XRWS          e    ext_01.cat ext_01.dat assets/props/WeaponSystems/missile/macros/missile_torpedo_nuclear_mk1_macro.xml 1305 1691101937 76b25e9d0cc2effd35d7d0e4712f87c3
assets/props/WeaponSystems/missile/missile_torpedo_nuclear_mk1.xml 3194 1691089908 840ee1195000fd577f79e521e6e0797d
assets/props/WeaponSystems/missile/MISSILE_TORPEDO_nuclear_MK1_DATA.ANI 176 1504102706 1f1fbd4cb33a6cc791eefa160aef5d89
assets/props/WeaponSystems/missile/missile_torpedo_nuclear_mk1_data/anim_booster-collision.xmf 1982 1504102703 11e3492ab303b00c789a723cdbf0894f
assets/props/WeaponSystems/missile/missile_torpedo_nuclear_mk1_data/anim_booster-lod0.xmf 2898 1504102703 61f7b4a19337c9b239188b14b52020e3
assets/props/WeaponSystems/missile/missile_torpedo_nuclear_mk1_data/assets_props_weaponsystems_missile_missile_torpedo_nuclear_mk1-collision.xmf 536 1504102703 7c6ac67ba141cfe5fd73ea2b612118f4
assets/props/WeaponSystems/missile/missile_torpedo_nuclear_mk1_data/assets_props_weaponsystems_missile_missile_torpedo_nuclear_mk1-lod0.xmf 718 1504102703 2ccf7fc2eeec9517acadd9067e9b1325
assets/props/WeaponSystems/missile/missile_torpedo_nuclear_mk1_data/part_main-collision.xmf 535 1504102703 927c02691308067cf167840e34ec4827
assets/props/WeaponSystems/missile/missile_torpedo_nuclear_mk1_data/part_main-lod0.xmf 6515 1504102703 68223e5d25187e12dac4751376ff167f
assets/units/size_m/macros/ship_arg_m_bomber_01_a_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_arg_m_bomber_01_b_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_arg_m_bomber_02_a_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_arg_m_frigate_01_a_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_arg_m_frigate_01_b_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_par_m_corvette_01_a_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_par_m_corvette_01_b_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_par_m_frigate_01_a_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_par_m_frigate_01_b_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
assets/units/size_m/macros/ship_tel_m_bomber_01_a_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
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assets/units/size_s/macros/ship_arg_s_fighter_03_a_macro.xml 227 1690081362 f6cdb8e182c9c962e5ed5571249c4121
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<?xml version="1.0" encoding="utf-8"?>
<!--Exported by: Lino (192.168.3.136) at 29.11.2019_16-00-05-->
<macros>
  <macro name="missile_torpedo_nuclear_mk1_macro" class="missile">
    <component ref="missile_torpedo_nuclear_mk1" />
    <properties>
      <identification name="Nuclear Torpedo Mk1" basename="{20105,6151}" description="{20105,6152}" />
      <ammunition value="1" />
      <missile amount="1" barrelamount="1" lifetime="180" range="9000" guided="1" icon="hud_ms_torpedo_heavy_mk1" retarget="0" tags="torpedo" />
      <explosiondamage value="117246" />
      <reload time="60" />
      <hull max="250" />
      <effects>
        <explosion ref="missile_explosion_nuclear" />
        <launch ref="missile_torpedo_muzzle" />
      </effects>
      <weapon system="torpedo" />
      <countermeasure resilience="0.98" />
      <physics mass="8.337">
        <inertia pitch="21.646" yaw="21.646" roll="21.646" />
        <drag forward="0.554" reverse="3.417" horizontal="29.188" vertical="29.188" pitch="10.269" yaw="10.269" roll="10.269" />
      </physics>
    </properties>
    <connections>
      <connection ref="con_engine01">
        <macro ref="engine_missile_guided_mk1_macro" connection="ship" />
      </connection>
    </connections>
  </macro>
</macros><?xml version="1.0"?>
<components>
	<component name="missile_torpedo_nuclear_mk1" class="missile">
		<source geometry="extensions\chillbomber\assets\props\WeaponSystems\missile\missile_torpedo_nuclear_mk1_data"/>
		<layers>
			<layer>
				<waypoints/>
				<lights>
					<omni name="XU Omni01" shadow="0" r="181" g="255" b="255" range="25" shadowrange="25" lighteffect="1" trigger="1" intensity="0.5">
						<lightanimations/>
						<offset>
							<position x="0" y="0" z="-1.576692"/>
						</offset>
					</omni>
					<omni name="XU Omni002" shadow="0" r="181" g="255" b="255" range="0.1999999" shadowrange="0.1999999" lighteffect="1" trigger="1" intensity="10">
						<lightanimations/>
						<offset>
							<position x="0" y="0" z="-1.369349"/>
						</offset>
					</omni>
				</lights>
				<trailemitters>
					<emitter name="trail_missile_player_torpedo" type="trail_missile_player_torpedo">
						<offset>
							<position x="0" y="0" z="-1.18546"/>
						</offset>
					</emitter>
				</trailemitters>
			</layer>
		</layers>
		<connections>
			<connection name="container" tags="contents" value="0"/>
			<connection name="position" tags="position" value="1"/>
			<connection name="space" tags="missile">
				<offset/>
			</connection>
			<connection name="Connection01" tags="part  ">
				<offset/>
				<parts>
					<part name="part_main">
						<lods>
							<lod index="0">
								<materials>
									<material id="1" ref="generic.generic_p1_hulltexture"/>
								</materials>
							</lod>
						</lods>
						<size>
							<max x="0.3765197" y="0.3765197" z="1.639968"/>
							<center x="-1.788139E-07" y="1.788139E-07" z="0.3460522"/>
						</size>
					</part>
				</parts>
			</connection>
			<connection name="Connection02" tags="part  ">
				<offset>
					<position x="0" y="0" z="-0.3938475"/>
				</offset>
				<parts/>
			</connection>
			<connection name="Connection03" tags="part nocollision animation textureanimation  ">
				<offset>
					<position x="0" y="0" z="-2.139295"/>
				</offset>
				<animations>
					<animation name="loop" start="1" end="500"/>
				</animations>
				<parts>
					<part name="anim_booster">
						<lods>
							<lod index="0">
								<materials>
									<material id="1" ref="effects.booster"/>
								</materials>
							</lod>
						</lods>
						<size>
							<max x="0.2670897" y="0.2670897" z="3.654186"/>
							<center x="0" y="-1.192093E-07" z="-2.776973"/>
						</size>
						<size_raw>
							<max x="0.2670897" y="0.2670898" z="6.431159"/>
							<center x="0" y="-1.043081E-07" z="-2.776973"/>
						</size_raw>
						<uv_animations>
							<uv_animation mapchannel="1">
								<uv_property name="v_offset" controller="linear_float">
									<key frame="0" value="-0"/>
									<key frame="500" value="-50"/>
								</uv_property>
							</uv_animation>
						</uv_animations>
					</part>
				</parts>
			</connection>
			<connection name="con_engine01" tags="engine standard">
				<offset>
					<position x="0" y="0" z="-1.848475"/>
				</offset>
			</connection>
		</connections>
	</component>
</components>
             anim_booster nim_poslights07                                    loop                                                                                UUA        XUMF @                                                                        7              @    @        .     w            7       " ~ 5`  .     .                                             w                      .        7                                   _@               %9    @V6                            .     .             .                             .     .         x5]HQE al0K3!EfVZ,72۴."/ԫL2ğEiq]"0XB\$zi{w~服QV(WMa%RܫŁnW~q+7[۴{ˤnK/1XcG^xu6dU3/[?&W~Vm^cL]?mQXki)*}eSae3JC=b?:s7:elדJ,fZ4EQkMWߣ5os؀>dc.l9r1"2V	mJL_R~Uɓ]ZL#͜B/e,DU<K=2۩l=>}24CxAwE|9r!YBLu>NǪ_jWD+;-;Pwѿo9~"9-=y?8lyߥIH<)uBg{^gEPiF-,<:X[?/Ξ+nEhE",K칸w_`%~sa	E~;7D_5hdn#G=1QTY[AtO16& 9Xa=mj'5$c?dh^?ssU%P/LBCy_S:KCxg^D<FC>
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 XUMF @       $                                                                  )                  ?        .     w           W         X  .     .                                             w    P                 .        )             7   $                       @               %9                                .     .             .                             .     .         x;{g/@lĆ"B#aH n0xM[  &XHmApXE6Nt&k" XUMF @      $                                                                   Y                                                       +           H              P            `)'    @    :w      C    H'    @              Y             5   $                       7@       @       ?       @    F    @    q@   @    Y    ?       F            _z    :w    h            $   colormaterial                                                                                                                   x] !Pe$!b8n/6]S޴]Ȑ׫]fMe+ߙxQxG  +"f04DfVst7Ukt}'lXUMF @       $                                                                  (               `	   `	@        .     w            7       " ~ 7`  .     .                                             w                      .        (             7   $                       @               %9    @V6                            .     .             .                             .     .         xzz0> 0q$q=z{$Hl -xM[  &XHmApXE6Nt&k" XUMF @     x                                                                                                                         
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<?xml version="1.0" encoding="utf-8"?>
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<macros>
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		<layers>
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				<waypoints/>
				<lights/>
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  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/macros/macro/properties/software/software[@ware='software_scannerlongrangemk1']" pos="before">
    <software ware="software_cloakmk1" compatible="1"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/macros/macro/properties/software/software[@ware='software_scannerlongrangemk1']" pos="before">
    <software ware="software_cloakmk1" compatible="1"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/macros/macro/properties/software/software[@ware='software_scannerlongrangemk1']" pos="before">
    <software ware="software_cloakmk1" compatible="1"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/macros/macro/properties/software/software[@ware='software_scannerlongrangemk1']" pos="before">
    <software ware="software_cloakmk1" compatible="1"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/macros/macro/properties/software/software[@ware='software_scannerlongrangemk1']" pos="before">
    <software ware="software_cloakmk1" compatible="1"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/macros/macro/properties/software/software[@ware='software_scannerlongrangemk1']" pos="before">
    <software ware="software_cloakmk1" compatible="1"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/macros/macro/properties/software/software[@ware='software_scannerlongrangemk1']" pos="before">
    <software ware="software_cloakmk1" compatible="1"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/index/entry[@name='missile_torpedo_heavy_mk1']" pos="before">
    <entry name="missile_torpedo_nuclear_mk1" value="extensions\chillbomber\assets\props\WeaponSystems\missile\missile_torpedo_nuclear_mk1"/>
  </add>
  <add sel="/index/entry[@name='ware_missile_torpedo_heavy']" pos="before">
    <entry name="ware_missile_torpedo_nuclear" value="extensions\chillbomber\assets\wares\ware_missile_torpedo_nuclear"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/index/entry[@name='missile_torpedo_heavy_mk1_macro']" pos="before">
    <entry name="missile_torpedo_nuclear_mk1_macro" value="extensions\chillbomber\assets\props\weaponsystems\missile\macros\missile_torpedo_nuclear_mk1_macro"/>
  </add>
  <add sel="/index/entry[@name='ware_missile_torpedo_heavy_macro']" pos="before">
    <entry name="ware_missile_torpedo_nuclear_macro" value="extensions\chillbomber\assets\wares\macros\ware_missile_torpedo_nuclear_macro"/>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/effects/comment()[22]" pos="before">
    <effect name="missile_explosion_nuclear" alignment="normal">
      <elements>
        <element id="1" ref="scfx_wave_02_macro" forkeffect="none" delay="1" duration="5.0" fadein="0.5" fadeout="5.0" forklod="scfx"/>
        <element id="2" ref="scfx_wave_02_macro" forkeffect="none" delay="1" duration="5.0" fadein="0.5" fadeout="5.0" forklod="scfx"/>
        <element id="4" ref="dummyemitter_macro" forkeffect="explosion_station_01_final_flash01" delay="25.0" forklod="largeeffect" duration="2.0">
          <propagation number="20" duration="0.1" timevariance="0" timefunction="0" directional="false"/>
        </element>
        <!-- Particles -->
        <element id="5" ref="dummyemitter_macro" forkeffect="station_warpin_part2" duration="18.0" fadein="6.0" fadeout="6.0" minscale="2.0" maxscale="3.0" forklod="ubereffect"/>
        <element id="6" ref="dummyemitter_up_macro" forkeffect="station_warpin_part1" delay="1" duration="8.0" fadein="6.0" fadeout="2.0" minscale="10.0" maxscale="10.0" forklod="ubereffect"/>
        <!-- Sound -->
        <element id="7" ref="effect_dummy_macro" forkeffect="none" duration="6.6" forklod="none">
          <sound ref="explosion_asteroid"/>
        </element>
        <!--Light-->
        <element id="8" ref="hq_warp_in_light_macro" forkeffect="none" duration="14.0" fadein="2.0" fadeout="10.0" emitterspace="zone" forklod="none"/>
        <!-- Nuke blast area damage! -->
        <element id="9" ref="effect_dummy_macro" forkeffect="none" duration="4.0" forklod="none">
          <areadamage range="15000" falloff="1.0" duration="1.0"/>
        </element>
        <!-- Rumble -->
        <element id="10" ref="effect_dummy_macro" forkeffect="none" delay="2" duration="7.0" forklod="none">
          <force range="40000" falloff="1.0">
            <rumble>
              <camera>
                <component frequency="3" attackduration="1.0" sustainduration="0" releaseduration="3.0">
                  <amplitude randomize="true">
                    <position x="0.051" y="0.051" z="0.051"/>
                  </amplitude>
                </component>
              </camera>
              <controller>
                <low amplitude="0.5" attackduration="1.0" sustainduration="0.0" releaseduration="3.0"/>
              </controller>
            </rumble>
          </force>
        </element>
        <!-- PM -->
        <element id="11" ref="dummyemitter_macro" emitterspace="none" forkeffect="explosion_nucleus_01" alignment="random" delay="2.7" duration="6.0" minscale="40.0" maxscale="40" fadein="0.1" fadeout="4.50" forklod="ubereffect"/>
        <element id="12" ref="dummyemitter_macro" emitterspace="local" forkeffect="explosion_fiery_new" delay="3.2" alignment="random" duration="2.6" minscale="70.0" maxscale="180" forklod="ubereffect">
      </element>
        <element id="13" ref="dummyemitter_macro" emitterspace="zone" forkeffect="explosion_smoke_new" alignment="random" delay="4.0" duration="40.0" minscale="70" maxscale="180" forklod="ubereffect"/>
        <element id="14" ref="dummyemitter_macro" emitterspace="zone" forkeffect="explosion_sparks_big" alignment="random" delay="3.0" duration="4.0" minscale="120" maxscale="120" forklod="ubereffect"/>
        <!-- Sound -->
        <element id="15" ref="effect_dummy_macro" forkeffect="none" delay="3.2" duration="6.6" forklod="none">
          <sound ref="explosion_large"/>
        </element>
        <!-- Fork Particle -->
        <element id="16" ref="landmarks_par_monument_expl_02_macro" forkeffect="none" delay="2.0" forklod="ubereffect" alignment="zone" duration="40.0" fadein="0.1" fadeout="10.0" emitterspace="zone"/>
        <element id="17" ref="explosion_light_m_01_macro" emitterspace="zone" alignment="random" delay="2.7" duration="3.5" minscale="1.0" maxscale="1.0" fadein="0.1" fadeout="2.0"/>
        <!-- Particles -->
        <element id="18" ref="dummyemitter_macro" emitterspace="local" forkeffect="explosion_fiery_new" delay="11" alignment="random" duration="3.0" minscale="90.0" maxscale="240" forklod="ubereffect">
      </element>
        <element id="19" ref="dummyemitter_macro" emitterspace="zone" forkeffect="explosion_smoke_new" alignment="random" delay="11" duration="40.0" minscale="90" maxscale="240" forklod="megaeffect"/>
        <element id="20" ref="dummyemitter_macro" emitterspace="zone" forkeffect="explosion_sparks_big" alignment="random" delay="11" duration="4.0" minscale="60" maxscale="60" forklod="megaeffect"/>
        <element id="21" ref="effect_dummy_macro" forkeffect="none" delay="16" duration="6.6" forklod="none">
          <sound ref="explosion_large"/>
        </element>
        <element id="22" ref="landmarks_par_monument_expl_03_macro" forkeffect="none" delay="10.0" forklod="ubereffect" alignment="random" duration="40.0" fadein="0.1" fadeout="3.0" emitterspace="zone" minscale="2" maxscale="2"/>
        <element id="23" ref="explosion_light_m_01_macro" emitterspace="zone" alignment="random" delay="11" duration="3.5" minscale="1" maxscale="1" fadein="0.1" fadeout="2.0"/>
      </elements>
    </effect>
  </add>
  <add sel="/effects/effect[@name='capital_explosion']" pos="before">
    <effect name="chillcloakedm" alignment="object" emitterspace="zone">
      <elements>
        <!--<element id="1" ref="dummyemitter_up_macro" forkeffect="explosion_xl_01_final_blackhole" minscale="0.05" maxscale="0.1" forklod="mediumeffect" duration="-1" fadeout="2"></element>-->
        <element id="1" ref="explosion_xl_01_distortion02_macro" forkeffect="none" delay="0.1" duration="-1" fadeout="0.4" emitterspace="zone" forklod="none"/>
        <element id="2" ref="dummyemitter_up_macro" forkeffect="explosion_xl_01_final_blackhole" minscale="1.0" maxscale="1.5" delay="0.1" forklod="mediumeffect" duration="-1" fadeout="2"/>
        <element id="3" ref="dummyemitter_up_macro" forkeffect="explosion_xl_01_final_blackhole_distortion01" minscale="1.0" maxscale="1.5" delay="0.1" forklod="mediumeffect" duration="-1" fadeout="2"/>
        <element id="4" ref="explosion_xl_01_distortion01_macro" forkeffect="none" delay="1.1" duration="1.5" fadeout="0.4" emitterspace="zone" forklod="largeeffect"/>
        <element id="5" ref="explosion_xl_01_distortion01_macro" forkeffect="none" delay="2.6" duration="1.5" fadeout="0.4" emitterspace="zone" forklod="largeeffect"/>
        <element id="6" ref="explosion_xl_01_distortion01_macro" forkeffect="none" delay="3.3" duration="1.5" fadeout="0.4" emitterspace="zone" forklod="largeeffect"/>
        <element id="7" ref="explosion_xl_01_distortion01_macro" forkeffect="none" delay="4.3" duration="1.5" fadeout="0.4" emitterspace="zone" forklod="largeeffect"/>
      </elements>
    </effect>
  </add>
  <add sel="/effects/effect[@name='capital_explosion']" pos="before">
    <effect name="chillcloakeds" alignment="object" emitterspace="zone">
      <elements>
        <!--<element id="1" ref="dummyemitter_up_macro" forkeffect="explosion_xl_01_final_blackhole" minscale="0.05" maxscale="0.1" forklod="mediumeffect" duration="-1" fadeout="2"></element>-->
        <element id="1" ref="explosion_xl_01_distortion02_macro" forkeffect="none" delay="0.1" duration="-1" fadeout="0.4" emitterspace="zone" forklod="none"/>
        <element id="2" ref="dummyemitter_up_macro" forkeffect="explosion_xl_01_final_blackhole" minscale="0.04" maxscale="0.06" delay="0.1" forklod="mediumeffect" duration="-1" fadeout="2"/>
        <element id="3" ref="dummyemitter_up_macro" forkeffect="explosion_xl_01_final_blackhole_distortion01" minscale="0.04" maxscale="0.05" delay="0.1" forklod="mediumeffect" duration="-1" fadeout="2"/>
        <element id="4" ref="explosion_xl_01_distortion01_macro" forkeffect="none" delay="1.1" duration="1.5" fadeout="0.4" emitterspace="zone" forklod="largeeffect"/>
        <element id="5" ref="explosion_xl_01_distortion01_macro" forkeffect="none" delay="2.6" duration="1.5" fadeout="0.4" emitterspace="zone" forklod="largeeffect"/>
        <element id="6" ref="explosion_xl_01_distortion01_macro" forkeffect="none" delay="3.3" duration="1.5" fadeout="0.4" emitterspace="zone" forklod="largeeffect"/>
        <element id="7" ref="explosion_xl_01_distortion01_macro" forkeffect="none" delay="4.3" duration="1.5" fadeout="0.4" emitterspace="zone" forklod="largeeffect"/>
      </elements>
    </effect>
  </add>
  <add sel="/effects/effect[@name='capital_explosion']" pos="before">
    <effect name="chillcockpit" alignment="object">
      <elements>
        <element id="1" ref="dummyemitter_up_macro" forkeffect="dmgfx_electrostatic_sparkles01" duration="-1" forklod="none"/>
        <element id="2" ref="dmgfx_damage_indicator_hit_shieldUp02_macro" forkeffect="none" duration="15" minscale="1.0" maxscale="1.0" forklod="none"/>
      </elements>
    </effect>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/wares/ware[@id='missile_torpedo_heavy_mk1']" pos="before">
    <ware id="missile_torpedo_nuclear_mk1" name="Nuclear Torpedo Mk1" description="The blueprints of old Terran nuclear technology were unearthed to the detriment of all galaxy denizens. History repeats itself once again and people never learn." group="missiles" transport="equipment" volume="1" tags="equipment missile">
      <price min="200000" average="250000" max="300000"/>
      <production time="6" amount="1" method="default" name="{20206,101}">
        <primary>
          <ware ware="energycells" amount="400"/>
          <ware ware="missilecomponents" amount="400"/>
          <ware ware="smartchips" amount="350"/>
        </primary>
      </production>
      <production time="30" amount="1" method="xenon" name="{20206,601}" tags="noplayerbuild">
        <primary>
          <ware ware="energycells" amount="50"/>
          <ware ware="ore" amount="30"/>
          <ware ware="silicon" amount="20"/>
        </primary>
      </production>
      <component ref="missile_torpedo_nuclear_mk1_macro"/>
      <container ref="sm_gen_pickup_equipment_01_macro"/>
      <use threshold="1"/>
    </ware>
  </add>
  <add sel="/wares/ware[@id='sojabeans']" pos="before">
    <ware id="software_cloakmk1" name="{8008579,100}" description="{8008579,101}" factoryname="{20108,151}" group="software" transport="software" volume="1" tags="equipment software cloak">
      <price min="100000" average="110000" max="150000"/>
      <production time="10" amount="1" method="default" name="{20206,101}"/>
      <icon video="ware_software_macro"/>
      <use threshold="0"/>
    </ware>
  </add>
</diff>
<?xml version="1.0" encoding="utf-8"?>
<mdscript name="ChillBomber" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
    xsi:noNamespaceSchemaLocation="md.xsd">
    <cues>
        <cue name="Init" version="2">
            <conditions>
                <event_universe_generated />
            </conditions>
        <actions>
            <debug_text text="'ChillBomber: Surprised to see me?'" filter="scripts" chance="0" />
        </actions>
        <patch sinceversion="2">
            <show_help color="[179,102,255,255]" duration="10s" halign="'center'" position="1" custom="'Stealth Bomber updated v1.1: Stealth mode is now activated by enabling Long Range Scanner (default: Shift+3)'" allowclose="true" />
        </patch>
        <cues>
            <!--<cue name="Testing" checkinterval="10s" instantiate="true">
                <actions>
                    <debug_text text="'chillbomber: size:%s macro:%s'.[@player.occupiedship.size,@player.occupiedship.macro]" />
                </actions>
            </cue>-->
        </cues>
        </cue>
    </cues>
</mdscript><?xml version="1.0" encoding="utf-8"?>
<mdscript name="ChillTransponder" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
<cues>
<cue name="ChillBomberTransponderInit">
<conditions><event_universe_generated /></conditions>
<actions>
    <debug_text text="'ChillBomber Transponder: Into the thick of it!'" filter="scripts" />
    <set_value name="$debug" exact="0" />
</actions>
<cues>
<cue name="TransponderWatcher" instantiate="true">
    <conditions>
        <check_all>
            <event_control_entity_added object="player.entity" />
            <check_any>
              <check_value value="player.ship.isclass.ship_m" />
              <check_value value="player.ship.isclass.ship_s" />
            </check_any>
        </check_all>
    </conditions>
    <actions>
      <set_value name="$softwarecheck" exact="false" />
      <do_for_each name="$eq" in="player.ship.software.installed.list">
        <do_if value="$eq.hastag.{tag.cloak}"><set_value name="$softwarecheck" exact="true"/></do_if>
      </do_for_each>
      <do_if value="$softwarecheck">
        <add_paint_mod object="player.ship" ware="ware.paintmod_0185" />
        <get_factions_by_relation relation="enemy" result="$FactionsToHideFrom" faction="faction.player" />
        <debug_text text="'ChillBomber: Activating cover watcher. Hiding from %s factions.'.[$FactionsToHideFrom.count]" filter="scripts" chance="$debug"/>
        <signal_cue_instantly cue="Cover_Handler" param="table[$CoverShip = player.occupiedship,
                                                                                        $CoverFaction = faction.alliance,
                                                                                        $TriggerFactionList = $FactionsToHideFrom ]"/>
        <speak actor="player.computer" line="[444,401]" priority="90"/>
      </do_if>
    </actions>
    </cue>
        <cue name="Cover_Handler" >
          <conditions>
            <event_cue_signalled/>
          </conditions>
          <actions>
            <set_value name="$CoverShip"          exact="event.param.$CoverShip"/>
            <set_value name="$CoverFaction"       exact="event.param.$CoverFaction"/>

            <!--<set_object_npc_assignment_restricted object="$CoverShip" restricted="true"/>-->
          </actions>
          <cues>
            <cue name="CooldownNotification" instantiate="true">
              <conditions>
                <event_player_changed_activity activity="activity.scan_longrange"/>
                <check_value value="player.occupiedship" />
              </conditions>
              <actions>
                <do_if value="Cover_Timeout_Delay.state == cuestate.active">
                  <speak actor="player.computer" line="[444,404]" priority="90"/>
                </do_if>
              </actions>
            </cue>
            <cue name="Cover_Handler_Parent">
              <cues>
                <cue name="Cover_Activation_Key_Activate" instantiate="true">
                  <conditions>
                    <event_player_changed_activity activity="activity.scan_longrange" />
                    <check_value value="player.occupiedship" />
                    <check_value value="$CoverShip.sector != null"/>
                    <check_value value="not $CoverShip.assigneddock.exists" />
                    <check_value value="not $CoverShip.dock.exists" />
                  </conditions>
                  <actions>
                    <signal_cue cue="Activate_Cover"/>
                  </actions>
                </cue>

                <!--<cue name="Cover_Activation_Sector_Check" comment="Always cloak in enemy sector">
                  <conditions>
                    <event_object_changed_sector object="$CoverShip"/>
                    <check_value value="$TriggerFactionList.indexof.{event.param.owner}"/>
                    <check_value value="not $TriggerFactionList.indexof.{event.param2.owner}"/>
                  </conditions>
                  <actions>
                    <debug_text text="$CoverShip.idcode + ' entered sector owned by $TriggerFactionList.'" chance="$DebugChance"/>
                    <signal_cue cue="Activate_Cover"/>
                  </actions>
                </cue>-->

                <cue name="Activate_Cover">
                  <conditions>
                    <event_cue_signalled/>
                  </conditions>
                  <actions>
                    <!--event.param = [$object, $faction]-->
                    <!--<do_if value="(player.sector.owner != faction.ownerless)">
                        <set_value name="$CoverFaction" exact="player.sector.owner" />
                    </do_if>-->
                    
                    <set_value name="$CoverFaction" exact="faction.ownerless" />
                    <signal_cue_instantly cue="md.Cover.TriggerCover" param="[$CoverShip, $CoverFaction,true]"/>
                    <debug_text text="$CoverShip.idcode + ' gained cover.'" chance="$debug"/>
                    <set_value name="$EffectConsideration" exact="false" />
                    <set_value name="$specialships" exact="[macro.ship_spl_s_heavyfighter_02_a_macro,macro.ship_spl_m_corvette_01_b_macro,macro.ship_spl_m_corvette_01_a_macro,macro.ship_ter_m_gunboat_01_a_macro,macro.ship_bor_s_heavyfighter_01_a_macro,macro.ship_ter_s_fighter_02_a_macro]" />
                    <do_for_each name="$mac" in="$specialships">
                      <do_if value="$CoverShip.macro == $mac">
                        <set_value name="$EffectConsideration" exact="true" />
                      </do_if>
                    </do_for_each>
                    
                    <do_if value="$EffectConsideration == true">
                      <do_if value="$CoverShip.isclass.ship_s">
                        <add_effect object="$CoverShip" effect="'chillcloakeds'" strength="0.5"/>
                        <debug_text text="'chillbomber: this is a consideration ship. Apply less effect.'.[$CoverShip.macro]" />

                      </do_if>
                      <do_elseif value="$CoverShip.isclass.ship_m">
                        <add_effect object="$CoverShip" effect="'chillcloakeds'" strength="0.5"/>
                        <debug_text text="'chillbomber: this is a consideration ship. Apply less effect.'.[$CoverShip.macro]" />

                      </do_elseif>
                    </do_if>
                    <do_elseif value="$CoverShip.isclass.ship_s">
                      <add_effect object="$CoverShip" effect="'chillcloakeds'"/>
                      <debug_text text="'chillbomber: Applying cloak effect.'.[$CoverShip.macro]" />

                    </do_elseif>
                    <do_elseif value="$CoverShip.isclass.ship_m">
                      <add_effect object="$CoverShip" effect="'chillcloakeds'"/>
                      <debug_text text="'chillbomber: Applying cloak effect.'.[$CoverShip.macro]" />

                    </do_elseif>
                    <add_effect object="player.entity" effect="'chillcockpit'"/>
                    <add_effect object="player.entity" effect="'dmgfx_cockpit_radiation_01'"/>
                    <add_effect object="$CoverShip" effect="'sefx_shield_m_01'"/>
                    <add_effect object="$CoverShip" effect="'sefx_shield_m_02'"/>
                    <add_effect object="$CoverShip" effect="'rumble_test_effect'"/>
                    <add_effect object="$CoverShip" effect="'test_particle'"/>

                    <!--<cancel_cue cue="Cover_Activation_Sector_Check"/>-->
                  </actions>
                  <cues>
                    <cue name="Cover_Deactivation_Key_Activation" comment="If no hostile in range, deactivate cloak">
                      <conditions>
                        <event_player_changed_activity oldactivity="activity.scan_longrange"/>
                        <check_value value="$CoverShip.sector != null"/>
                      </conditions>
                      <actions>
                        <signal_cue cue="Deactivate_Cover"/>
                      </actions>
                    </cue>

                    <cue name="Cover_Deactivation_Proximity_Close_Check" checkinterval="3s" comment="If something gets close enough, deactivate cloak automatically">
                      <conditions>
                        <check_value value="$CoverShip.sector != null"/>
                        <check_any>
                          <!--<count_objects space="$CoverShip.sector" min="1" >
                            <match_distance max="2km" object="$CoverShip"/>
                            <match excluded="$CoverShip"/>
                          </count_objects>-->
                          <count_stations space="$CoverShip.sector" checkoperational="true" min="1">
                            <match_distance max="2km" object="$CoverShip"/>
                          </count_stations>
                          <count_ships trueowner="faction.player" negateownerfilter="true"
                                      space="$CoverShip.sector" masstraffic="false"
                                      checkoperational="true" min="1" class="[class.ship_s, class.ship_m, class.ship_l, class.ship_xl]">
                            <match_distance max="2km" object="$CoverShip"/>
                            <match excluded="$CoverShip"/>
                          </count_ships>
                        </check_any>
                      </conditions>
                      <actions>
                        <debug_text text="$CoverShip.idcode + ' has a ship or station within 2km. Dropping cloak.'" chance="$debug"/>
                        <signal_cue cue="Cover_Timeout"/>
                      </actions>
                    </cue>

                    <!--<cue name="Cover_Deactivation_Sector_Check">
                      <conditions>
                        <event_object_changed_sector object="$CoverShip"/>
                        <check_value value="not $TriggerFactionList.indexof.{event.param.owner}"/>
                      </conditions>
                      <actions>
                        <debug_text text="$CoverShip.knownname + ' left sector owned by ' + $TriggerFactionList" chance="$debug"/>
                        <signal_cue cue="Deactivate_Cover"/>
                      </actions>
                    </cue>-->

                    <cue name="Cover_Deactivation_Attack_Check" comment="Cover ship attacked something so drop cloak">
                      <conditions>
                        <check_any>
                          <event_object_launched_missile object="$CoverShip" />
                          <event_object_launched_countermeasure object="$CoverShip" />
                          <event_object_launched_lasertower object="$CoverShip" />
                          <event_object_launched_mine object="$CoverShip" />
                          <event_object_attacked_object object="$CoverShip"/>
                        </check_any>
                      </conditions>
                      <actions>
                        <debug_text text="'%s Cover ship attacked something. Drop cover.'.[$CoverShip.idcode]" chance="$debug"/>
                        <signal_cue cue="Cover_Timeout"/>
                      </actions>
                    </cue>

                    <cue name="Deactivate_Cover">
                      <conditions>
                        <event_cue_signalled/>
                      </conditions>
                      <actions>
                        <signal_objects object="$CoverShip" param="'LoseCover'"/>
                        <debug_text text="$CoverShip.idcode + ' lost cover by choice (Deactivate_Cover called).'" chance="$debug"/>
                        <remove_effect object="$CoverShip" effect="'chillcloakeds'" />
                        <remove_effect object="$CoverShip" effect="'chillcloakedxs'" />
                        <remove_effect object="$CoverShip" effect="'chillcloakedm'" />
                        <remove_effect object="player.entity" effect="'chillcockpit'" />
                      </actions>
                      <delay exact="5s" comment="To prevent infinite loops."/>
                      <actions>
                        <speak actor="player.computer" line="[1507]" priority="90" comment="Cover is available (cooldown over)"/>
                        <reset_cue cue="Cover_Handler_Parent"/>
                      </actions>
                    </cue>
                  </cues>
                </cue>
              </cues>
            </cue>

            <cue name="Cover_Timeout">
              <conditions>
                <event_cue_signalled/>
              </conditions>
              <actions>
                <debug_text text="'Cover_Timeout signalled. Disabling cover and starting timer.'" chance="$debug"/>
                <speak actor="player.computer" line="1506" priority="90"/>
                <remove_effect object="$CoverShip" effect="'chillcloakeds'" />
                <remove_effect object="$CoverShip" effect="'chillcloakedxs'" />
                <remove_effect object="$CoverShip" effect="'chillcloakedm'" />
                <remove_effect object="player.entity" effect="'chillcockpit'" />
                <signal_objects object="$CoverShip" param="'LoseCover'"/>
                <cancel_cue cue="Cover_Handler_Parent"/>
              </actions>
              <cues>

                <cue name="Cover_Timeout_Delay">
                  <delay exact="20s"/>
                  <actions>
                    <speak actor="player.computer" line="[1507]" priority="90" comment="Cover is available (cooldown over)"/>
                    <reset_cue cue="Cover_Handler_Parent"/>
                    <reset_cue cue="parent"/>
                  </actions>
                </cue>

                <cue name="Cover_Timeout_Attack_Check" comment="Cover ship attacked something or was attacked so reset the cooldown delay">
                  <conditions>
                    <check_any>
                      <event_attack_started attacker="$CoverShip" />
                      <event_object_launched_missile object="$CoverShip" />
                      <event_object_launched_countermeasure object="$CoverShip" />
                      <event_object_launched_lasertower object="$CoverShip" />
                      <event_object_launched_mine object="$CoverShip" />
                      <event_object_attacked object="$CoverShip"/>
                    </check_any>
                  </conditions>
                  <actions>
                    <debug_text text="'%s Cover ship attacked something or was attacked. Resetting cooldown delay timer.'.[$CoverShip.idcode]" chance="$debug"/>
                    <reset_cue cue="Cover_Timeout_Delay"/>
                  </actions>
                  <delay exact="5s"/>
                  <actions>
                    <reset_cue cue="this"/>
                  </actions>
                </cue>
              </cues>
            </cue>

            <cue name="Disable_Current_Cover_Handler" comment="Destroyed/Got up from chair/Docking">
              <conditions>
                <check_any>
                  <event_cue_signalled/>
                  <event_object_destroyed object="$CoverShip"/>
                  <event_control_entity_removed object="$CoverShip" entity="player.entity"/>
                  <event_object_docked object="$CoverShip"/>
                  <event_object_dock_assigned object="$CoverShip"/>
                </check_any>
              </conditions>
              <actions>
                <!--<set_object_npc_assignment_restricted object="$CoverShip" restricted="false"/>-->
                <remove_effect object="$CoverShip" effect="'chillcloakeds'" />
                <remove_effect object="$CoverShip" effect="'chillcloakedm'" />
                <remove_effect object="$CoverShip" effect="'chillcloakedxs'" />
                <remove_effect object="player.entity" effect="'chillcockpit'" />
                <signal_objects object="$CoverShip" param="'LoseCover'"/>
                <debug_text text="$CoverShip.idcode + ' lost cover by action. Cover handler about to be reset.'" chance="$debug"/>
                <speak actor="player.computer" line="[444,405]" priority="90"/>
                <reset_cue cue="parent"/>
              </actions>
            </cue>

          </cues>
        </cue>
        </cues>
        </cue>
    </cues>
 </mdscript><?xml version="1.0" encoding="utf-8" ?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="qualified">

  <xs:include schemaLocation="D:\X4 Modding\Core X4 Files\libraries\md.xsd" />

</xs:schema>
<?xml version="1.0" encoding="utf-8" ?>
<language id="7">
  <page id="8008579" title="Chill Bomber T Files" descr="Russian" voice="no">
    <t id="100">Скрытые коды транспондеров</t>
<t id="101">Специальное программное обеспечение транспондера и нанопокрытие позволяют некоторым кораблям избежать обнаружения вражескими кораблями.</t>
<t id="103">Специализированное программное обеспечение</t>
  </page>
</language>
<?xml version="1.0" encoding="utf-8" ?>
<language id="33">
  <page id="8008579" title="Chill Bomber T Files" descr="French" voice="no">
    <t id="100">Codes de transpondeur furtif</t>
<t id="101">Le logiciel de transpondeur spécialisé et le nanoplating permettent à certains navires d'éviter d'être détectés par des navires hostiles.</t>
<t id="103">Logiciel spécialisé</t>
  </page>
</language>
<?xml version="1.0" encoding="utf-8" ?>
<language id="34">
  <page id="8008579" title="Chill Bomber T Files" descr="Spanish" voice="no">
    <t id="100">Códigos de transpondedor invisible</t>
<t id="101">El software de transpondedor especializado y la nanoplaca permiten que algunas naves puedan evitar ser detectadas por naves hostiles.</t>
<t id="103">Software especializado</t>
  </page>
</language>
<?xml version="1.0" encoding="utf-8" ?>
<language id="44">
	<page id="8008579" title="Chill Bomber T Files" descr="No idea why this exists" voice="no">
		<t id="100">Stealth Transponder Codes</t>
		<t id="101">Specialized transponder software and nanoplating enable some ships to be able to avoid detection by hostile ships.</t>
		<t id="103">Specialized Software</t>
	</page>
</language>
<?xml version="1.0" encoding="utf-8" ?>
<language id="49">
  <page id="8008579" title="Chill Bomber T Files" descr="German" voice="no">
    <t id="100">Stealth-Transpondercodes</t>
<t id="101">Spezialisierte Transpondersoftware und Nanoplating ermöglichen es einigen Schiffen, der Entdeckung durch feindliche Schiffe zu entgehen.</t>
<t id="103">Spezialisierte Software</t>
  </page>
</language><?xml version="1.0" encoding="utf-8" ?>
<language id="86">
  <page id="8008579" title="Chill Bomber T Files" descr="Chinese" voice="no">
    <t id="100">隐形应答器代码</t>
<t id="101">专门的应答器软件和纳米电镀使一些船只能够避免被敌方船只检测。</t>
<t id="103">专业软件</t>
  </page>
</language><?xml version="1.0" encoding="UTF-8" ?>
<language>
	<page id="8008579" title="Chill Bomber T Files" descr="No idea why this exists" voice="no">
		<t id="100">Stealth Transponder Codes</t>
		<t id="101">Specialized transponder software and nanoplating enable some ships to be able to avoid detection by hostile ships.</t>
		<t id="103">Specialized Software</t>
	</page>
</language>
<?xml version="1.0" encoding="utf-8"?>
<content id="" name="" description="" author="Chillmatica" version="120" date="2023-08-03" save="0" lastupdate="">
  <dependency id="ws_1696862840" optional="true" name="Variety and Rebalance Overhaul"/>
  <text language="7" name="Stealth Bomber" description="Программный комплекс, обеспечивающий возможность маскировки ракетных кораблей" author="Chillmatica"/>
  <text language="33" name="Stealth Bomber" description="Progiciel permettant la capacité de camouflage pour les navires lance-missiles" author="Chillmatica"/>
  <text language="34" name="Stealth Bomber" description="Paquete de software que permite la capacidad de encubrimiento para barcos de misiles" author="Chillmatica"/>
  <text language="44" name="Stealth Bomber" description="Software package enabling cloaking ability for missile ships" author="Chillmatica"/>
  <text language="49" name="Stealth Bomber" description="Softwarepaket, das die Tarnfähigkeit für Raketenschiffe ermöglicht" author="Chillmatica"/>
  <text language="86" name="Stealth Bomber" description="为导弹舰提供隐身能力的软件包" author="Chillmatica"/>
</content>
