Upload from upload_mods.ps1

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Nathaniel Cosford
2025-06-04 16:16:35 +09:30
commit 09a596eb37
6 changed files with 2289 additions and 0 deletions

15
Config/Localization.txt Normal file
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Key,File,Type,UsedInMainMenu,NoTranslate,english
quest_tier2_accelerated_annihiliation_name,Quest,Quest Info,,,Tier 2 Accelerated Annihiliation
quest_tier3_accelerated_annihiliation_name,Quest,Quest Info,,,Tier 3 Accelerated Annihiliation
quest_tier4_accelerated_annihiliation_name,Quest,Quest Info,,,Tier 4 Accelerated Annihiliation
quest_tier5_accelerated_annihiliation_name,Quest,Quest Info,,,Tier 5 Accelerated Annihiliation
quest_tier6_accelerated_annihiliation_name,Quest,Quest Info,,,Tier 6 Accelerated Annihiliation
quest_accelerated_annihiliation_subtitle,Quest,Quest Info,,,Accelerated Annihiliation
quest_accelerated_annihiliation_description,Quest,Quest Info,,,I need your help clearing out [DECEA3]{poi.name}[-] which is infested with zombies. An operative is inbound and I need it cleared ASAP so I'm paying a bonus for a fast clear. Get in there and get it done!
quest_tier1_accelerated_annihiliation_offer,Quest,Quest Info,,,I need your help clearing out [DECEA3]{poi.name}[-] which is infested with zombies. An operative is inbound and I need it cleared ASAP so I'm paying a bonus for a fast clear. Get in there and get it done!
quest_accelerated_annihiliation_statement,Quest,Quest Info,,,Accelerated Annihiliation
quest_accelerated_annihiliation_response,Quest,Quest Info,,,Accelerated Annihiliation ([DECEA3]{poi.distance} {poi.direction}[-])
quest_accelerated_annihiliation_completion,Quest,Quest Info,,,Thanks for your help clearing out the zombies - great job!
quest_accelerated_annihiliation_completion_silver,Quest,Quest Info,,,Pretty quick job - nice work! Take some ammo for your efforts. (Silver Clear)
quest_accelerated_annihiliation_completion_gold,Quest,Quest Info,,,Amazing - I can't believe you took out all the zombies like that! Take an extra reward on the house! (Gold Clear)

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Config/buffs.xml Normal file
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<Config>
<!-- AcceleratedAnnihiliation -->
<append xpath="/buffs">
<!-- show on-screen icons -->
<!-- TIER 1 -->
<buff name="AcceleratedAnnihiliationGoldBuffTier2" icon="ui_game_symbol_clock" icon_color="255,215,0" name_key="AcceleratedAnnihiliationGoldBuffName" description_key="AcceleratedAnnihiliationGoldBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="45"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationGoldBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="45"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="45"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationSilverBuffTier2" icon="ui_game_symbol_clock" icon_color="192,192,192" name_key="AcceleratedAnnihiliationSilverBuffName" description_key="AcceleratedAnnihiliationSilverBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="75"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationSilverBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="75"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="75"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationBronzeBuffTier2" icon="ui_game_symbol_clock" icon_color="205,127,50" name_key="AcceleratedAnnihiliationBronzeBuffName" description_key="AcceleratedAnnihiliationBronzeBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="120"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="120"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="120"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<!-- TIER 2 -->
<buff name="AcceleratedAnnihiliationGoldBuffTier3" icon="ui_game_symbol_clock" icon_color="255,215,0" name_key="AcceleratedAnnihiliationGoldBuffName" description_key="AcceleratedAnnihiliationGoldBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="90"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationGoldBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="90"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="90"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationSilverBuffTier3" icon="ui_game_symbol_clock" icon_color="192,192,192" name_key="AcceleratedAnnihiliationSilverBuffName" description_key="AcceleratedAnnihiliationSilverBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="135"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationSilverBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="135"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="135"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationBronzeBuffTier3" icon="ui_game_symbol_clock" icon_color="205,127,50" name_key="AcceleratedAnnihiliationBronzeBuffName" description_key="AcceleratedAnnihiliationBronzeBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="180"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="180"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="180"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<!-- TIER 3 -->
<buff name="AcceleratedAnnihiliationGoldBuffTier4" icon="ui_game_symbol_clock" icon_color="255,215,0" name_key="AcceleratedAnnihiliationGoldBuffName" description_key="AcceleratedAnnihiliationGoldBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="180"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationGoldBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="180"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="180"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationSilverBuffTier4" icon="ui_game_symbol_clock" icon_color="192,192,192" name_key="AcceleratedAnnihiliationSilverBuffName" description_key="AcceleratedAnnihiliationSilverBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="270"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationSilverBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="270"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="270"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationBronzeBuffTier4" icon="ui_game_symbol_clock" icon_color="205,127,50" name_key="AcceleratedAnnihiliationBronzeBuffName" description_key="AcceleratedAnnihiliationBronzeBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="360"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="360"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="360"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<!-- TIER 4 -->
<buff name="AcceleratedAnnihiliationGoldBuffTier5" icon="ui_game_symbol_clock" icon_color="255,215,0" name_key="AcceleratedAnnihiliationGoldBuffName" description_key="AcceleratedAnnihiliationGoldBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="240"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationGoldBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="240"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="240"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationSilverBuffTier5" icon="ui_game_symbol_clock" icon_color="192,192,192" name_key="AcceleratedAnnihiliationSilverBuffName" description_key="AcceleratedAnnihiliationSilverBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="360"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationSilverBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="360"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="360"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationBronzeBuffTier5" icon="ui_game_symbol_clock" icon_color="205,127,50" name_key="AcceleratedAnnihiliationBronzeBuffName" description_key="AcceleratedAnnihiliationBronzeBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="480"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="480"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="480"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<!-- TIER 5 -->
<buff name="AcceleratedAnnihiliationGoldBuffTier6" icon="ui_game_symbol_clock" icon_color="255,215,0" name_key="AcceleratedAnnihiliationGoldBuffName" description_key="AcceleratedAnnihiliationGoldBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="1200"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationGoldBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="1200"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="set" value="1200"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationGoldBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationSilverBuffTier6" icon="ui_game_symbol_clock" icon_color="192,192,192" name_key="AcceleratedAnnihiliationSilverBuffName" description_key="AcceleratedAnnihiliationSilverBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="1800"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationSilverBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="1800"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="set" value="1800"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationSilverBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
<buff name="AcceleratedAnnihiliationBronzeBuffTier6" icon="ui_game_symbol_clock" icon_color="205,127,50" name_key="AcceleratedAnnihiliationBronzeBuffName" description_key="AcceleratedAnnihiliationBronzeBuffDesc" remove_on_death="true">
<stack_type value="replace"/>
<update_rate value="1"/>
<duration value="2400"/>
<display_value_format value="time"/>
<display_value value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="2400"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="set" value="2400"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="AcceleratedAnnihiliationBronzeBuffCvar" operation="subtract" value="1"/>
</effect_group>
</buff>
</append>
</Config>

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Config/gameevents.xml Normal file
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<Config>
<!-- AcceleratedAnnihiliation -->
<!--
<requirement class="HasBuff">
<property name="buff_name" value="twitch_buffDistort" param1="hasbuff" />
<property name="invert" value="true" />
</requirement>
-->
<insertAfter xpath="/gameevents/action_sequence[@name='action_block_DowngradedTo']">
<action_sequence name="tier2_accelerated_annihiliation_start">
<!--<action class="AddChatMessage">
<property name="text" value="tier2_accelerated_annihiliation_start"/>
</action>-->
<!-- reverse order so gold is on top in the display -->
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier2"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier2"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier2"/>
</action>
</action_sequence>
<action_sequence name="tier2_accelerated_annihiliation_stop">
<!--<action class="AddChatMessage">
<property name="text" value="tier2_accelerated_annihiliation_stop"/>
</action>-->
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier2" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier2" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier2" param1="removebuff"/>
</action>
<action class="BeltTooltip">
<property name="text" value="Time completed: GOLD!!"/>
<property name="sound" value="twitch_celebrate"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: SILVER!"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: BRONZE"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
</action_sequence>
<action_sequence name="tier2_accelerated_annihiliation_reward">
<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
<property name="refund_inactivity" value="false" />
<!--<action class="AddChatMessage">
<property name="text" value="reward time!"/>
</action>-->
<loop class="While">
<property name="phase" value="1"/>
<requirement class="OnQuest">
<property name="quest" value="tier2_accelerated_annihilation"/>
</requirement>
</loop>
<!-- Gold rewards -->
<!--<action class="AddChatMessage">
<property name="text" value="Gold!"/>
<property name="phase" value="2" />
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>-->
<action class="AddQuest">
<property name="quest" value="tier2_accelerated_annihiliation_reward_quest_gold"/>
<property name="phase" value="2"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!--<action class="AddChatMessage">
<property name="text" value="Silver!"/>
<property name="phase" value="3" />
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>-->
<action class="AddQuest">
<property name="quest" value="tier2_accelerated_annihiliation_reward_quest_silver"/>
<property name="phase" value="3"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!--<action class="AddChatMessage">
<property name="text" value="Bronze!"/>
<property name="phase" value="4" />
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>-->
<action class="AddXP">
<property name="xp_amount" value="2875"/>
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<action class="AddItems">
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<property name="added_items" value="casinoCoin"/>
<property name="added_item_counts" value="810"/>
</action>
</action_sequence>
<!-- TIER 2-->
<action_sequence name="tier3_accelerated_annihiliation_start">
<!-- reverse order so gold is on top in the display -->
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier3"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier3"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier3"/>
</action>
</action_sequence>
<action_sequence name="tier3_accelerated_annihiliation_stop">
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier3" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier3" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier3" param1="removebuff"/>
</action>
<action class="BeltTooltip">
<property name="text" value="Time completed: GOLD!!"/>
<property name="sound" value="twitch_celebrate"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: SILVER!"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: BRONZE"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
</action_sequence>
<action_sequence name="tier3_accelerated_annihiliation_reward">
<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
<property name="refund_inactivity" value="false" />
<loop class="While">
<property name="phase" value="1"/>
<requirement class="OnQuest">
<property name="quest" value="tier3_accelerated_annihilation"/>
</requirement>
</loop>
<!-- Gold rewards -->
<action class="AddQuest">
<property name="quest" value="tier3_accelerated_annihiliation_reward_quest_gold"/>
<property name="phase" value="2"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!-- Silver -->
<action class="AddQuest">
<property name="quest" value="tier3_accelerated_annihiliation_reward_quest_silver"/>
<property name="phase" value="3"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!-- Bronze -->
<action class="AddXP">
<property name="xp_amount" value="3750"/>
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<action class="AddItems">
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<property name="added_items" value="casinoCoin"/>
<property name="added_item_counts" value="1125"/>
</action>
</action_sequence>
<!-- TIER 3-->
<action_sequence name="tier4_accelerated_annihiliation_start">
<!-- reverse order so gold is on top in the display -->
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier4"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier4"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier4"/>
</action>
</action_sequence>
<action_sequence name="tier4_accelerated_annihiliation_stop">
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier4" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier4" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier4" param1="removebuff"/>
</action>
<action class="BeltTooltip">
<property name="text" value="Time completed: GOLD!!"/>
<property name="sound" value="twitch_celebrate"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: SILVER!"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: BRONZE"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
</action_sequence>
<action_sequence name="tier4_accelerated_annihiliation_reward">
<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
<property name="refund_inactivity" value="false" />
<loop class="While">
<property name="phase" value="1"/>
<requirement class="OnQuest">
<property name="quest" value="tier4_accelerated_annihilation"/>
</requirement>
</loop>
<!-- Gold rewards -->
<action class="AddQuest">
<property name="quest" value="tier4_accelerated_annihiliation_reward_quest_gold"/>
<property name="phase" value="2"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!-- Silver -->
<action class="AddQuest">
<property name="quest" value="tier4_accelerated_annihiliation_reward_quest_silver"/>
<property name="phase" value="3"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!-- Bronze -->
<action class="AddXP">
<property name="xp_amount" value="4625"/>
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<action class="AddItems">
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<property name="added_items" value="casinoCoin"/>
<property name="added_item_counts" value="1250"/>
</action>
</action_sequence>
<!-- TIER 4-->
<action_sequence name="tier5_accelerated_annihiliation_start">
<!-- reverse order so gold is on top in the display -->
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier5"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier5"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier5"/>
</action>
</action_sequence>
<action_sequence name="tier5_accelerated_annihiliation_stop">
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier5" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier5" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier5" param1="removebuff"/>
</action>
<action class="BeltTooltip">
<property name="text" value="Time completed: GOLD!!"/>
<property name="sound" value="twitch_celebrate"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: SILVER!"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: BRONZE"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
</action_sequence>
<action_sequence name="tier5_accelerated_annihiliation_reward">
<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
<property name="refund_inactivity" value="false" />
<loop class="While">
<property name="phase" value="1"/>
<requirement class="OnQuest">
<property name="quest" value="tier5_accelerated_annihilation"/>
</requirement>
</loop>
<!-- Gold rewards -->
<action class="AddQuest">
<property name="quest" value="tier5_accelerated_annihiliation_reward_quest_gold"/>
<property name="phase" value="2"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!-- Silver -->
<action class="AddQuest">
<property name="quest" value="tier5_accelerated_annihiliation_reward_quest_silver"/>
<property name="phase" value="3"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!-- Bronze -->
<action class="AddXP">
<property name="xp_amount" value="9250"/>
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<action class="AddItems">
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<property name="added_items" value="casinoCoin"/>
<property name="added_item_counts" value="2400"/>
</action>
</action_sequence>
<!-- TIER 5-->
<action_sequence name="tier6_accelerated_annihiliation_start">
<!-- reverse order so gold is on top in the display -->
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier6"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier6"/>
</action>
<action class="AddBuff">
<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier6"/>
</action>
</action_sequence>
<action_sequence name="tier6_accelerated_annihiliation_stop">
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier6" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier6" param1="removebuff"/>
</action>
<action class="AddBuff">
<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier6" param1="removebuff"/>
</action>
<action class="BeltTooltip">
<property name="text" value="Time completed: GOLD!!"/>
<property name="sound" value="twitch_celebrate"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: SILVER!"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
<decision class="If">
<property name="condition_type" value="All"/>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="Equals"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<action class="BeltTooltip">
<property name="text" value="Time completed: BRONZE"/>
<property name="sound" value="twitch_celebrate"/>
</action>
</decision>
</action_sequence>
<action_sequence name="tier6_accelerated_annihiliation_reward">
<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
<property name="refund_inactivity" value="false" />
<loop class="While">
<property name="phase" value="1"/>
<requirement class="OnQuest">
<property name="quest" value="tier6_accelerated_annihilation"/>
</requirement>
</loop>
<!-- Gold rewards -->
<action class="AddQuest">
<property name="quest" value="tier6_accelerated_annihiliation_reward_quest_gold"/>
<property name="phase" value="2"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!-- Silver -->
<action class="AddQuest">
<property name="quest" value="tier6_accelerated_annihiliation_reward_quest_silver"/>
<property name="phase" value="3"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<!-- Bronze -->
<action class="AddXP">
<property name="xp_amount" value="15000"/>
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
</action>
<action class="AddItems">
<property name="phase" value="4"/>
<requirement class="CVar">
<property name="operation" value="GreaterThan"/>
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
<property name="value" value="0"/>
</requirement>
<property name="added_items" value="casinoCoin"/>
<property name="added_item_counts" value="4500"/>
</action>
</action_sequence>
</insertAfter>
</Config>
<!--
Game Events - These events are each a sequence of actions with Requirements.
action_type - The type of action sequence. (TwitchAction, TwitchVote, Game)
target_type - The target type of the action sequence. (Entity, POI, Block)
allow_while_dead - If the event should continue even when the target has died.
Requirements:
Requirements can be used for either the event itself or a single action in the event. These also control the while loop.
CVar - Checks if the Target has a cvar set.
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
cvar - The cvar to check.
value - The value to check the cvar for.
FullHealth - Checks if the Target has full health.
Gamestage - Checks the gamestage of the player
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
game_stage - The gamestage number to check for.
GameStatBool - Checks the boolean gamestate of the game.
gamestat - The gamestat name to test.
GameStatFloat - Checks the float gamestate of the game.
GameStatInt - Checks the integer gamestate of the game.
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
gamestat - The gamestat name to test.
GroupLiveCount - Checks the number of live entities in the target_group.
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
target_group - The group to test.
count - The value to check.
HasBuff - Checks if the Target has a buff.
buff_name - The name of the buff to check for.
HasBuffByTag - Checks if the Target has any buff by tag.
buff_tags - The name of the buff tags to check for.
HasSpawnedEntities - Check if there are spawned entities.
entity_tags - The entity tags of the spawned entities.
target_only - If the spawned entities must be spawns of the Target.
InBiome - Checks if the Target is in one of the specified biomes.
biomes - The comma delimited list of biomes to check for.
InPOI - Checks if the Target is in the specified POI.
name - The name of the POI.
tier - The tier of the POI.
tags - The tags of the POI.
InQuestZone - Checks if the target is in a quest zone.
InSafeZone - Checks if the target is in a safe zone.
InVehicle - Checks if the target is in a vehicle.
IsIndoors - Checks if the player is indoors
invert - can be used to check if they are not indoors.
IsTwitchActive - Checks if the target has twitch integration on.
NearbyEntities - Check if the Target has nearby entities.
entity_tags - The entity tags of the nearby entities. (If no tag is supplied, defaults to any enemies or animals)
max_distance - The maximum distance to check for nearby entities.
target_is_owner - If the vehicle/turret is owned by the target.
OnQuest - Check if the Target is on a quest.
quest - The name of the quest. If not specified then it checks that you have an active quest.
Progression - Checks the target's progression
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
name - The progression name to check (Skill,Perk,Book,Crafting)
value - The value to check.
RandomRoll - Checks the value against a random roll.
min_max - The numbers to check between.
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
value - The value to check the number with.
VarFloat - Checks the float variable in the game event.
VarInt - Checks the integer variable in the game event.
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
var_name - The variable to test.
Common Properties for all Actions:
Phase - This is the phase that the action runs in.
Target Actions:
Most actions can be supplied a target_group for the actions. These actions listed below will add entities to those groups.
AddClosestEntityToGroup - Adds the closest entity to the group.
AddEntitiesToGroup - Adds all entities to the group with the defined criteria.
group_name - The group to add to. This can be any name you want to define.
entity_tags - The entity tags to search for. (If no tag is supplied, defaults to any enemies or animals)
max_distance - The distance from the target.
twitch_negative - This defines if the twitch disabled targets can be added or not. Note: Players are considered twitch disabled when they die.
target_is_owner - If the vehicle/turret is owned by the target.
y_height (AddEntitiesToGroup) - overrides the height used.
exclude_target - Excludes the target from the entities.
allow_player - Allows the entity to be a player.
AddPartyToGroup - Adds the party members of the Target to the group.
group_name - The group to add to. This can be any name you want to define.
twitch_negative - This defines if the twitch disabled targets can be added or not. Note: Players are considered twitch disabled when they die.
exclude_target - Excludes the target of the action.
exclude_twitch_active - Excludes any one that is streaming other than the target.
AddPlayerToGroup - Adds the specified party member to the group. (NOTE: They must be in the target's party.)
player_name - The name of the party member to add.
group_name - The group to add to. This can be any name you want to define.
twitch_negative - This defines if the twitch disabled targets can be added or not. Note: Players are considered twitch disabled when they die.
AddSpawnedEntitiesToGroup - Adds all the spawned enemies to the group.
group_name - The group to add to. This can be any name you want to define.
entity_tags - The entity tags to search for.
target_only - If the zombies must be spawned on the target or any zombies that have been spawned.
ClearGroup - Clears all the entities in a group.
group_name - The group to clear.
Player Actions:
Common Properties:
target_group - The target group to target for this action.
AddBuff - Adds the buff to target or target_group.
buff_name - The buff to add to the target.
removes_buff - If this buff is active, remove it instead of adding the defined buff.
alt_vision_buff_name - If this is defined then if someone has "Allow Vision Effects" set to false, it will apply this buff instead.
check_already_exists - Checks to see if it already exists before allowing the buff to be added.
AddChatMessage - Adds a message the the player's chat.
text - The text to show.
text_key - the localized key of the text to show.
AddItemDurability - Adds durability to items on your player.
items_location - The location that is affected by this. Can be comma delimited. (Toolbelt, Backpack, Equipment, Held).
items_tags - The tag of the items you want affected by this.
amount - the amount of durability to add.
is_percent - If the amount is a percent.
count_type - The type of count to use (Items,Slots)
count - The count of items to add durability to, if you don't specify a count it will add durability to all.
AddItems - Adds items to your player.
added_items - Comma delimited list for items to be added. Must have matching entry in the added_item_counts.
added_item_counts - Comma delimited list for item counts to be added. Must have matching entry in the added_items.
AddJournalTip - Adds a journal tip to the player.
tip_name - Name of the journal tip.
show_window - Should it show the pop up tip window.
AddQuest - Adds a quest to the player.
quest - Quest added for player.
AddRandomBuff - Adds a random buff to the target or target_group
buff_names - The list of buffs to randomly pick from to add to the target.
removes_buff - If this buff is active, remove it instead of adding the defined buff.
AddSkillPoints - Adds x amount of skill points to the target or target_group.
skill_points - The amount of skill points to add.
AddXP - Adds x amount of XP to the target or target_group.
xp_amount - The amount of XP to add.
AddXPDeficit - Adds an XP deficit to the target player.
xp_amount - The amount of XP Deficit to add.
BeltTooltip - Shows a belt tooltip.
text - Text to show.
text_key - Localization key to show.
sound - Sound that can play with the toolbelt message.
CallGameEvent - Calls another game event from this game event.
NOTE: This could cause an issue if you accidentally cause too many events to be fired. Be very careful when using this.
game_events - The list of game events to pick from. This will pick a single one at random. This can be used like a mystery random event.
CloseWindow - Closes the specified window.
window - The window to close. If no window is specified, close all windows.
Delay - Used to put a delay in between actions. Common use is to put this in it's own phase so that phase is delayed until this is done.
time - The time to delay.
DestroySafeZone - Destroys the safe zone area.
destruction_type - The type of destruction to do. This can be a comma delimited list that it chooses randomly from.
(Cube, Sphere, Cylinder, LandClaimOnly)
new_name - The name to show on the signs around the crater. You can use {viewer} for the viewer who triggered it.
DropHeldItem - Drops the held item for the target.
DropItems - Drops the items for the target.
items_location - The location that is affected by this. Can be comma delimited. (Toolbelt, Backpack, Equipment, Held).
items_tags - The tag of the items you want drop.
drop_sound - The sound to play when the drop happens.
replaced_by_item - The item to replace the dropped item with.
count_type - The type of count to use (Items,Slots)
count - The count of items to drop, if you don't specify a count it will drop all.
EjectFromVehicle - Causes the targets to be ejected from the vehicle.
EmptyContainers - Empties all containers / workstations
targeting_type - SafeZone or Distance
new_name - The name to show on sign boxes. You can use {viewer} for the viewer who triggered it.
include_fuel - Includes any fuel for the workstation.
include_inputs - Includes the input areas for the workstations. Forge smelted materials is an example.
include_outputs - Includes the output areas for workstations. (Will clear recipe queue)
include_tools - Includes any tools on the workstation. (Will clear recipe queue)
EnemyToCrawler - Forces the targets to be crawlers. (Does not work on player)
Explode - Causes an explosion on the target.
blast_power - Power of the blast.
block_damage - Amount of damage done to the blocks.
block_radius - The radius of the block damage.
block_tags - The blocks that are affected by the block damage.
entity_damage - Amount of damage done to the entities.
entity_radius - The radius of the entity damage.
particle_index - The particle index of the explosion.
FailQuest - Causes an active quest to fail.
quest - Name of the active quest to fail.
remove_quest - Removes the quest from the list on fail.
FillSafeZone - Fills the safe zone with a specified block.
fill_type - The shape which it fills the land claim area. This can be a comma delimited list that it chooses randomly from.
(Cube, Sphere, Cylinder, and Pyramid)
destroy_claim - If the land claim should be destroyed (Defaults to false).
block - The block to fill the land claim with. Defaults to terrDirtTwitch
new_name - The name to show on the signs around the filled base. You can use {viewer} for the viewer who triggered it.
block_tags - The tags of blocks to replace.
FlipRotation - Changes the direction the player is facing to behind them.
GetNearbyPoint - Sets a target point that can be used for spawning multiple zombies together.
min_distance - The minimum distance from target.
max_distance - The maximum distance fromt target.
safe_spawn - If the point can happen in a safe zone.
air_spawn - This defines if it should complete a ground check to see if the point is valid. Vultures use this to allow spawning in flight.
yOffset - This allows the point to be offset on the y.
GetLandClaimPosition - Sets a target point for the nearby land claim.
Kill - Kills the target or target_group
ModifyCVar - Modifies the value of a CVar.
cvar - The cvar to set.
value - The value to set the CVar to.
operation - what operation should happen (Set, Add, Subtract, Multiply)
ModifyEntityStat - Modifies the an entity stat of the target or target_group.
stat - The stat to modify (Health, Stamina, Food, Water)
value - The value to set the CVar to.
operation - what operation should happen (Set, Add, Subtract, Multiply)
PauseBuff - Pauses a buff which stops the updates and hides the icon.
buff_tags - The buff tags of which buffs to pause.
state - If it's paused or not. (true/false)
PlaySound - Play a sound for the target.
sound - Name of the sound to play.
inside_head - If the sound plays in the head of the target.
behind_player - If the sound should pick a spot behind the player. (Does not work with inside_head.)
loop_duration - If it's a looping sound, only play for this many seconds.
PrimeEntity - Primes the cop/demo zombie's explosive to explode in the specified seconds.
override_time - The number of seconds from when it starts the beep to when it explodes.
min_override_time - The minimum amount of time for the random explosion time.
max_override_time - The maximum amount of time for the random explosion time.
PullEntities - Forces all entities to respawn around the target.
target_group - The group to pull to the Target. (This is different then most uses so the property name may change.)
min_distance - minimum distance they can spawn.
max_distance - maximum distance they can spawn.
pull_sound - sound that is played when an entity is pulled.
PushEntity - Pushes the player/zombie in a direction the specified distance.
direction - The direction to push the entity. (Random, Forward, Backward, Right, Left)
distance - The distance to push the entity.
Ragdoll - Ragdolls the target or target_group
stun_duration - The stun duration applied to the target/target_group.
RandomCVar - Modifies the value of a CVar with a random value.
cvar - The cvar to set.
min_value - The min value to set the CVar to.
max_value - The max value to set the CVar to.
operation - what operation should happen (Set, Add, Subtract, Multiply)
RandomDelay - Delay with a random value.
min_time - minimum amount of time the delay can be.
max_time - maximum amount of time the delay can be.
RandomizeRotation - Randomizes the rotation of the player on the y.
RandomTeleport - Randomly teleports the target/target_group.
min_distance - minimum distance they can teleport.
max_distance - maximum distance they can teleport.
RemoveBuff - Removes the specified buff.
buff_name - The name of the buff that should be removed.
RemoveEntities - Removes the target_group entities. This will probably throw a huge error if you try it on the Target.
RemoveItems - Removes the items from the player.
items_location - The location that is affected by this. Can be comma delimited. (Toolbelt, Backpack, Equipment, Held).
items_tags - The tag of the items you want removed.
count_type - The type of count to use (Items,Slots)
count - The count of items to replace, if you don't specify a count it will remove all.
RemoveSpawnedBlocks - Removes all spawned blocks.
target_only - Remove only for the target.
RemoveVehicles - Removes a vehicles/turrets from the world.
return_items - places all items from the vehicle on the ground in a bag.
include_vehicle - includes the vehicle itself in the bag on the ground.
ReplaceBuff - Replaces a single buff with another buff.
replace_buff - The buff to be replaced.
replace_with_buff - The buff to replace the replaced buff with.
ReplaceEntities - Replaces the target_group entities. This will probably throw a huge error if you try it on the Target.
entity_names - The entity to replace the target_group with. If more than one it will choose one at random.
single_choice - If more than one entity is being replaced, only choose the zombie type once and use it for all.
ReplaceItems - Replaces the specified items with another item.
items_location - The location that is affected by this. Can be comma delimited. (Toolbelt, Backpack, Equipment, Held).
replaced_by_item - The item that you replace the tagged items with.
items_tags - The item tag for the items that should be replaced.
count_type - The type of count to use (Items,Slots)
count - The count of items to replace, if you don't specify a count it will replace all.
ReplaceItemsContainers - Replaces the contents of nearby containers or containers in the land claim.
targeting_type - SafeZone or Distance
new_name - The name to show on sign boxes. You can use {viewer} for the viewer who triggered it.
max_distance - maximum distance of the containers.
include_outputs - Includes the output areas for workstations. (Will clear recipe queue)
replaced_by_item - The item that you replace the tagged items with.
items_tags - The item tag for the items that should be replaced.
ResetPlayerData - Resets the player back to level one and optionally removes all landclaims / bedrolls.
reset_skills - Resets your skills back to 1.
reset_levels - Resets the level back to 1 (automatically resets skills if selected).
reset_crafting - Resets your crafting levels back to 1.
reset_books - Resets all book perks back to 0.
remove_landclaims - Removes all land claims.
remove_bedroll - Removes the bedroll for the player.
RespawnEntities - Respawns all dead entities from the supplied target_group.
target_group - The group of entities to respawn.
is_multi - Should this run continuously or one time.
respawn_sound - Sound played when an entity is respawned.
SetFuel - Sets the fuel of the targeted vehicles.
target_group - The group of vehicles to interact with.
setting_type - Which operation it should complete with the vehicles. (Remove, Fill)
SetHordeNight - Sets the next hordnight to today.
day_offset - How many days from the current game day is the horde night.
keep_bm_day - Keeps the previous blood moon day.
SetScreenEffect - Sets the screen effect for the local player.
screen_effect - The screen effect to set.
intensity - The intensity of the screen effect.
fade_time - The amount of time it takes to fade to that intensity in seconds.
SetWeather - Sets the global weather to the defined weather group.
weather_group - The weather group to set the world to.
ShuffleContainers - Shuffles the contents of all nearby block containers. NOTE: This could make players very angry. Try to use with caution.
targeting_type - SafeZone or Distance
new_name - The name to show on sign boxes. You can use {viewer} for the viewer who triggered it.
max_distance - maximum distance of the containers.
include_outputs - Includes the output areas for workstations. (Will clear recipe queue)
ShuffleItems - Shuffles the contents of the target's backpack / toolbelt.
items_location - the locations to shuffle (Backpack, Toolbelt)
SpawnContainer - Spawns a container on the ground. (Handles the crate sharing code)
SpawnEntity - Spawns an entity on the ground.
entity_names - The entities to spawn. If more than one it will choose one at random.
entity_group - The entity group to spawn from. (This cannot be used with entity_names)
single_choice - If more than one entity is being spawned, only choose the random choice once.
spawn_count - The number of entities to spawn.
min_distance - The minimum distance to spawn.
max_distance - The maximum distance to spawn.
safe_spawn - If the spawn can happen in a safe zone.
target_group - Can be used to spawn on a group of players such as the party.
add_to_group - Adds the spawned entities to the specified group. (Probably should rename this to avoid confusion)
attack_target - If the spawn should immediately attack the target. (Doesn't work for crates or animals that don't attack.)
air_spawn - This defines if it should complete a ground check to see if it should spawn. Vultures use this to allow spawning in flight.
yOffset - This allows the spawn to be offset on the y.
spawn_type - The spawn type (NearTarget, Position, NearPosition, WanderingHorde)
clear_position_on_complete - Clears the target position on completion.
Teleport - teleports target to defined location or offset.
target_position - The position/offset to teleport the target to.
offset_type - None: teleports to a world position.
Relative: teleports relative to your position.
World: teleports relative to the world based on your position.
TeleportNearby - Teleports target to defined nearby location (use GetNearbyPoint).
TeleportToSpecial - teleports the target to special location. (Only works for players.)
special_type - this can be Bedroll, Landclaim, or Backpack.
TeleportToTarget - teleports the target to a target.
target_group - Target group to teleport to target. (Defaults to action target)
teleport_to_group - Target to teleport to. If more than one in the group, teleport to a random one.
(Defaults to action target)
min_distance - The minimum distance to teleport.
max_distance - The maximum distance to teleport.
safe_spawn - If the teleport can happen in a safe zone.
air_spawn - This defines if it should complete a ground check to see if it should teleport.
yOffset - This allows the teleport to be offset on the y.
TimeChange - moves time forward or back based on the time_preset and the offset.
time_preset - sets the time to a predefined time (Current, Morning, Noon, Night, NextMorning, NextNoon, NextNight, HordeNight)
min_time - minimum amount of time to move time based off the time_preset.
max_time - maximum amount of time to move time based off the time_preset.
WaitForDead - Similar to the Delay, this doesn't move to the next phase until the specified target_group is all dead.
phase_on_despawn - the phase to go to if one of the targets is despawned.
Block Actions:
Common Properties:
min_offset - minimum range for the offsets.
max_offset - maximum range for the offsets.
spacing - spacing between each block action.
inner_offset - how much space from the center to exclude.
random_chance - random chance for the action to happen for each block within the offset range.
safe_allowed - Whether this is allowed in safe zones.
block_tags - The blocks that are affected by the block actions.
allow_terrain - If the blocks that are affected can be terrain blocks.
BlockAnimateBlock - Sets all the blocks within the defined range to trigger an animation.
animation_bool - The Animation bool value to set.
animation_bool_value - The value to set for the animation bool.
animation_integer - The Animation integer value to set.
animation_integer_value - The value to set for the animation integer.
animation_trigger - The animation trigger to enable.
BlockDoorState - Sets all the doors within the defined range to the set open state.
set_open - If the doors should be set open or closed. (true/false)
set_lock - If the doors should be locked (true/false)
BlockDowngrade - Sets all the blocks within the defined range to their defined Downgrade block.
BlockGrowCrops - Sets all nearby plants to their next growth stage.
BlockUpgrade - Sets all the blocks within the defined range to their defined Upgrade block.
BlockHealth - Sets all the blocks within the defined range to the health specified.
health_state - The health of the blocks. (Full, Half, OneHealth)
BlockReplace - Replaces the block with the defined block.
block_to - the new block to change the old block to.
empty_only - only replace if its an empty air block.
POI Actions:
POISetLightState - Allows setting the state of lights in a POI.
enable_lights - If the lights should be on or off in the POI.
index_block_name - The indexed blocks name set for the lights that need to be turned on/off.
POIReset - Resets the POI chunks.
Twitch Actions:
TwitchAddPoints - Adds an amount of points to the defined viewer.
amount - amount of points.
point_type - the type of points (PP, SP, Bits)
recipient_type - The recipient of these points (Requester, All, Random)
NOTE: Bit Credit cannot be given to All.
award_text - The text that shows in twitch chat when awarded.
requester_only - If it should only be in the chat that it was initiated from. If you are multistreaming
with streamers who are using integration then if this is set to false it will give points on their chat too.
TwitchAddActionCooldown - Adds an amount of cooldown to the defined actions.
action_name - The list of actions that will be set to cooldown. This is the name not the #command name.
time - The amount of time the actions will be on cooldown.
search_type - Whether we use the ones named or all positive or negative. (Name, Positive, Negative)
TwitchEndCooldown - Ends the current cooldown.
TwitchSendChannelMessage - Sends a channel message. You can use the variables {target} and {viewer}.
text - The text to send.
text_key - The localized text to send.
TwitchStartCooldown - Starts a timed cooldown.
time - The amount of time for the cooldown.
TwitchStartVote - Starts a vote.
vote_type - The name of the vote group to start.
TwitchVoteDelay - delays the next vote by the defined amount of seconds.
time - The time to delay.
Variable Actions:
These allow temporarily storing a value to be used in requirements. More to come later.
ModifyVarFloat - Modifies the float value of a variable.
var_name - The name of the variable
value - The value to set the variable to.
operation - what operation should happen (Set, Add, Subtract, Multiply)
ModifyVarInt - Modifies the int value of a variable.
var_name - The name of the variable
value - The value to set the variable to.
operation - what operation should happen (Set, Add, Subtract, Multiply)
Decisions:
These are defined using <decision>. They can contain any number of requirements/actions. You currently cannot use loops inside decisions.
If - Checks if the requirements are met to perform the actions.
condition_type - This defines if its all or any on the requirements. (All,Any)
Loops:
These are defined using <loop>. They can contain any number of actions/waits. You cannot use a loop inside a loop.
For - Loops through a defined number of loops.
loop_count - The number of loops this will use.
min_loop_count - If you are wanting a random number of loops, this is the minimum.
max_loop_count - If you are wanting a random number of loops, this is the maximum.
loop_count_cvar - The number of loops can also come from a CVar.
While - Loops until the requirements are invalid.
condition_type - This defines if its all or any on the requirements. (All,Any)
Wait:
These are defined using <wait>. They contain any number of requirements.
Common Properties:
condition_type - This defines if its all or any on the requirements. (All,Any)
While - Waits while the wait conditions are true.
Until - Waits until the wait conditions are true.
-->

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<Config>
<!-- AcceleratedAnnihiliation -->
<insertAfter xpath="/quests/quest[@id='tier1_fetch']">
<!-- Zombie Challenge Quests -->
<quest id="tier2_accelerated_annihilation">
<property name="name_key" value="quest_tier2_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="2" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="infested" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion"/>
<property name="spawn_multiplier" value="2" param1="spawn_multiplier" />
<property name="gamestage_mod" value=".6" param1="gamestage_mod" />
<property name="gamestage_bonus" value="30" param1="gamestage_bonus" />
<objective type="RandomPOIGoto">
<property name="phase" value="1"/>
<property name="biome_filter_type" value="SameBiome" param1="biome_filter_type" />
<property name="biome_filter" value="burnt_forest" param1="biome_filter" />
<property name="nav_object" value="quest" />
<property name="poi_tier" value="1" param1="poi_tier" />
</objective>
<objective type="RallyPoint">
<property name="phase" value="2"/>
<property name="nav_object" value="rally" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier2_accelerated_annihiliation_start"/>
<property name="phase" value="3"/>
<property name="hidden" value="true"/>
</action>
<!-- Using buffs instead as they tie to the actual completion criteria
<objective type="Time" time="4" value="45" phase="3" optional="true" /> <!- 45 seconds for gold
<objective type="Time" time="4" value="75" phase="3" optional="true" /> <!- 75 seconds for silver mins real time
<objective type="Time" time="4" value="120" phase="3" optional="true" /> <!- 120 seconds for bronze -->
<objective type="ClearSleepers">
<property name="phase" value="3"/>
<property name="nav_object" value="sleeper_volume"/>
</objective>
<objective type="POIStayWithin">
<property name="phase" value="3"/>
<property name="radius" value="25"/>
</objective>
<action type="GameEvent" >
<property name="event" value="tier2_accelerated_annihiliation_stop"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<action type="UnlockPOI" >
<property name="phase" value="4"/>
</action>
<objective type="ReturnToNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<objective type="InteractWithNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier2_accelerated_annihiliation_reward"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<reward type="Exp" value="5625"/>
<reward type="Item" id="casinoCoin" value="1690"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="2"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="2"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="2"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestAmmo,groupQuestSchematics,groupQuestMods" ischosen="true" value="2"/>
<reward type="LootItem" id="groupQuestAmmo,groupQuestSchematics,groupQuestMods,groupQuestT1SkillMagazineBundle" ischosen="true" value="2"/>
</quest>
<quest id="tier3_accelerated_annihilation">
<property name="name_key" value="quest_tier3_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="3" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="infested" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion"/>
<variable name="poi_tier" value="2" />
<variable name="spawn_multiplier" value="2" />
<variable name="gamestage_mod" value=".6"/>
<variable name="gamestage_bonus" value="30"/>
<objective type="RandomPOIGoto">
<property name="phase" value="1"/>
<property name="biome_filter_type" value="SameBiome" param1="biome_filter_type" />
<property name="biome_filter" value="burnt_forest" param1="biome_filter" />
<property name="nav_object" value="quest" />
<property name="poi_tier" value="-1" param1="poi_tier" />
</objective>
<objective type="RallyPoint">
<property name="phase" value="2"/>
<property name="nav_object" value="rally" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier2_accelerated_annihiliation_start"/>
<property name="phase" value="3"/>
<property name="hidden" value="true"/>
</action>
<!-- Using buffs instead as they tie to the actual completion criteria
<objective type="Time" time="4" value="45" phase="3" optional="true" /> <!- 45 seconds for gold
<objective type="Time" time="4" value="75" phase="3" optional="true" /> <!- 75 seconds for silver mins real time
<objective type="Time" time="4" value="120" phase="3" optional="true" /> <!- 120 seconds for bronze -->
<objective type="ClearSleepers">
<property name="phase" value="3"/>
<property name="nav_object" value="sleeper_volume"/>
</objective>
<objective type="POIStayWithin">
<property name="phase" value="3"/>
<property name="radius" value="25"/>
</objective>
<action type="GameEvent" >
<property name="event" value="tier2_accelerated_annihiliation_stop"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<action type="UnlockPOI" >
<property name="phase" value="4"/>
</action>
<objective type="ReturnToNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<objective type="InteractWithNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier2_accelerated_annihiliation_reward"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<reward type="Exp" value="7500"/>
<reward type="Item" id="casinoCoin" value="2250"/>
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" isfixed="true" value="3"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
<quest id="tier4_accelerated_annihilation">
<property name="name_key" value="quest_tier4_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="4" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="infested" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion"/>
<variable name="poi_tier" value="3" />
<variable name="spawn_multiplier" value="1.5" />
<variable name="gamestage_mod" value=".6"/>
<variable name="gamestage_bonus" value="30"/>
<objective type="RandomPOIGoto">
<property name="phase" value="1"/>
<property name="biome_filter_type" value="SameBiome" param1="biome_filter_type" />
<property name="biome_filter" value="burnt_forest" param1="biome_filter" />
<property name="nav_object" value="quest" />
<property name="poi_tier" value="-1" param1="poi_tier" />
</objective>
<objective type="RallyPoint">
<property name="phase" value="2"/>
<property name="nav_object" value="rally" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier3_accelerated_annihiliation_start"/>
<property name="phase" value="3"/>
<property name="hidden" value="true"/>
</action>
<!-- Using buffs instead as they tie to the actual completion criteria
<objective type="Time" time="4" value="45" phase="3" optional="true" /> <!- 45 seconds for gold
<objective type="Time" time="4" value="75" phase="3" optional="true" /> <!- 75 seconds for silver mins real time
<objective type="Time" time="4" value="120" phase="3" optional="true" /> <!- 120 seconds for bronze -->
<objective type="ClearSleepers">
<property name="phase" value="3"/>
<property name="nav_object" value="sleeper_volume"/>
</objective>
<objective type="POIStayWithin">
<property name="phase" value="3"/>
<property name="radius" value="25"/>
</objective>
<action type="GameEvent" >
<property name="event" value="tier3_accelerated_annihiliation_stop"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<action type="UnlockPOI" >
<property name="phase" value="4"/>
</action>
<objective type="ReturnToNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<objective type="InteractWithNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier3_accelerated_annihiliation_reward"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<reward type="Exp" value="9375"/>
<reward type="Item" id="casinoCoin" value="2550"/>
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" isfixed="true" value="4"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
<quest id="tier5_accelerated_annihilation">
<property name="name_key" value="quest_tier5_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="5" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="infested" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion"/>
<variable name="poi_tier" value="4" />
<variable name="spawn_multiplier" value="1.5" />
<variable name="gamestage_mod" value=".6"/>
<variable name="gamestage_bonus" value="30"/>
<objective type="RandomPOIGoto">
<property name="phase" value="1"/>
<property name="biome_filter_type" value="SameBiome" param1="biome_filter_type" />
<property name="biome_filter" value="burnt_forest" param1="biome_filter" />
<property name="nav_object" value="quest" />
<property name="poi_tier" value="-1" param1="poi_tier" />
</objective>
<objective type="RallyPoint">
<property name="phase" value="2"/>
<property name="nav_object" value="rally" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier4_accelerated_annihiliation_start"/>
<property name="phase" value="3"/>
<property name="hidden" value="true"/>
</action>
<!-- Using buffs instead as they tie to the actual completion criteria
<objective type="Time" time="4" value="45" phase="3" optional="true" /> <!- 45 seconds for gold
<objective type="Time" time="4" value="75" phase="3" optional="true" /> <!- 75 seconds for silver mins real time
<objective type="Time" time="4" value="120" phase="3" optional="true" /> <!- 120 seconds for bronze -->
<objective type="ClearSleepers">
<property name="phase" value="3"/>
<property name="nav_object" value="sleeper_volume"/>
</objective>
<objective type="POIStayWithin">
<property name="phase" value="3"/>
<property name="radius" value="25"/>
</objective>
<action type="GameEvent" >
<property name="event" value="tier4_accelerated_annihiliation_stop"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<action type="UnlockPOI" >
<property name="phase" value="4"/>
</action>
<objective type="ReturnToNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<objective type="InteractWithNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier4_accelerated_annihiliation_reward"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<reward type="Exp" value="18750"/>
<reward type="Item" id="casinoCoin" value="5100"/>
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" isfixed="true" value="5"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" isfixed="true" value="5"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
<quest id="tier6_accelerated_annihilation">
<property name="name_key" value="quest_tier6_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="6" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="infested" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion"/>
<variable name="poi_tier" value="5" />
<variable name="spawn_multiplier" value="1.5" />
<variable name="gamestage_mod" value=".6"/>
<variable name="gamestage_bonus" value="30"/>
<objective type="RandomPOIGoto">
<property name="phase" value="1"/>
<property name="biome_filter_type" value="SameBiome" param1="biome_filter_type" />
<property name="biome_filter" value="burnt_forest" param1="biome_filter" />
<property name="nav_object" value="quest" />
<property name="poi_tier" value="-1" param1="poi_tier" />
</objective>
<objective type="RallyPoint">
<property name="phase" value="2"/>
<property name="nav_object" value="rally" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier5_accelerated_annihiliation_start"/>
<property name="phase" value="3"/>
<property name="hidden" value="true"/>
</action>
<!-- Using buffs instead as they tie to the actual completion criteria
<objective type="Time" time="4" value="45" phase="3" optional="true" /> <!- 45 seconds for gold
<objective type="Time" time="4" value="75" phase="3" optional="true" /> <!- 75 seconds for silver mins real time
<objective type="Time" time="4" value="120" phase="3" optional="true" /> <!- 120 seconds for bronze -->
<objective type="ClearSleepers">
<property name="phase" value="3"/>
<property name="nav_object" value="sleeper_volume"/>
</objective>
<objective type="POIStayWithin">
<property name="phase" value="3"/>
<property name="radius" value="25"/>
</objective>
<action type="GameEvent" >
<property name="event" value="tier5_accelerated_annihiliation_stop"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<action type="UnlockPOI" >
<property name="phase" value="4"/>
</action>
<objective type="ReturnToNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<objective type="InteractWithNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>
<action type="GameEvent" >
<property name="event" value="tier5_accelerated_annihiliation_reward"/>
<property name="phase" value="4"/>
<property name="hidden" value="true"/>
</action>
<reward type="Exp" value="30000"/>
<reward type="Item" id="casinoCoin" value="9000"/>
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" isfixed="true" value="6"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" isfixed="true" value="6"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
<quest id="tier2_accelerated_annihiliation_reward_quest_silver">
<property name="name_key" value="quest_tier2_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="2" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_silver"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="2"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="2"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="2"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="2"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="2"/>
</quest>
<quest id="tier3_accelerated_annihiliation_reward_quest_silver">
<property name="name_key" value="quest_tier3_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="3" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_silver"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="3"/>
</quest>
<quest id="tier4_accelerated_annihiliation_reward_quest_silver">
<property name="name_key" value="quest_tier4_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="4" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_silver"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="4"/>
</quest>
<quest id="tier5_accelerated_annihiliation_reward_quest_silver">
<property name="name_key" value="quest_tier5_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="5" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_silver"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="5"/>
</quest>
<quest id="tier6_accelerated_annihiliation_reward_quest_silver">
<property name="name_key" value="quest_tier6_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="6" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_silver"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/>
</quest>
<quest id="tier2_accelerated_annihiliation_reward_quest_gold">
<property name="name_key" value="quest_tier2_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="2" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_gold"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="3"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
<quest id="tier3_accelerated_annihiliation_reward_quest_gold">
<property name="name_key" value="quest_tier3_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="3" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_gold"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="4"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
<quest id="tier4_accelerated_annihiliation_reward_quest_gold">
<property name="name_key" value="quest_tier4_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="4" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_gold"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="5"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
<quest id="tier5_accelerated_annihiliation_reward_quest_gold">
<property name="name_key" value="quest_tier5_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="5" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_gold"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
<quest id="tier6_accelerated_annihiliation_reward_quest_gold">
<property name="name_key" value="quest_tier6_accelerated_annihiliation_name" param1="name"/>
<property name="subtitle_key" value="quest_accelerated_annihiliation_subtitle"/>
<property name="description_key" value="quest_accelerated_annihiliation_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="offer_key" value="quest_tier1_accelerated_annihiliation_offer" param1="offer"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="6" param1="difficulty"/>
<property name="statement_key" value="quest_accelerated_annihiliation_statement"/>
<property name="response_key" value="quest_accelerated_annihiliation_response"/>
<property name="login_rally_reset" value="true"/>
<property name="reward_choices_count" value="5" />
<property name="extra_tags" value="" param1="extra_tags" />
<property name="shareable" value="false"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_accelerated_annihiliation_completion_gold"/>
<property name="add_to_tier_complete" value="false" />
<reward type="LootItem" id="groupQuestWeapons" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestTools" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestMods" ischosen="true" value="6"/>
<reward type="LootItem" id="groupQuestSteel" ischosen="true"/>
<reward type="LootItem" id="groupQuestT1SkillMagazineBundle" ischosen="true"/>
</quest>
</insertAfter>
<append xpath="/quests/quest_list">
<quest id="tier2_accelerated_annihilation"/>
<quest id="tier3_accelerated_annihilation"/>
<quest id="tier4_accelerated_annihilation"/>
<quest id="tier5_accelerated_annihilation"/>
<quest id="tier6_accelerated_annihilation"/>
</append>
</Config>