic_Influence_Range controls how far Vader's System Spy ability extends -->
<Galactic_Influence_Range>100.0</Galactic_Influence_Range>
<Hyperspace_Fleet_Reveal_Range>75.0</Hyperspace_Fleet_Reveal_Range>
<!--AJA said to set it up this way...-->
<Unique_Space_Unit>Executor_Super_Star_Destroyer</Unique_Space_Unit>
<!-- Behavior - Death Info -->
<GalacticBehavior>SELECTABLE</GalacticBehavior>
<LandBehavior>SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Lua_Script>DarthVader</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_Vader</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Vader</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Vader</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Vader</SFXEvent_Guard>
<SFXEvent_Group_Move>Unit_Group_Move_Vader</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Group_Attack_Vader</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Vader</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Vader</SFXEvent_Health_Critical_Warning>
<SFXEvent_Ambient_Moving>Ambient_Vader_Random_Breath</SFXEvent_Ambient_Moving>
<Death_SFXEvent_Start_Die>Unit_Defeat_Vader</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>FORCE_TELEKINESIS</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Vader_Force_Telekinesis</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<SFXEvent_Target_Ability>Unit_Lift_Vader</SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>FORCE_WHIRLWIND</Type>
<Recharge_Seconds>25.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Vader_Force_Whirlwind</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<Effective_Radius>500.0</Effective_Radius>
<Spawned_Object_Type>Force_Whirlwind_Particles</Spawned_Object_Type>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
<Redirect_Blaster_Ability Name="Vader_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>0.60</Redirect_Chance>
<Block_Chance>0.70</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 (but no missiles or grenades): -->
<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>
<Absorb_Blaster_Ability Name="Vader_Absorb_Blaster">
<Activation_Style>Take_Damage</Activation_Style>
<Absorb_Chance>0.5</Absorb_Chance>
<!-- Absorb Percentage and Amount work together in the following way: -->
<!-- Actual Amount healed = (Projectile Damage * Absorb Percentage) + Absorb Amount -->
<!-- Either value can be zero, but at least one should be non-zero. -->
<Damage_Absorb_Percentage>0.1</Damage_Absorb_Percentage>
<Damage_Absorb_Amount>1</Damage_Absorb_Amount>
<!-- We can absorb shots from the following units types (but no missiles or grenades): -->
<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_Force_Absorb</SFXEvent_Activate>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>2.0, 0.4, 0.4</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count/>
</Absorb_Blaster_Ability>
<Force_Whirlwind_Ability Name="Vader_Force_Whirlwind">
<!--<Activation_Style>Special_Attack</Activation_Style>-->
<Activation_Style>User_Input</Activation_Style>
<!-- We need to be within this distance of the clicked target to consider activating Force Whirlwind -->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>75.0</Activation_Max_Range>
<Damage_Amount>500.0</Damage_Amount>
<Damage_Range>75.0</Damage_Range>
<!-- How long does it take for the shockwave to spread from the hero to the max range? -->
<Travel_Time_In_Secs>1.0</Travel_Time_In_Secs>
<!-- Percentage chance to activate given a certain number of valid targets in range. -->
<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
<Activation_Chance>0,0.0, 1,0.0, 5,1.0, 500,1.0</Activation_Chance>
<!--<Activation_Chance>0,0.0, 500,0.0</Activation_Chance>--><!-- never activate -->
<!-- We only consider the following unit types "valid targets": -->
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Force_Whirlwind</SFXEvent_Activate>
<Owner_Particle_Effect>Force_Whirlwind_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_Whirlwind_Ability>
<Force_Telekinesis_Ability Name="Vader_Force_Telekinesis">
<Activation_Style>User_Input</Activation_Style>
<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>190.0</Activation_Max_Range>
<Activation_Chance>1.0</Activation_Chance>
<Damage_Amount>0.0</Damage_Amount>
<Damage_Percentage>0.10</Damage_Percentage>
<Damage_Interval_In_Secs>0.2</Damage_Interval_In_Secs>
<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
<!-- target object must also have the TELEKINESIS_TARGET behavior attached. -->
<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate/>
<Target_Particle_Effect>Force_Telekinesis_Particles</Target_Particle_Effect>
<Target_Particle_Bone_Name>Turret_00, B_Turret_00, B_Turret, B_Turret_Base, ROOT</Target_Particle_Bone_Name>
</Force_Telekinesis_Ability>
<Earthquake_Attack_Ability Name="Vader_Attack_Structures">
<Activation_Style>Special_Attack</Activation_Style>
<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>120.0</Activation_Max_Range>
<Activation_Chance>1.0</Activation_Chance>
<Damage_Amount>4.0</Damage_Amount>
<Damage_Percentage>0.01</Damage_Percentage>
<Damage_Interval_In_Secs>0.3</Damage_Interval_In_Secs>
<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
<!-- target object must also have the EARTHQUAKE_TARGET behavior attached. -->
<Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate/>
<Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect>
<Target_Particle_Bone_Name/>
</Earthquake_Attack_Ability>
<System_Spy_Ability Name="Vader_System_Spy_Force_Sensitive">
<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_Force_Sensitive_Heroes>Yes</See_Force_Sensitive_Heroes>
</System_Spy_Ability>
<Remove_Corruption_Ability Name="Vader_Remove_Corruption">
<Initially_Enabled>Yes</Initially_Enabled>
<Corruption_Removal_Cost_Multiplier>1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper--> <Activation_Style>Ground_Activated</Activation_Style>
<Corruption_Removal_Time_In_Secs>8</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
</Remove_Corruption_Ability>
</Abilities>
<Population_Value>1</Population_Value>
</HeroUnit>
<HeroCompany Name="Darth_Team">
<Text_ID>TEXT_HERO_VADER_TEAM</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_DARTH_VADER,
GALYANA_CLASS_BLANK,
STAT_E_VADER_LAND_HULL,
STAT_E_VADER_LAND_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_DARTH_VADER,
GALYANA_CLASS_BLANK,
STAT_E_VADER_LAND_COST,
STAT_E_VADER_LAND_TIME,
STAT_E_VADER_LAND_HULL,
STAT_E_VADER_LAND_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>
<Icon_Name>i_button_darth_vader.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>100</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>1</Tech_Level>
<Required_Timeline>1</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_Force_Sensitive>Yes</Is_Force_Sensitive>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>2</Ranking_In_Category>
<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
<Company_Units>Darth_Vader</Company_Units>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Vader</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Vader</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader</SFXEvent_Fleet_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>1275</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>21</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="Darth_Team_Land_Bounty_Hunter_Immune">
<Variant_Of_Existing_Type>Darth_Team</Variant_Of_Existing_Type>
<Company_Units>Darth_Vader_Bounty_Hunter_Immune</Company_Units>
<Available_In_Skirmish>No</Available_In_Skirmish>
<Population_Value>1</Population_Value>
</HeroCompany>
<HeroCompany Name="Darth_Team_Land_MP">
<Variant_Of_Existing_Type>Darth_Team</Variant_Of_Existing_Type>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>33</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>EC_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-->
</HeroCompany>
<HeroCompany Name="Darth_Team_Space_MP">
<Variant_Of_Existing_Type>Darth_Team</Variant_Of_Existing_Type>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_COST,
STAT_E_VADER_TIME,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>24</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>
<UniqueUnit Name="Escort_TIE_Fighter">
<Variant_Of_Existing_Type>TIE_Fighter</Variant_Of_Existing_Type>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_E_TIEESCORT_SHIELD,
STAT_E_TIEESCORT_HULL,
STAT_E_TIEESCORT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_E_TIEESCORT_SHIELD,
STAT_E_TIEESCORT_HULL,
STAT_E_TIEESCORT_SPEED
</MP_Encyclopedia_Text>
<Scale_Factor>0.6</Scale_Factor>
<Max_Speed>4.5</Max_Speed>
<Tactical_Health>150</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>0.0</Out_Of_Combat_Defense_Adjustment>
<Projectile_Damage>6.0</Projectile_Damage>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count><!--SoaFE - Increased from 2 >4-->
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
</UniqueUnit>
<!-- Hero Spawner Test -->
<UniqueUnit Name="TIE_Prototype_Spawner">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_TIE_PROTOTYPE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_COST,
STAT_E_VADER_TIME,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_TIEADVANCED.ALO</Space_Model_Name>
<Icon_Name>i_button_darth_vader.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<!-- Scale - Collision Info -->
<Mass>0.985</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Collidable_By_Projectile_Living>No</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>
<!-- Statistics Info -->
<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Green_Vader</Projectile_Types> <!-- Asserts without combat data - this is disabled in LUA script -->
<Tactical_Health>500</Tactical_Health>
<Immune_To_Damage>True</Immune_To_Damage>
<GUI_Hide_Health_Bar>Yes</GUI_Hide_Health_Bar>
<Is_Valid_Target>No</Is_Valid_Target>
<Is_Dummy>Yes</Is_Dummy>
<Damage>10</Damage>
<AI_Combat_Power>2000</AI_Combat_Power>
<!-- <Score_Cost_Credits>5000</Score_Cost_Credits>-->
<!-- Misc. Info -->
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>No</Victory_Relevant>
<CategoryMask>Fighter</CategoryMask>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_ORBITAL_STRUCTURE, WEAPON, TARGETING</Behavior>
<Lua_Script>ObjectScript_Spawn_Hero_Vader_Space</Lua_Script>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Vader</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Vader_Ship</SFXEvent_Select> <!--Unit_Select_Vader_Ship-->
<SFXEvent_Move>Unit_Move_Vader_Ship</SFXEvent_Move>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>24</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>
<!-- The TIE prototype x1 is used by Darth Vader (Empire Major Hero) during space battles -->
<UniqueUnit Name="TIE_Prototype">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_TIE_PROTOTYPE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_COST,
STAT_E_VADER_TIME,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>
<Land_Model_Name>EV_TIEADVANCED.ALO</Land_Model_Name>
<Landing_Transport_Variant>Shuttle_Tyderium_Landing</Landing_Transport_Variant>
<Space_Model_Name>EV_TIEADVANCED.ALO</Space_Model_Name>
<Icon_Name>i_button_darth_vader.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.985</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.75</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>6.0</Max_Speed>
<Min_Speed>2.5</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>40</Bank_Turn_Angle>
<Max_Thrust>0.5</Max_Thrust>
<Max_Lift>4.0f</Max_Lift>
<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>250</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter_Hero</Armor_Type>
<Tactical_Health>500</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>200</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>75</Damage>
<AI_Combat_Power>750</AI_Combat_Power>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Green_Vader, Proj_Ship_Ion_Cannon_Vader</Projectile_Types> <!-- Defined in projectiles_space -->
<!-- <Projectile_Damage>20.0</Projectile_Damage>-->
<!-- <Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>-->
<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air</Fire_Category_Restrictions>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<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>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>1.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<Strafe_Distance>500.0</Strafe_Distance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>600.0</Idle_Chase_Range>
<Attack_Move_Response_Range>600.0</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>
<Create_Team>Yes</Create_Team>
<Create_Team_Type>Darth_Vader_TIE_Fighter_Squadron</Create_Team_Type>
<Redirect_Damage_To_Teammates>Yes</Redirect_Damage_To_Teammates>
<CategoryMask>Fighter | SpaceHero | AntiFighter | AntiBomber</CategoryMask>
<Ranking_In_Category>2</Ranking_In_Category>
<Ship_Class>Fighter</Ship_Class>
<!-- AJA 3/18/2005 - Vader's fighting isn't a hero, but it does contain a hero. If
you specifically need this flag set, come talk to Andre before re-enabling it. No
other hero transport claims to be a hero, so this seemed like a strange exception case. -->
<!-- <Is_Named_Hero>Yes</Is_Named_Hero>-->
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- <Score_Cost_Credits>500</Score_Cost_Credits>-->
<!-- Behavior - Death Info -->
<Behavior>TRANSPORT</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, NEBULA, DAMAGE_TRACKING</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Medium_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Vader</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Vader_Ship</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Vader_Ship</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Vader_Ship</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Vader</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_Tie_Fighter_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_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Defeat_Vader</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>REPLENISH_WINGMEN</Type>
<Particle_Effect>Replenish_Wingmen_Particle_Effect</Particle_Effect>
<Recharge_Seconds>60</Recharge_Seconds>
<Active_By_Default>Yes</Active_By_Default>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Respawn_Vader_Ship</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>SWAP_WEAPONS</Type>
<Alternate_Name_Text>Galyana_Ability_Experimental_Ion_Cannon</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Experimental_Ion_Cannon</Alternate_Description_Text>
<GUI_Activated_Ability_Name>MAL_Swap_Weapon</GUI_Activated_Ability_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>24</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>
<Squadron Name="Darth_Vader_TIE_Fighter_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_TIE_PROTOTYPE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_COST,
STAT_E_VADER_TIME,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_darth_vader.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_TieFighter.ALO</GUI_Model_Name>
<GUI_Distance>120</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>100</Damage>
<Autoresolve_Health>1000</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>15000</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Is_Homogeneous>Yes</Is_Homogeneous>
<Is_Named_Hero>Yes</Is_Named_Hero>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>30.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>
TIE_Prototype, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter,
Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter,
Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter
</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,-90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-90.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-90.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-150.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-150.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-210.0,90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-210.0,-90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,0.0,0.0</Squadron_Offsets>
<Max_Squad_Size>15</Max_Squad_Size>
<Create_Team_Type>Darth_Vader_TIE_Fighter_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>REPLENISH_WINGMEN</Type>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>SWAP_WEAPONS</Type>
<Alternate_Name_Text>Galyana_Ability_Experimental_Ion_Cannon</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Experimental_Ion_Cannon</Alternate_Description_Text>
<GUI_Activated_Ability_Name>MAL_Swap_Weapon</GUI_Activated_Ability_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Skirmish Values Begin-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>24</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-->
</Squadron>
<Container Name="Darth_Vader_TIE_Fighter_Container">
<Text_ID>TEXT_UNIT_TIE_PROTOTYPE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_VADER_COST,
STAT_E_VADER_TIME,
STAT_E_VADER_SHIELD,
STAT_E_VADER_HULL,
STAT_E_VADER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_darth_vader.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Show_Name>No</Show_Name>
<Population_Value>1</Population_Value>
<!-- AJA 3/18/2005 - Vader's fighting isn't a hero, but it does contain a hero. If
you specifically need this flag set, come talk to Andre before re-enabling it. No
other hero transport claims to be a hero, so this seemed like a strange exception case. -->
<!--<Is_Named_Hero>Yes</Is_Named_Hero>-->
<Behavior>TEAM, TEAM_LOCOMOTOR, SELECTABLE, TARGETING, UNIT_AI</Behavior>
<SpaceBehavior>REVEAL</SpaceBehavior> <!-- Cannot have ABILITY_COUNTDOWN here. Prevents ability recharge timer from displaying -->
<Lua_Script>ObjectScript_VaderTIESquadron</Lua_Script>
<CategoryMask>Fighter | SpaceHero | AntiFighter | AntiBomber</CategoryMask>
<Damage>50</Damage>
<Autoresolve_Health>1600</Autoresolve_Health>
<AI_Combat_Power>3000</AI_Combat_Power>
<MovementClass>Space</MovementClass>
<Max_Speed>6.0</Max_Speed>
<Min_Speed>2.5</Min_Speed>
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>30.0</Squadron_Formation_Error_Tolerance>
<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,-90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-90.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-90.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-150.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-150.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-210.0,90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-210.0,-90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,0.0,0.0</Squadron_Offsets>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>REPLENISH_WINGMEN</Type>
<Particle_Effect>Replenish_Wingmen_Particle_Effect</Particle_Effect>
<Recharge_Seconds>60</Recharge_Seconds>
<Active_By_Default>Yes</Active_By_Default>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Respawn_Vader_Ship</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>SWAP_WEAPONS</Type>
<Alternate_Name_Text>Galyana_Ability_Experimental_Ion_Cannon</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Experimental_Ion_Cannon</Alternate_Description_Text>
<GUI_Activated_Ability_Name>MAL_Swap_Weapon</GUI_Activated_Ability_Name>
</Unit_Ability>
</Unit_Abilities_Data>
</Container>
<HeroCompany Name="Darth_Team_Executor">
<Text_ID>TEXT_HERO_VADER_TEAM</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_DARTH_VADER TEXT_TOOLTIP_EXECUTOR</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>
<Icon_Name>i_button_darth_vader.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>25</Population_Value>
<Land_Override_Population_Value>1</Land_Override_Population_Value>
<GUI_Row>0</GUI_Row>
<Damage>700</Damage>
<Combat_Power_Value>0</Combat_Power_Value>
<Autoresolve_Health>10000</Autoresolve_Health>
<Score_Cost_Credits>20000</Score_Cost_Credits>
<Build_Cost_Credits>15000</Build_Cost_Credits>
<Build_Time_Seconds>90</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>5</Tech_Level>
<Required_Timeline>1</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>5</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_Force_Sensitive>Yes</Is_Force_Sensitive>
<Available_In_Skirmish>Yes</Available_In_Skirmish>
<Can_Be_Only_One>True</Can_Be_Only_One>
<CategoryMask>LandHero | SpaceHero</CategoryMask>
<Ranking_In_Category>2</Ranking_In_Category>
<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
<Company_Units>Darth_Vader_Expansion</Company_Units>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Vader</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Vader</SFXEvent_Hero_Respawned>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader</SFXEvent_Fleet_Move>
<Unit_Abilities_Data SubObjectList="Yes"/>
</HeroCompany>
<UniqueUnit Name="Pellaeon_Acclamator">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_ACC1_PELLAEON</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_GILAD_PELLAEON,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Pellaeon,
GALYANA_CLASS_BLANK,
STAT_E_PELLAEON_SHIELD,
STAT_E_PELLAEON_HULL,
STAT_E_PELLAEON_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_GILAD_PELLAEON,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Pellaeon,
GALYANA_CLASS_BLANK,
STAT_E_PELLAEON_COST,
STAT_E_PELLAEON_TIME,
STAT_E_PELLAEON_SHIELD,
STAT_E_PELLAEON_HULL,
STAT_E_PELLAEON_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Marauder_Missile_Cruiser Crusader_Gunship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Calamari_Cruiser Skipray_Blastboat Y-wing</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_ACCLAMATOR.ALO</Space_Model_Name>
<Icon_Name>UEAW_BUTTON_GILAD_PELLAEON2.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>5</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_Acclamator.ALO</GUI_Model_Name>
<GUI_Distance>1100</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.85</Scale_Factor>
<Select_Box_Scale>350</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>1.7</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>1400</Shield_Points>
<Shield_Refresh_Rate>75</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate_Heavy</Armor_Type>
<Tactical_Health>2800</Tactical_Health>
<Autoresolve_Health>3000</Autoresolve_Health>
<Energy_Capacity>3300</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>38</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>4</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 6</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Acclamator_August_Weapon_FL,
HP_Acclamator_August_Weapon_FR,
HP_Acclamator_August_Weapon_FC,
HP_Acclamator_August_Weapon_BL,
HP_Acclamator_August_Weapon_BR,
HP_Acclamator_August_Weapon_BC,
HP_Acclamator_August_Engines,
HP_Acclamator_August_Bay
</HardPoints>
<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | SpaceHero | AntiCorvette</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-110.0</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>3125</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Squadron_Capacity>12</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<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, ASTEROID_FIELD_DAMAGE, 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, Pellaeon_Acclamator_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Acclamator</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedo_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>power_to_weapons</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.0f</Mod_Multiplier> <!-- was -2.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.75f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Acclamator</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Combat_Bonus_Ability Name="Pellaeon_Combat_Bonus_General">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category/>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Acclamator_Assault_Ship, Acclamator_Assault_Ship_Class_II</Applicable_Unit_Types> <!--Dreadnaught_Heavy_Cruiser, Empire_Pirate_Frigate, Empire_Guardian_Star_Defender-->
<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>0.30</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>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3000</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>
<UniqueUnit Name="Pellaeon_Acclamator_Death_Clone">
<Text_ID>UEAW_UNIT_ACC1_PELLAEON</Text_ID>
<Space_Model_Name>EV_Acclamator_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.85</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>frigate</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
<UniqueUnit Name="Arc_Hammer">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_ARC_HAMMER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_ARC_HAMMER,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_ArcHammer,
GALYANA_CLASS_BLANK,
STAT_E_ARCHAMMER_SHIELD,
STAT_E_ARCHAMMER_HULL,
STAT_E_ARCHAMMER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_ARC_HAMMER,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_ArcHammer,
GALYANA_CLASS_BLANK,
STAT_E_ARCHAMMER_COST,
STAT_E_ARCHAMMER_TIME,
STAT_E_ARCHAMMER_SHIELD,
STAT_E_ARCHAMMER_HULL,
STAT_E_ARCHAMMER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Crusader_Gunship Gallofree_Corvette</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>MC80_LibertyType Kedalbe_Battleship Centurion_Destroyer</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_archammer.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_ROM_MOHC.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>8</Population_Value>
<Space_Override_Population_Value>0</Space_Override_Population_Value><!-- SoaFE: Yes Zero, special case hero -->
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<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>2.0</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>1.7</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>0.1</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>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital</Armor_Type>
<Tactical_Health>7200</Tactical_Health>
<Autoresolve_Health>7000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>700</Energy_Refresh_Rate>
<Override_Bounty_SP>600</Override_Bounty_SP>
<Override_Bounty_MP>750</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>70</Damage>
<AI_Combat_Power>7000</AI_Combat_Power>
<!--Factory Ship, umlimited reserves. High spawn delay-->
<Starting_Spawned_Units_Tech_0>TIE_Phantom_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>10</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Phantom_Squadron, -1</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, -1</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_ARC_HAMMER_CON_MISSILE,
HP_ARC_HAMMER_LASER_CANNON_LEFT,
HP_ARC_HAMMER_LASER_CANNON_RIGHT,
HP_ARC_HAMMER_TURBOLASER_LEFT,
HP_ARC_HAMMER_TURBOLASER_RIGHT,
HP_ARC_HAMMER_ENGINES,
HP_ARC_HAMMER_SHIELD_GEN,
HP_ARC_HAMMER_FIGHTER_BAY
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.4</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Arc_Hammer_TP</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>
<CategoryMask>Capital | SpaceHero | AntiCorvette</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-310.0</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>40000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>40</Squadron_Capacity>
<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>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>ObjectScript_MissileShield</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Arc_Hammer_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Arc_Hammer</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Complete_Arc_Hammer</SFXEvent_Hero_Respawned>
<SFXEvent_Select>Unit_Select_Arc_Hammer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Arc_Hammer</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Arc_Hammer</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Arc_Hammer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Arc_Hammer</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Arc_Hammer</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Arc_Hammer</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Arc_Hammer</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_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_BAY_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, 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>MISSILE_SHIELD</Type>
<Disable_Movement>Yes</Disable_Movement>
<Effective_Radius>1000</Effective_Radius>
<Recharge_Seconds>0</Recharge_Seconds>
<Expiration_Seconds>0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Missile_Field_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
<Supports_Autofire>True</Supports_Autofire>
<Alternate_Icon_Name>i_sa_missile_jamming.tga</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Combat_Bonus_Ability Name="Arc_Hammer_Combat_Bonus">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category>Transport</Unit_Strength_Category>
<Applicable_Unit_Categories>Transport</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>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.25</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.25</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>5500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>35</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="Arc_Hammer_Death_Clone">
<Text_ID>TEXT_TOOLTIP_ARC_HAMMER</Text_ID>
<Space_Model_Name>EV_archammer_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>2.0</Scale_Factor>
<Layer_Z_Adjust>-310.0</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>Empire</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
<UniqueUnit Name="ISD_Gorgon"> <!-- Admiral Daala -->
<Variant_Of_Existing_Type>UEAW_CLASS2_ISD_GENERIC</Variant_Of_Existing_Type>
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_ISD_GORGON</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ISD_GORGON,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_STAR_DESTROYER_CLASS_II_DAALA,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Daala,
GALYANA_CLASS_BLANK,
STAT_E_DAALA_SHIELD,
STAT_E_DAALA_HULL,
STAT_E_DAALA_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_ISD_GORGON,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_STAR_DESTROYER_CLASS_II_DAALA,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Daala,
GALYANA_CLASS_BLANK,
STAT_E_DAALA_COST,
STAT_E_DAALA_TIME,
STAT_E_DAALA_SHIELD,
STAT_E_DAALA_HULL,
STAT_E_DAALA_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Hutt_Dreadnaught Pinance_Heavy_Corvette</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>MC99_Star_Dreadnaught SternenKreuzer Super_Carrier</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_StarDestroyer_2.ALO</Space_Model_Name>
<Icon_Name>GUEAW_DAALA.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>8</Population_Value>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>3000</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>12000</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>UEAW_TIE_Advanced_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 12</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, 8</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Star_DestroyerII_Weapon_FL_Hero, HP_Star_DestroyerII_Weapon_FR_Hero,
HP_Star_DestroyerII_Weapon_BL_Hero, HP_Star_DestroyerII_Weapon_BR_Hero,
HP_Star_DestroyerII_Weapon_ML_Hero, HP_Star_DestroyerII_Weapon_MR_Hero,
HP_Star_DestroyerII_Weapon_C_Hero,
HP_Star_DestroyerII_Shield_Generator_Hero, HP_Star_DestroyerII_Engines_Hero,
HP_Star_DestroyerII_Fighter_Bay_Hero, HP_Star_DestroyerII_Tractor_Beam_Hero
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<!-- Misc. Info -->
<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Is_Named_Hero>Yes</Is_Named_Hero>
<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, ASTEROID_FIELD_DAMAGE, 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_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Death_Clone>Damage_Normal, Gorgon_Star_Destroyer_Death_Clone</Death_Clone>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Mara_Jade</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Mara_Jade</SFXEvent_Hero_Respawned>
<SFXEvent_Select>Unit_Select_Mara_Jade</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Mara_Jade</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Mara_Jade</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Mara_Jade</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Mara_Jade</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Mara_Jade</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Mara_Jade</SFXEvent_Health_Critical_Warning>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<Death_SFXEvent_Start_Die>Unit_Defeat_Mara_Jade</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>CONCENTRATE_FIRE</Type>
<Effective_Radius>4000</Effective_Radius>
<Recharge_Seconds>50</Recharge_Seconds>
<Expiration_Seconds>20</Expiration_Seconds>
<Particle_Effect>Home_One_Target_Particles</Particle_Effect>
<GUI_Activated_Ability_Name>Daala_Concentrate_Fire_Ability</GUI_Activated_Ability_Name>
<SFXEvent_Target_Ability>Unit_Group_Attack_Mara_Jade</SFXEvent_Target_Ability>
<Alternate_Description_Text>Galyana_Ability_Text_ConcentrateFire_Daala</Alternate_Description_Text>
</Unit_Ability>
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<GUI_Activated_Ability_Name>Daala_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
<Recharge_Seconds>20</Recharge_Seconds>
<SFXEvent_Target_Ability/>
<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Concentrate_Fire_Attack_Ability Name="Daala_Concentrate_Fire_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<!--Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease"-->
<Target_Damage_Increase_Percent>0.20</Target_Damage_Increase_Percent>
<Target_Speed_Decrease_Percent>0.50</Target_Speed_Decrease_Percent>
<Stacking_Category>0</Stacking_Category>
</Concentrate_Fire_Attack_Ability>
<Combat_Bonus_Ability Name="Daala_Combat_Bonus_General">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category>Corvette | Frigate | Capital</Unit_Strength_Category>
<Applicable_Unit_Categories>Corvette | Frigate | Capital</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types>
Executor_Super_Star_Destroyer_No_Tractor_Beam, Executor_Super_Star_Destroyer, UEAW_Eclipse, Eclipse_Super_Star_Destroyer,
Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5,
Skirmish_Empire_Star_Base_1, Skirmish_Empire_Star_Base_2, Skirmish_Empire_Star_Base_3, Skirmish_Empire_Star_Base_4, Skirmish_Empire_Star_Base_5, Skirmish_Empire_Star_Base_5_Beam,
Tournament_Empire_Star_Base_1, Tournament_Empire_Star_Base_2, Tournament_Empire_Star_Base_3, Tournament_Empire_Star_Base_4, Tournament_Empire_Star_Base_5, Tournament_Empire_Star_Base_5_Beam,
Upgrade_Drydock_1E, Upgrade_Drydock_2E, Upgrade_Drydock_3E, Upgrade_Drydock_4E, Advanced_Drydock_E,
Tournament_Upgrade_Drydock_1E, Tournament_Upgrade_Drydock_2E, Tournament_Upgrade_Drydock_3E, Tournament_Upgrade_Drydock_4E, Tournament_Advanced_Drydock_E,
Skirmish_Hutt_Asteroid_Base, Empire_Defense_Station, Empire_Defense_Station_GC, Empire_Nanite_Field, Dummy_Barrage_Target
</Excluded_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>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.20</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
<Tractor_Beam_Attack_Ability Name="Daala_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>1500</Activation_Max_Range>
<!--Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease"-->
<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
<Stacking_Category>0</Stacking_Category>
</Tractor_Beam_Attack_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>6000</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="Gorgon_Star_Destroyer_Death_Clone">
<Text_ID>UEAW_UNIT_ISD_GORGON</Text_ID>
<Space_Model_Name>EV_StarDestroyer_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>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
<UniqueUnit Name="ISD_Basilisk">
<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
<Text_ID>UEAW_UNIT_ISD_BASILISK</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ISD_BASILISK,
GALYANA_CLASS_BLANK,
TEXT_TOOLTIP_STAR_DESTROYER,
GALYANA_CLASS_BLANK,
STAT_E_ISDI_SHIELD,
STAT_E_ISDI_HULL,
STAT_E_ISDI_SPEED
</Encyclopedia_Text>
<Icon_Name>UEAW_BUTTON_ISD_NAMED.TGA</Icon_Name>
<Tech_Level>99</Tech_Level>
<HardPoints>
HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
</HardPoints>
<Population_Value>8</Population_Value>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone>
</UniqueUnit>
<UniqueUnit Name="ISD_Hydra">
<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
<Text_ID>UEAW_UNIT_ISD_HYDRA</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ISD_HYDRA,
GALYANA_CLASS_BLANK,
TEXT_TOOLTIP_STAR_DESTROYER,
GALYANA_CLASS_BLANK,
STAT_E_ISDI_SHIELD,
STAT_E_ISDI_HULL,
STAT_E_ISDI_SPEED
</Encyclopedia_Text>
<Icon_Name>UEAW_BUTTON_ISD_NAMED.TGA</Icon_Name>
<Tech_Level>99</Tech_Level>
<HardPoints>
HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
</HardPoints>
<Population_Value>8</Population_Value>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone>
</UniqueUnit>
<UniqueUnit Name="ISD_Manticore">
<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
<Text_ID>UEAW_UNIT_ISD_MANTICORE</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ISD_MANTICORE,
GALYANA_CLASS_BLANK,
TEXT_TOOLTIP_STAR_DESTROYER,
GALYANA_CLASS_BLANK,
STAT_E_ISDI_SHIELD,
STAT_E_ISDI_HULL,
STAT_E_ISDI_SPEED
</Encyclopedia_Text>
<Icon_Name>UEAW_BUTTON_ISD_NAMED.TGA</Icon_Name>
<Tech_Level>99</Tech_Level>
<HardPoints>
HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
</HardPoints>
<Population_Value>8</Population_Value>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone>
</UniqueUnit>
<UniqueUnit Name="Admiral_Piett_Executor"><!-- Used in GC ONLY -->
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_ADMIRAL_PIET</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ADMIRAL_PIET_EXECUTOR,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Piett,
GALYANA_CLASS_BLANK,
STAT_E_EXECUTOR_SHIELD,
STAT_E_EXECUTOR_HULL,
STAT_E_EXECUTOR_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_SSD</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Calamari_Cruiser Rebel_Star_Base_5 Krayt_Class_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing B-Wing Skipray_Blastboat</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_ExecutorStarDestroyer.ALO</Space_Model_Name>
<Icon_Name>i_button_captain_firmus_piett.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>25</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bounds_Scale>0.05</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>500</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>1.0</Max_Speed>
<Max_Rate_Of_Turn>0.05</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>0.05</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.5</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_SuperCapital</Shield_Armor_Type>
<Shield_Points>15000</Shield_Points>
<Shield_Refresh_Rate>200</Shield_Refresh_Rate>
<Armor_Type>Armor_SuperCapital</Armor_Type>
<Tactical_Health>35000</Tactical_Health>
<Autoresolve_Health>35000</Autoresolve_Health>
<Energy_Capacity>50000</Energy_Capacity>
<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
<Override_Bounty_SP>1500</Override_Bounty_SP>
<Override_Bounty_MP>3000</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>1000</Damage>
<AI_Combat_Power>50000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 10</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 30</Reserve_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>UEAW_Assault_Gunboat_Squadron, 5</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>UEAW_Assault_Gunboat_Squadron, 20</Reserve_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, 12</Reserve_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds>
<HardPoints>
HP_EXECUTOR_LEFT_TURBO_00,
HP_EXECUTOR_LEFT_TURBO_01,
HP_EXECUTOR_LEFT_TURBO_02,
HP_EXECUTOR_LEFT_TURBO_03,
HP_EXECUTOR_LEFT_TURBO_04,
HP_EXECUTOR_LEFT_ION_00,
HP_EXECUTOR_LEFT_ION_01,
HP_EXECUTOR_LEFT_ION_02,
HP_EXECUTOR_LEFT_CONM_00,
HP_EXECUTOR_LEFT_CONM_01,
HP_EXECUTOR_LEFT_CONM_02,
HP_EXECUTOR_LEFT_TORP_00,
HP_EXECUTOR_RIGHT_TURBO_00,
HP_EXECUTOR_RIGHT_TURBO_01,
HP_EXECUTOR_RIGHT_TURBO_02,
HP_EXECUTOR_RIGHT_TURBO_03,
HP_EXECUTOR_RIGHT_TURBO_04,
HP_EXECUTOR_RIGHT_ION_00,
HP_EXECUTOR_RIGHT_ION_01,
HP_EXECUTOR_RIGHT_ION_02,
HP_EXECUTOR_RIGHT_CONM_00,
HP_EXECUTOR_RIGHT_CONM_01,
HP_EXECUTOR_RIGHT_CONM_02,
HP_EXECUTOR_RIGHT_TORP_00,
HP_EXECUTOR_CENTER_TORP_00,
HP_EXECUTOR_TRACTOR_00,
HP_EXECUTOR_SHIELD_00,
HP_EXECUTOR_SHIELD_01,
HP_EXECUTOR_SHIELD_02,
HP_EXECUTOR_ENGINES_00,
HP_EXECUTOR_ENGINES_01,
HP_EXECUTOR_FIGHTER_BAY_00
</HardPoints>
<Space_FOW_Reveal_Range>3000.0</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>2400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>SuperCapital</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_Executor.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.3 0.3</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 | AntiCapital</CategoryMask>
<Ranking_In_Category>2</Ranking_In_Category>
<Ship_Class>Super</Ship_Class>
<Space_Layer>SuperCapital</Space_Layer>
<Layer_Z_Adjust>-500.0</Layer_Z_Adjust>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>30000</Build_Cost_Credits>
<Build_Time_Seconds>300</Build_Time_Seconds>
<Tech_Level>5</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>5</Required_Star_Base_Level>
<Required_Planets>MonCalimari, Kuat, Fondor, Sullust, Hypori, Mandalore, The_Maw</Required_Planets>
<Required_Special_Structures/>
<Spawn_Planet>Anaxes</Spawn_Planet>
<Neutralization_Cost>10000.0</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>
<Score_Cost_Credits>90000</Score_Cost_Credits>
<Maintenance_Cost>0.4</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>70</Squadron_Capacity>
<Galactic_Fleet_Override_Model_Name>w_planet_superfleet.alo</Galactic_Fleet_Override_Model_Name><!--Big Fleet Override icon for SSDs-->
<Galactic_Fleet_Override_Icon_Index>0</Galactic_Fleet_Override_Icon_Index><!--Big Fleet Override icon for SSDs-->
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, 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, Executor_Super_Star_Destroyer_Deathclone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Piett</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Piett</SFXEvent_Hero_Respawned>
<SFXEvent_Select>Unit_Select_Piett</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Piett</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Piett</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Piett</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Piett</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Piett</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Piett</SFXEvent_Health_Critical_Warning>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Piett</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Piett</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, 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>power_to_weapons</Type>
<Expiration_Seconds>21</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -2.0f</Mod_Multiplier> <!-- was -5.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>105</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<GUI_Activated_Ability_Name>Executor_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
<Recharge_Seconds>20</Recharge_Seconds>
<SFXEvent_Target_Ability>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Combat_Bonus_Ability Name="Piet_Combat_Bonus_General">
<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>Dummy_Barrage_Target</Excluded_Unit_Types>
<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</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>
<Combat_Bonus_Ability Name="Piet_Combat_Bonus_Star_Destroyer">
<Unit_Strength_Category/>
<Activation_Style>Space_Automatic</Activation_Style>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Star_Destroyer, Star_Destroyer_Class_II</Applicable_Unit_Types>
<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
<!-- note stacking category, this stacks with other hero combat bonuses -->
<Stacking_Category>1</Stacking_Category>
</Combat_Bonus_Ability>
<Tractor_Beam_Attack_Ability Name="Executor_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Excluded_Unit_Types>
Buzz_Droids,
Buzz_Droids_Mirage_Mk2,
MC99_Star_Dreadnaught,
Viscount_Calamari_Cruiser,
Super_Carrier,
Malevolence,
Chronoscepter,
SternenKreuzer,
Executor_Super_Star_Destroyer_No_Tractor_Beam,
Executor_Super_Star_Destroyer,
UEAW_Eclipse,
Eclipse_Super_Star_Destroyer,
Rebel_Star_Base_1, Rebel_Star_Base_2, Rebel_Star_Base_3, Rebel_Star_Base_4, Rebel_Star_Base_5, Rebel_Defense_Station_GC,
Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5, Empire_Defense_Station_GC,
Underworld_Star_Base_1, Underworld_Star_Base_2, Underworld_Star_Base_3, Underworld_Star_Base_4, Underworld_Star_Base_5, Underworld_Defense_Station_GC,
Hutt_Asteroid_Base_1, Hutt_Asteroid_Base_2, Hutt_Asteroid_Base_3, Hutt_Asteroid_Base_4, Hutt_Asteroid_Base_5, Hutt_Defense_Station_GC,
Hutt_Asteroid_Base, Pirate_Asteroid_Base
</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>3000</Activation_Max_Range>
<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
<Stacking_Category>2</Stacking_Category>
</Tractor_Beam_Attack_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<!--<Tactical_Build_Cost_Multiplayer>15000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>100</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_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
<Build_Limit_Lifetime_For_All_Allies>1</Build_Limit_Lifetime_For_All_Allies>
</UniqueUnit>
<!-- The Accuser Star Destroyer is used by Captain Firmus Piett (Empire Major Hero) during space battles -->
<UniqueUnit Name="Accuser_Star_Destroyer">
<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_SD_ACCUSER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_PIETT,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Piett,
GALYANA_CLASS_BLANK,
STAT_E_PIETT_SHIELD,
STAT_E_PIETT_HULL,
STAT_E_PIETT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_PIETT,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Piett,
GALYANA_CLASS_BLANK,
STAT_E_PIETT_COST,
STAT_E_PIETT_TIME,
STAT_E_PIETT_SHIELD,
STAT_E_PIETT_HULL,
STAT_E_PIETT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat Interceptor4_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing Skipray_Blastboat SternenKreuzer</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_captain_firmus_piett.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>8</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Statistics Info -->
<Shield_Points>2400</Shield_Points>
<Shield_Refresh_Rate>80</Shield_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>
<HardPoints>
HP_Star_Destroyer_Weapon_FL_Hero, HP_Star_Destroyer_Weapon_FR_Hero,
HP_Star_Destroyer_Weapon_BL_Hero, HP_Star_Destroyer_Weapon_BR_Hero,
HP_Star_Destroyer_Weapon_ML_Hero, HP_Star_Destroyer_Weapon_MR_Hero,
HP_Star_Destroyer_Shield_Generator_Hero, HP_Star_Destroyer_Engines_Hero,
HP_Star_Destroyer_Fighter_Bay_Hero, HP_Star_Destroyer_Tractor_Beam_Hero
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<!-- Misc. Info -->
<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Prevents_Story_Campaign_Autoresolve>Yes</Prevents_Story_Campaign_Autoresolve>
<Score_Cost_Credits>55000</Score_Cost_Credits>
<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, ASTEROID_FIELD_DAMAGE, 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_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Death_Clone>Damage_Normal, Accuser_Star_Destroyer_Death_Clone</Death_Clone>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Respawn_Piett</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Respawn_Piett</SFXEvent_Hero_Respawned>
<SFXEvent_Select>Unit_Select_Piett</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Piett</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Piett</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Piett</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Piett</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Piett</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Piett</SFXEvent_Health_Critical_Warning>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Piett</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Piett</SFXEvent_Hardpoint_Destroyed>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ENERGY_WEAPON</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<GUI_Activated_Ability_Name>Piet_Energy_Weapon_Attack_Ability</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<Recharge_Seconds>120</Recharge_Seconds>
<Expiration_Seconds>5</Expiration_Seconds>
<SFXEvent_Target_Ability>Unit_Energy_Blast_Piett</SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Energy_Blast</SFXEvent_Special_Ability_Loop>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<GUI_Activated_Ability_Name>Piet_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
<Recharge_Seconds>20</Recharge_Seconds>
<SFXEvent_Target_Ability>Unit_Tractor_On_Piett</SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Combat_Bonus_Ability Name="Piet_Combat_Bonus_General">
<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>
Executor_Super_Star_Destroyer_No_Tractor_Beam, Executor_Super_Star_Destroyer, UEAW_Eclipse, Eclipse_Super_Star_Destroyer,
Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5,
Skirmish_Empire_Star_Base_1, Skirmish_Empire_Star_Base_2, Skirmish_Empire_Star_Base_3, Skirmish_Empire_Star_Base_4, Skirmish_Empire_Star_Base_5, Skirmish_Empire_Star_Base_5_Beam,
Tournament_Empire_Star_Base_1, Tournament_Empire_Star_Base_2, Tournament_Empire_Star_Base_3, Tournament_Empire_Star_Base_4, Tournament_Empire_Star_Base_5, Tournament_Empire_Star_Base_5_Beam,
Upgrade_Drydock_1E, Upgrade_Drydock_2E, Upgrade_Drydock_3E, Upgrade_Drydock_4E, Advanced_Drydock_E,
Tournament_Upgrade_Drydock_1E, Tournament_Upgrade_Drydock_2E, Tournament_Upgrade_Drydock_3E, Tournament_Upgrade_Drydock_4E, Tournament_Advanced_Drydock_E,
Skirmish_Hutt_Asteroid_Base, Empire_Defense_Station, Empire_Defense_Station_GC, Empire_Nanite_Field, Dummy_Barrage_Target
</Excluded_Unit_Types>
<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</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>
<Combat_Bonus_Ability Name="Piet_Combat_Bonus_Star_Destroyer">
<Unit_Strength_Category/>
<Activation_Style>Space_Automatic</Activation_Style>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Star_Destroyer, Star_Destroyer_Class_II, Star_Destroyer_Class_III</Applicable_Unit_Types>
<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
<!-- note stacking category, this stacks with other hero combat bonuses -->
<Stacking_Category>1</Stacking_Category>
</Combat_Bonus_Ability>
<Energy_Weapon_Attack_Ability Name="Piet_Energy_Weapon_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter | Bomber | Transport</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Owner_Particle_Effect>Piet_Powerup_Particle_Effect</Owner_Particle_Effect>
<Owner_Particle_Bone_Name>HP_trac_bone</Owner_Particle_Bone_Name>
<Activation_Min_Range>0</Activation_Min_Range>
<Activation_Max_Range>1250</Activation_Max_Range>
<Damage_Per_Frame>40</Damage_Per_Frame>
</Energy_Weapon_Attack_Ability>
<Tractor_Beam_Attack_Ability Name="Piet_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>5</Activation_Min_Range>
<Activation_Max_Range>1500</Activation_Max_Range>
<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
<Stacking_Category>2</Stacking_Category>
</Tractor_Beam_Attack_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>5800</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="Accuser_Star_Destroyer_Death_Clone">
<Text_ID>TEXT_UNIT_SD_ACCUSER</Text_ID>
<Space_Model_Name>EV_StarDestroyer_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>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
<!-- This version is here if we wish to use Thrawn as a galactic-only hero like Tarkin
(he would actually replace Tarkin). If you want to use a space tactical version,
use the Admonitor below.-->
<HeroUnit Name="Grand_Admiral_Thrawn">
<Is_Named_Hero>Yes</Is_Named_Hero>
<Text_ID>TEXT_HERO_THRAWN</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_THRAWN</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>
<Icon_Name>i_button_thrawn.tga</Icon_Name>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Affiliation>Empire</Affiliation>
<Required_Timeline>1</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/>
<IsBuildable>No</IsBuildable>
<Spawn_Planet>Coruscant</Spawn_Planet>
<Size_Value>75</Size_Value>
<Damage>80</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Lua_Script>Tarkin</Lua_Script>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>Yes</Stay_In_Transport_During_Ground_Battle>
<CategoryMask>NonCombatHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Neutralization_Cost>1000.0</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>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Abilities SubObjectList="Yes">
<Reduce_Production_Price_Ability Name="Thrawn_Reduce_Production_Price">
<Unit_Strength_Category/>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5, Empire_Mineral_Extractor_GC, Empire_Defense_Station_GC, E_Gravity_Well_Station, Empire_Orbital_Long_Range_Scanner</Applicable_Unit_Types>
<Price_Reduction_Percentage>0.20</Price_Reduction_Percentage>
<Stacking_Category>0</Stacking_Category>
</Reduce_Production_Price_Ability>
<Combat_Bonus_Ability Name="Thrawn_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>Dummy_Barrage_Target</Excluded_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>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.2</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.05</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
<System_Spy_Ability Name="Thrawn_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>
<Find_Weakness_Ability Name="Thrawn_Find_Weakness">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Space_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Applicable_Unit_Categories>Corvette | Frigate | Capital</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types>
MC99_Star_Dreadnaught,
Viscount_Calamari_Cruiser,
Super_Carrier,
Malevolence,
Chronoscepter,
SternenKreuzer,
Executor_Super_Star_Destroyer_No_Tractor_Beam,
Executor_Super_Star_Destroyer,
UEAW_Eclipse,
Eclipse_Super_Star_Destroyer,
Galyana_SSD_GC,
Galyana_SSD,
Acklay,
Pestelous_ISD,
Arc_Hammer,
Accuser_Star_Destroyer,
Admonitor_Star_Destroyer,
Pellaeon_Acclamator,
ISD_Gorgon,
Sundered_Heart,
Moff_Falast_Star_Destroyer,
Home_One,
The_Peacebringer,
Errant_Venture
</Excluded_Unit_Types>
<!-- Allied units deal 25% more against the unit with the Find Weakness defense reduction effect -->
<Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Find_Weakness_Ability>
<Remove_Corruption_Ability Name="Thrawn_Remove_Corruption">
<Initially_Enabled>Yes</Initially_Enabled>
<Corruption_Removal_Cost_Multiplier>1.1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper-->
<Activation_Style>Ground_Activated</Activation_Style>
<Corruption_Removal_Time_In_Secs>10</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
</Remove_Corruption_Ability>
</Abilities>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.2f</Mod_Multiplier>
<Recharge_Seconds>50</Recharge_Seconds>
<Expiration_Seconds>7</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Thrawn</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
</Unit_Abilities_Data>
</HeroUnit>
<HeroCompany Name="Grand_Admiral_Thrawn_Team">
<Text_ID>TEXT_HERO_THRAWN_TEAM</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_THRAWN</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>
<Icon_Name>i_button_thrawn.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Affiliation>Empire</Affiliation>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Combat_Power_Value>0</Combat_Power_Value>
<Tech_Level>1</Tech_Level>
<Required_Timeline>1</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>
<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
<Company_Units>Grand_Admiral_Thrawn</Company_Units>
<Is_Named_Hero>Yes</Is_Named_Hero>
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Thrawn</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Thrawn</SFXEvent_Hero_Respawned>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<CategoryMask>NonCombatHero</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Population_Value>1</Population_Value>
</HeroCompany>
<!-- Use this version if you want to have Thrawn in tactical space combat -->
<UniqueUnit Name="Admonitor_Star_Destroyer">
<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_SD_ADMONITOR</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_SD_ADMONITOR,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Thrawn,
GALYANA_CLASS_BLANK,
STAT_E_THRAWN_SHIELD,
STAT_E_THRAWN_HULL,
STAT_E_THRAWN_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_SD_ADMONITOR,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Thrawn,
GALYANA_CLASS_BLANK,
STAT_E_THRAWN_COST,
STAT_E_THRAWN_TIME,
STAT_E_THRAWN_SHIELD,
STAT_E_THRAWN_HULL,
STAT_E_THRAWN_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Kedalbe_Battleship Calamari_Cruiser Centurion_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>B-Wing MC30_Frigate Skipray_Blastboat</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_StarDestoyer_Thrawn.alo</Space_Model_Name>
<Icon_Name>i_button_thrawn.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>8</Population_Value>
<!-- Statistics Info -->
<Shield_Points>2400</Shield_Points>
<Shield_Refresh_Rate>80</Shield_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>
<HardPoints>
HP_Thrawn_SD_Weapon_FL,
HP_Thrawn_SD_Weapon_FR,
HP_Thrawn_SD_Weapon_BL,
HP_Thrawn_SD_Weapon_BR,
HP_Thrawn_SD_Weapon_ML,
HP_Thrawn_SD_Weapon_MR,
HP_Thrawn_SD_Shield_Generator,
HP_Thrawn_SD_Engines,
HP_Thrawn_SD_Fighter_Bay,
HP_Thrawn_SD_Tractor_Beam
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<!-- Misc. Info -->
<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
<Ranking_In_Category>3</Ranking_In_Category>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Prevents_Story_Campaign_Autoresolve>Yes</Prevents_Story_Campaign_Autoresolve>
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<Score_Cost_Credits>55000</Score_Cost_Credits>
<Neutralization_Cost>5500.0</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, ASTEROID_FIELD_DAMAGE, 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_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Death_Clone>Damage_Normal, Admonitor_Star_Destroyer_Death_Clone</Death_Clone>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Select_Thrawn</SFXEvent_Build_Complete>
<SFXEvent_Hero_Respawned>Unit_Select_Thrawn</SFXEvent_Hero_Respawned>
<SFXEvent_Select>Unit_Select_Thrawn</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Thrawn</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Thrawn</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Thrawn</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Thrawn</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Thrawn</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Defeat_Thrawn</SFXEvent_Health_Critical_Warning>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Thrawn</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Thrawn</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Thrawn</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Thrawn</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Thrawn</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Thrawn</SFXEvent_Hardpoint_Destroyed>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.3</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 2.0</Mod_Multiplier>
<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER, 2.0</Mod_Multiplier>
<Recharge_Seconds>50</Recharge_Seconds>
<Expiration_Seconds>8</Expiration_Seconds>
<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_ASSAULT_NAME</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_ASSAULT_DESCRIPTION</Alternate_Description_Text>
<Alternate_Icon_Name>i_sa_assault.tga</Alternate_Icon_Name>
</Unit_Ability>
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<GUI_Activated_Ability_Name>Admonitor_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
<Recharge_Seconds>25</Recharge_Seconds>
<SFXEvent_Target_Ability>Unit_Tractor_Beam_Thrawn</SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Reduce_Production_Price_Ability Name="Thrawn_Reduce_Production_Price">
<Unit_Strength_Category/>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5, Empire_Mineral_Extractor_GC, Empire_Defense_Station_GC, E_Gravity_Well_Station, Empire_Orbital_Long_Range_Scanner</Applicable_Unit_Types>
<Price_Reduction_Percentage>0.20</Price_Reduction_Percentage>
<Stacking_Category>0</Stacking_Category>
</Reduce_Production_Price_Ability>
<Combat_Bonus_Ability Name="Admonitor_Combat_Bonus">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category>Corvette</Unit_Strength_Category>
<Applicable_Unit_Categories>Corvette</Applicable_Unit_Categories>
<Applicable_Unit_Types>Interdictor_Cruiser, Vinterdictor_Cruiser, Victory_Destroyer, Escort_Carrier, Empire_Hammer_SA, Empire_Providence_SA</Applicable_Unit_Types>
<Excluded_Unit_Types>Dummy_Barrage_Target</Excluded_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>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.25</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
<Tractor_Beam_Attack_Ability Name="Admonitor_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>0</Activation_Min_Range>
<Activation_Max_Range>1500</Activation_Max_Range>
<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
<Stacking_Category>0</Stacking_Category>
</Tractor_Beam_Attack_Ability>
<System_Spy_Ability Name="Admonitor_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>
<Remove_Corruption_Ability Name="Thrawn_Remove_Corruption">
<Initially_Enabled>Yes</Initially_Enabled>
<Corruption_Removal_Cost_Multiplier>1.1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper-->
<Corruption_Removal_Time_In_Secs>20</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
</Remove_Corruption_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>6200</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="Admonitor_Star_Destroyer_No_Engine_Hardpoint">
<Variant_Of_Existing_Type>Admonitor_Star_Destroyer</Variant_Of_Existing_Type>
<HardPoints>
HP_Thrawn_SD_Weapon_FL,
HP_Thrawn_SD_Weapon_FR,
HP_Thrawn_SD_Weapon_BL,
HP_Thrawn_SD_Weapon_BR,
HP_Thrawn_SD_Weapon_ML,
HP_Thrawn_SD_Weapon_MR,
HP_Thrawn_SD_Shield_Generator,
HP_Thrawn_SD_Engines_No_Target,
HP_Thrawn_SD_Fighter_Bay,
HP_Thrawn_SD_Tractor_Beam
</HardPoints>
</UniqueUnit>
<UniqueUnit Name="Admonitor_Star_Destroyer_Death_Clone">
<Text_ID>TEXT_UNIT_SD_ADMONITOR</Text_ID>
<Space_Model_Name>EV_StarDestroyer_Thrawn_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>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>
</Data>