{"action":"created","issue":{"url":"https://api.github.com/repos/soulrelic616/bfc1138.js/issues/17","labels_url":"https://api.github.com/repos/soulrelic616/bfc1138.js/issues/17/labels{/name}","comments_url":"https://api.github.com/repos/soulrelic616/bfc1138.js/issues/17/comments","events_url":"https://api.github.com/repos/soulrelic616/bfc1138.js/issues/17/events","html_url":"https://github.com/soulrelic616/bfc1138.js/issues/17","id":123364594,"number":17,"title":"CIS Planetary Defense","user":{"login":"Ardus-Kaine","id":12425105,"avatar_url":"https://avatars.githubusercontent.com/u/12425105?v=3","gravatar_id":"","url":"https://api.github.com/users/Ardus-Kaine","html_url":"https://github.com/Ardus-Kaine","followers_url":"https://api.github.com/users/Ardus-Kaine/followers","following_url":"https://api.github.com/users/Ardus-Kaine/following{/other_user}","gists_url":"https://api.github.com/users/Ardus-Kaine/gists{/gist_id}","starred_url":"https://api.github.com/users/Ardus-Kaine/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Ardus-Kaine/subscriptions","organizations_url":"https://api.github.com/users/Ardus-Kaine/orgs","repos_url":"https://api.github.com/users/Ardus-Kaine/repos","events_url":"https://api.github.com/users/Ardus-Kaine/events{/privacy}","received_events_url":"https://api.github.com/users/Ardus-Kaine/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/soulrelic616/bfc1138.js/labels/Bug","name":"Bug","color":"fc2929"}],"state":"open","locked":false,"assignee":{"login":"soulrelic616","id":3841908,"avatar_url":"https://avatars.githubusercontent.com/u/3841908?v=3","gravatar_id":"","url":"https://api.github.com/users/soulrelic616","html_url":"https://github.com/soulrelic616","followers_url":"https://api.github.com/users/soulrelic616/followers","following_url":"https://api.github.com/users/soulrelic616/following{/other_user}","gists_url":"https://api.github.com/users/soulrelic616/gists{/gist_id}","starred_url":"https://api.github.com/users/soulrelic616/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/soulrelic616/subscriptions","organizations_url":"https://api.github.com/users/soulrelic616/orgs","repos_url":"https://api.github.com/users/soulrelic616/repos","events_url":"https://api.github.com/users/soulrelic616/events{/privacy}","received_events_url":"https://api.github.com/users/soulrelic616/received_events","type":"User","site_admin":false},"milestone":null,"comments":5,"created_at":"2015-12-21T21:41:22Z","updated_at":"2016-01-05T22:10:34Z","closed_at":null,"body":"NOTE: Only tested in Skirmish battles.\r\n\r\nThe CIS is incapable of using its Ion Cannon ability for one reason or another.\r\n\r\nMy opinion: Not sure as to the cause, but it may have to do with conflicts between faction planetary weapons and skirmish building abilities. I haven't done enough with modding skirmish units/structures to know for certain, though."},"comment":{"url":"https://api.github.com/repos/soulrelic616/bfc1138.js/issues/comments/169149807","html_url":"https://github.com/soulrelic616/bfc1138.js/issues/17#issuecomment-169149807","issue_url":"https://api.github.com/repos/soulrelic616/bfc1138.js/issues/17","id":169149807,"user":{"login":"Bucman55","id":16448831,"avatar_url":"https://avatars.githubusercontent.com/u/16448831?v=3","gravatar_id":"","url":"https://api.github.com/users/Bucman55","html_url":"https://github.com/Bucman55","followers_url":"https://api.github.com/users/Bucman55/followers","following_url":"https://api.github.com/users/Bucman55/following{/other_user}","gists_url":"https://api.github.com/users/Bucman55/gists{/gist_id}","starred_url":"https://api.github.com/users/Bucman55/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Bucman55/subscriptions","organizations_url":"https://api.github.com/users/Bucman55/orgs","repos_url":"https://api.github.com/users/Bucman55/repos","events_url":"https://api.github.com/users/Bucman55/events{/privacy}","received_events_url":"https://api.github.com/users/Bucman55/received_events","type":"User","site_admin":false},"created_at":"2016-01-05T22:10:34Z","updated_at":"2016-01-05T22:10:34Z","body":"Ok, there's gonna be 5 snippets:\r\n\r\nPlanetary Turbolaser for GC\r\nPlanetary Turbolaser for Skirmish\r\nCIS Hypervelocity for GC\r\nCIS Hypervelocity for Skirmish\r\nProjectile for Planetary Turbolaser\r\n\r\n\t\r\n  \t<`SpecialStructure Name=\"W165_Ground_Turbolaser\">\r\n    \t<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>\r\n    \t<Text_ID>TEXT_GROUND_KDY_LASER</Text_ID>\r\n    \t<Land_Model_Name>ReB_w165_turbolaser.ALO</Land_Model_Name>\r\n    \t<GUI_Row> 0 </GUI_Row>\r\n   \t <Is_Dummy>No</Is_Dummy>\r\n    \t<Scale_Factor>1.0</Scale_Factor>\r\n   \t <Icon_Name>i_button_magnepulse_cannon.tga</Icon_Name>\r\n    \t<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_KDY_LASER  </Encyclopedia_Text>\r\n    \t<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>\r\n    \t<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>\r\n    \t<SpaceBehavior>SPECIAL_WEAPON</SpaceBehavior>\r\n    \t<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,SELECTABLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>\r\n    \t<Affiliation>Republic</Affiliation>\r\n    \t<Political_Control>0</Political_Control>\r\n    \t<Build_Cost_Credits>20000</Build_Cost_Credits> <!-- From 50000 -->\r\n    \t<Build_Time_Seconds>70</Build_Time_Seconds>\r\n    \t<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>\r\n    \t<!--<Build_Countdown_Timer> Yes </Build_Countdown_Timer>\r\n\t\t<Build_Countdown_Text_ID> TEXT_W165_COUNTDOWN_TIMER </Build_Countdown_Text_ID>\r\n\t\t<Build_Countdown_Text_RGBA> 252, 4, 4, 255 </Build_Countdown_Text_RGBA>-->\r\n    \t<Build_Music_Completed> Galactic_Ground_Defense_Complete_Music_Event </Build_Music_Completed>\r\n    \t<Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>\r\n    \t<Size_Value>100</Size_Value>\r\n    \t<Build_Initially_Locked>No</Build_Initially_Locked>\r\n    \t<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>\r\n    \t<Slice_Cost_Credits>800</Slice_Cost_Credits>\r\n    \t<Required_Ground_Base_Level>0</Required_Ground_Base_Level>\r\n    \t<Required_Star_Base_Level>0</Required_Star_Base_Level>\r\n    \t<Required_Special_Structures />\r\n    \t<Required_Planets>Bestine, Corellia, Coruscant, Duro, Foerost, Fondor, Geonosis, Hypori, Kamino, Kuat, Mechis, Minntooine, MonCalimari, Rendili, Sluis_Van, Rothana</Required_Planets>\r\n    \t<Base_Position>Out_Base</Base_Position>\r\n    \t<Tech_Level>1</Tech_Level>\r\n    \t<Required_Timeline>0</Required_Timeline>\r\n    \t<GUI_Bracket_Size>2</GUI_Bracket_Size>\r\n    \t<Is_Community_Property>Yes</Is_Community_Property>\r\n    \t<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>\r\n    \t<Tactical_Additional_Structure_Type>Power_Generator_E</Tactical_Additional_Structure_Type>\r\n    \t<Multisample_FOW_Check>Yes</Multisample_FOW_Check>\r\n    \t<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>\r\n    \t<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>\r\n    \t<Sabotage_Cost_Credits>10000</Sabotage_Cost_Credits>\r\n    \t<Tutorial_Sabotage_Cost_Credits>4000</Tutorial_Sabotage_Cost_Credits>\r\n    \t<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>\r\n    \t<Special_Weapon_Index>1</Special_Weapon_Index>\r\n    \t<Special_Weapon_Target_Action_Index> 1 </Special_Weapon_Target_Action_Index>\r\n    \t<!-- HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2 -->\r\n    \t<Special_Weapon_Valid_Targets>Frigate | Capital | Super</Special_Weapon_Valid_Targets>\r\n    \t<Tactical_Health>1800</Tactical_Health>\r\n    \t<Projectile_Fire_Recharge_Seconds>15.0</Projectile_Fire_Recharge_Seconds>\r\n    \t<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>\r\n    \t<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>\r\n    \t<Projectile_Types>Proj_KDY_Planetary</Projectile_Types>\r\n    \t<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>\r\n    \t<Destruction_Survivors> \r\n\t\t\tRepublic_Clonetrooper_P1_Squad, 1.0\r\n\t\t</Destruction_Survivors>\r\n    \t<Armor_Type> Armor_Structure </Armor_Type>\r\n    \t<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>\r\n    \t<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>\r\n    \t<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>\r\n    \t<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>\r\n    \t<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>\r\n    \t<Special_Weapon_Index>0</Special_Weapon_Index>\r\n    \t<Special_Weapon_Target_Action_Index> 1 </Special_Weapon_Target_Action_Index>\r\n    \t<!-- HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2 -->\r\n    \t<Space_Victory_Relevant>No</Space_Victory_Relevant>\r\n    \t<Land_Victory_Relevant>Yes</Land_Victory_Relevant>\r\n    \t<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>\r\n    \t<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>\r\n    \t<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>\r\n    \t<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>\r\n    \t<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>\r\n    \t<SFXEvent_Fire>Unit_Magnepulse_Fire</SFXEvent_Fire>\r\n    \t<!--<SFXEvent_Special_Weapon_Ready>RHD_Planetary_Turbolaser_Available</SFXEvent_Special_Weapon_Ready>-->\r\n    \t<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>\r\n    \t<!--<SFXEvent_Unit_Under_Attack> RHD_Ion_Cannon_Under_Attack </SFXEvent_Unit_Under_Attack>-->\r\n    \t<!--<SFXEvent_Unit_Lost> RHD_Ion_Cannon_Destroyed </SFXEvent_Unit_Lost>-->\r\n    \t<SFXEvent_Select>Structure_Ion_Select_SFX</SFXEvent_Select>\r\n    \t<Death_Explosions>Huge_Explosion_Land</Death_Explosions>\r\n    \t<CategoryMask> Structure </CategoryMask>\r\n    \t<Prevents_Blockade_Run_Attrition>True</Prevents_Blockade_Run_Attrition>\r\n    \t<Influences_Capture_Point>False</Influences_Capture_Point>\r\n    \t<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset>\r\n    \t<Space_Layer> Corvette </Space_Layer>\r\n    \t<Has_Land_Evaluator>True</Has_Land_Evaluator>\r\n    \t<Score_Cost_Credits> 20000 </Score_Cost_Credits>\r\n    \t<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>\r\n    \t<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>\r\n    \t<Abilities SubObjectList=\"Yes\">\r\n    \t  <Force_Healing_Ability Name=\"Ion_Cannon_Self_Repair\">\r\n        \t<Activation_Style>Skirmish_Automatic</Activation_Style>\r\n        \t<Heal_Range>0.0</Heal_Range>\r\n        \t<Heal_Percent>0.025</Heal_Percent>\r\n        \t<Heal_Amount>0.0</Heal_Amount>\r\n        \t<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>\r\n        \t<Single_Target_Heal>Yes</Single_Target_Heal>\r\n        \t<Applicable_Unit_Categories />\r\n        \t<Applicable_Unit_Types />\r\n        \t<SFXEvent_Target_Affected />\r\n        \t<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>\r\n        \t<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>\r\n        \t<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>\r\n        \t<Owner_Light_Effect_Color2 />\r\n        \t<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>\r\n        \t<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>\r\n      \t</Force_Healing_Ability>\r\n    \t</Abilities>\r\n  </SpecialStructure>\r\n\t\r\n\r\n\t<SpecialStructure Name=\"Ground_CIS_Hypervelocity_Gun\">\r\n\t\t<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>\r\n\t\t<Text_ID>TEXT_GROUND_HYPERVELOCITY</Text_ID>\r\n\t\t<GUI_Row> 0 </GUI_Row>\r\n\t\t<Land_Model_Name>RB_HyperVelocityGun.alo</Land_Model_Name>\r\n\t\t<Is_Dummy>Yes</Is_Dummy>\r\n\t\t<Affiliation>CIS</Affiliation>\r\n\t\t<Political_Control>0</Political_Control>\r\n\t\t<Build_Cost_Credits>3000</Build_Cost_Credits>\r\n\t\t<Build_Time_Seconds>95</Build_Time_Seconds>\r\n\t\t<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>\r\n\t\t<Build_Max_Instances_Per_Planet> 2 </Build_Max_Instances_Per_Planet>\r\n\t\t<Size_Value>50</Size_Value>\r\n\t\t<Build_Initially_Locked>No</Build_Initially_Locked>\r\n\t\t<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>\r\n\t\t<Base_Position>Out_Base</Base_Position>\r\n\t\t<Tech_Level>3</Tech_Level>\r\n\t\t<SpaceAutoResolveHitRate>3</SpaceAutoResolveHitRate>\r\n\t\t<Damage>50</Damage>\r\n\t\t<Required_Timeline>0</Required_Timeline>\r\n\t\t<Required_Ground_Base_Level>0</Required_Ground_Base_Level>\r\n\t\t<Required_Star_Base_Level>0</Required_Star_Base_Level>\r\n\t\t<Required_Special_Structures>Cis_Ground_Vehicle_Factory</Required_Special_Structures>\r\n\t\t<Required_Planets />\r\n\t\t<Shield_Points>200</Shield_Points>\r\n\t\t<Tactical_Health>800</Tactical_Health>\r\n\t\t<Shield_Refresh_Rate>15</Shield_Refresh_Rate>\r\n\t\t<Energy_Capacity>1000</Energy_Capacity>\r\n\t\t<Energy_Refresh_Rate>6</Energy_Refresh_Rate>\r\n\t\t<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>\r\n\t\t<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SHIELDED, POWERED, REVEAL, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET,ION_STUN_EFFECT, STUNNABLE</LandBehavior>\r\n\t\t<SpaceBehavior>SPECIAL_WEAPON</SpaceBehavior>\r\n\t\t<Multisample_FOW_Check>Yes</Multisample_FOW_Check>\r\n\t\t<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>\r\n\t\t<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>\r\n\t\t<Special_Weapon_Index>1</Special_Weapon_Index>\r\n\t\t<Special_Weapon_Target_Action_Index> 0 </Special_Weapon_Target_Action_Index> <!-- HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2 -->\r\n\t\t<Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets>\r\n\t\t<Projectile_Fire_Recharge_Seconds>45.0</Projectile_Fire_Recharge_Seconds>\r\n\t\t<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>\r\n\t\t<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>\r\n\t\t<Projectile_Types>Proj_Hypervelocity_Gun</Projectile_Types>\r\n\t\t<Icon_Name>i_button_hypervelocity_gun.tga</Icon_Name>\r\n\t\t<Space_Victory_Relevant>No</Space_Victory_Relevant>\r\n\t\t<Land_Victory_Relevant>Yes</Land_Victory_Relevant>\r\n\t\t<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>\r\n\t\t<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>\r\n\t\t<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>\r\n\t\t<GUI_Bracket_Size>2</GUI_Bracket_Size>\r\n\t\t<Armor_Type> Armor_Structure </Armor_Type>\r\n\t\t<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>\r\n\t\t<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>\r\n\r\n\t\t<Sabotage_Cost_Credits>6000</Sabotage_Cost_Credits>\r\n\r\n\t\t<Destruction_Survivors> \r\n\t\t\tBattleDroid_Squad, 1.0\r\n\t\t\tBattleDroid_Squad, 1.0\r\n\t\t\tBattleDroid_Squad, 1.0 \r\n\t\t</Destruction_Survivors>\r\n\r\n\t\t<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>\r\n\t\t<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>\r\n\t\t<Influences_Capture_Point>False</Influences_Capture_Point>\r\n\t\t<!--\r\n\t\t<Obstacle_Width>140.0</Obstacle_Width>\r\n\t\t<Obstacle_Height>80.0</Obstacle_Height>\r\n\t\t<Obstacle_X_Offset>-70.0</Obstacle_X_Offset>\r\n\t\t<Obstacle_Y_Offset>-40.0</Obstacle_Y_Offset>\r\n\t\t-->\t\r\n\t\t\t\r\n\t\t<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>\r\n\t\t<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>\r\n\t\t<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>\r\n\r\n\t\t<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>\r\n\t\t<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>\r\n\t\t<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>\r\n\t\t<SFXEvent_Fire>Unit_Hyper_Velocity_Fire</SFXEvent_Fire>\r\n\t\t<SFXEvent_Special_Weapon_Ready>UHD_Hypervelocity_Available</SFXEvent_Special_Weapon_Ready>\r\n\t\t<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>\r\n\t\t<SFXEvent_Unit_Under_Attack> UHD_Hypervelocity_Under_Attack </SFXEvent_Unit_Under_Attack>\r\n\t\t<SFXEvent_Unit_Lost> UHD_Hypervelocity_Destroyed </SFXEvent_Unit_Lost>\r\n\t\t<SFXEvent_Select>Structure_Hyper_Select_SFX</SFXEvent_Select>\r\n\r\n\r\n      <Death_Explosions>Huge_Explosion_Land</Death_Explosions>\r\n\t\t<CategoryMask> Structure </CategoryMask>\r\n\t\t<Is_Community_Property>Yes</Is_Community_Property>\r\n\t\t<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>\r\n\t\t\r\n\t\t<!-- The ground structures have this data which looks like it's space only because the\r\n\t\tsnowspeeders are using space style pathfinding which needs this information so that we won't\r\n\t\tpath speeders through structures -->\r\n\t\t<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> \r\n\t\t<Space_Layer> Corvette </Space_Layer>\r\n\t\t<Has_Land_Evaluator>True</Has_Land_Evaluator>\r\n\t\t\r\n\t\t<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HYPERVELOCITY_00  </Encyclopedia_Text>\r\n\t\t<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>\r\n\t\t<Score_Cost_Credits> 30000 </Score_Cost_Credits>\r\n\t\t<Abilities SubObjectList=\"Yes\">\r\n\t\t\t<Force_Healing_Ability Name=\"E_Hypervelocity_Gun_Self_Repair\">\r\n\t\t\t\t<Activation_Style>Skirmish_Automatic</Activation_Style>\r\n\t\t\t\t<Heal_Range>0.0</Heal_Range>\r\n\t\t\t\t<Heal_Percent>0.025</Heal_Percent>\r\n\t\t\t\t<Heal_Amount>0.0</Heal_Amount>\r\n\t\t\t\t<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>\r\n\t\t\t\t<Single_Target_Heal>Yes</Single_Target_Heal>\r\n\t\t\t\t<Applicable_Unit_Categories />\r\n\t\t\t\t<Applicable_Unit_Types />\r\n\t\t\t\t<SFXEvent_Target_Affected />\r\n\t\t\t\t<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>\r\n\t\t\t\t<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>\r\n\t\t\t\t<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>\r\n\t\t\t\t<Owner_Light_Effect_Color2 />\r\n\t\t\t\t<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>\r\n\t\t\t\t<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>\r\n\t\t\t</Force_Healing_Ability>\r\n\t\t</Abilities>\r\n\t</SpecialStructure>\r\n\r\n\t<!-- Planetary Turbolaser: Allows the player to fire the Planetary Turbolaser once. -->\r\n\t<UpgradeObject Name=\"REPS_Planetary_Gun_Use_Upgrade\">\r\n\t\t<Behavior>DUMMY_UPGRADE, DUMMY_DESTROY_AFTER_SPECIAL_WEAPON_FIRED</Behavior>\r\n\t\t<Affiliation>Republic</Affiliation>\r\n\t\t<Tactical_Build_Cost_Multiplayer> 15000 </Tactical_Build_Cost_Multiplayer>\r\n\t\t<Tactical_Build_Cost_Campaign>500</Tactical_Build_Cost_Campaign>\r\n\t\t<Tactical_Build_Time_Seconds> 120 </Tactical_Build_Time_Seconds>\r\n\t\t<Tactical_Build_Prerequisites />\r\n\t\t<Tactical_Production_Queue>Tactical_Upgrades</Tactical_Production_Queue>\r\n\t\t<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>\r\n\t\t<Previous_Upgrade_Level_Type />\r\n\t\t<Next_Upgrade_Level_Type />\r\n\t\t<Show_In_Sidebar_While_Building> No </Show_In_Sidebar_While_Building>\r\n\t\t<Show_In_Sidebar_When_Complete> No </Show_In_Sidebar_When_Complete>\r\n\t\t<Icon_Name>I_MULTI_W165.tga</Icon_Name>\r\n\t\t<Is_Skirmish_Tactical_Super_Weapon>true</Is_Skirmish_Tactical_Super_Weapon>\r\n\r\n\t\t<Encyclopedia_Text> TEXT_UPGRADE_TOOLTIP_RS_SPECIAL_WEAPON_USE  </Encyclopedia_Text>\r\n\t\t<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SUPERWEAPON </Encyclopedia_Unit_Class>\r\n\t\t<Text_ID>TEXT_UPGRADE_RS_SPECIAL_WEAPON_USE</Text_ID>\r\n\t\t\r\n\t\t<SFXEvent_Build_Started>RHD_Upgrade_Progress</SFXEvent_Build_Started>\r\n\t\t<SFXEvent_Build_Cancelled>RHD_Upgrade_Canceled</SFXEvent_Build_Cancelled>\r\n\t\t<SFXEvent_Build_Complete>RHD_Planetary_Turbolaser_Available</SFXEvent_Build_Complete>\r\n      <SFXEvent_Special_Weapon_Ready>RHD_Planetary_Turbolaser_Available</SFXEvent_Special_Weapon_Ready>\r\n\t\t<Abilities SubObjectList=\"Yes\">\r\n\t\t\t<Battlefield_Modifier_Ability Name=\"RS_Hypervelocity_Gun_Use_Effect\">\r\n\t\t\t\t<Activation_Style>Space_Automatic</Activation_Style>\r\n\t\t\t\t<Enable_Special_Weapons>Yes</Enable_Special_Weapons>\r\n\t\t\t\t<Apply_To_All_Allies>No</Apply_To_All_Allies>\r\n\t\t\t\t<Stacking_Category>0</Stacking_Category>\r\n\t\t\t</Battlefield_Modifier_Ability>\r\n\t\t</Abilities>\r\n\t\t<CategoryMask>Upgrade</CategoryMask>\r\n\t</UpgradeObject>\r\n\r\n\t<!-- Hypervelocity Gun: Allows the player to fire the Hypervelocity Gun once. -->\r\n\t<UpgradeObject Name=\"CIS_Hypervelocity_Gun_Use_Upgrade\">\r\n\t\t<Behavior>DUMMY_UPGRADE, DUMMY_DESTROY_AFTER_SPECIAL_WEAPON_FIRED</Behavior>\r\n\t\t<Affiliation>CIS</Affiliation>\r\n\t\t<Tactical_Build_Cost_Multiplayer> 5000 </Tactical_Build_Cost_Multiplayer> <!-- From 25000 -->\r\n\t\t<Tactical_Build_Cost_Campaign>500</Tactical_Build_Cost_Campaign>\r\n\t\t<Tactical_Build_Time_Seconds> 60 </Tactical_Build_Time_Seconds> <!-- From 40 -->\r\n\t\t<Tactical_Build_Prerequisites />\r\n\t\t<Tactical_Production_Queue>Tactical_Upgrades</Tactical_Production_Queue>\r\n\t\t<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>\r\n\t\t<Previous_Upgrade_Level_Type />\r\n\t\t<Next_Upgrade_Level_Type />\r\n\t\t<Show_In_Sidebar_While_Building> No </Show_In_Sidebar_While_Building>\r\n\t\t<Show_In_Sidebar_When_Complete> No </Show_In_Sidebar_When_Complete>\r\n\t\t<Icon_Name>I_MULTI_HYPERVELOCITY_GUN.TGA</Icon_Name>\r\n\t\t<Is_Skirmish_Tactical_Super_Weapon>true</Is_Skirmish_Tactical_Super_Weapon>\r\n\t\t\r\n\t\t<Encyclopedia_Text> TEXT_UPGRADE_TOOLTIP_CS_SPECIAL_WEAPON_USE  </Encyclopedia_Text>\r\n\t\t<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SUPERWEAPON </Encyclopedia_Unit_Class>\r\n\t\t<Text_ID>TEXT_UPGRADE_CS_SPECIAL_WEAPON_USE</Text_ID>\r\n\t\t\r\n\t\t<SFXEvent_Build_Started>UHD_Upgrade_Progress</SFXEvent_Build_Started>\r\n\t\t<SFXEvent_Build_Cancelled>UHD_Upgrade_Canceled</SFXEvent_Build_Cancelled>\r\n\t\t<SFXEvent_Build_Complete>UHD_Upgrade_Complete</SFXEvent_Build_Complete>\r\n\t\t<SFXEvent_Special_Weapon_Ready />\r\n\r\n\t  \t\t<Abilities SubObjectList=\"Yes\">\r\n\t\t\t<Battlefield_Modifier_Ability Name=\"CIS_Hypervelocity_Gun_Use_Effect\">\r\n\t\t\t\t<Activation_Style>Space_Automatic</Activation_Style>\r\n\t\t\t\t<Enable_Special_Weapons>Yes</Enable_Special_Weapons>\r\n\t\t\t\t<Apply_To_All_Allies>No</Apply_To_All_Allies>\r\n\t\t\t\t<Stacking_Category>0</Stacking_Category>\r\n\t\t\t</Battlefield_Modifier_Ability>\r\n\t\t</Abilities>\r\n\t\t<CategoryMask>Upgrade</CategoryMask>\r\n\t</UpgradeObject>\r\n\t\r\n\t<Projectile Name=\"Proj_KDY_Planetary\">\r\n\t\t<!-- Republic Planetary Turbolaser -->\r\n\t\t<Text_ID>TEXT_NONE</Text_ID>\r\n\t\t<Land_Model_Name>P_kdy_planetary00.alo</Land_Model_Name>\r\n\t\t<Space_Model_Name>P_kdy_planetary00.alo</Space_Model_Name>\r\n\t\t<Damage_Type> Damage_Default </Damage_Type>\r\n\t\t<Scale_Factor>1.0</Scale_Factor>\r\n\t\t<Max_Speed>600.0</Max_Speed>\r\n\t\t<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>\r\n\t\t<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>\r\n\t\t<Projectile_Category>DEFAULT</Projectile_Category>\r\n\t\t\r\n\t\t<!-- CAN'T have acceleration on projectile - will not work with INTERCEPT CODE!!!! -->\r\n\t\t<Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>\r\n\t\t\r\n\t\t<Projectile_Max_Flight_Distance>150000.0</Projectile_Max_Flight_Distance>\r\n\t\t<Projectile_Damage>23000</Projectile_Damage> <!-- From 30000 -->\r\n\t\t<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>\r\n\t\t<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>\r\n\t\t<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>\r\n\t\t<Projectile_Energy_Per_Shot>500</Projectile_Energy_Per_Shot>\r\n\t\t<Projectile_Object_Detonation_Particle> Huge_Explosion_Space </Projectile_Object_Detonation_Particle>\r\n\t\t<Projectile_Ground_Detonation_Particle />\r\n\t\t<Projectile_Lifetime_Detonation_Particle />\r\n\t\t<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>\r\n\t\t<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>\r\n\t\t<Projectile_Disable_Engines_Duration>10.0</Projectile_Disable_Engines_Duration>\r\n\t\t<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>\r\n\t\t<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Concussion_Missile_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>\r\n\t\t<AI_Combat_Power>40000</AI_Combat_Power>\r\n\r\n\t\t\r\n\t</Projectile>\r\n"}}