<?xml version="1.0" encoding="utf-8"?>

<tactics>
	<action>
		<name stringid="09860">MirageDance</name>
		<type>Attack</type>
		<attackaction>1</attackaction>
		<speedboost>1</speedboost>
		<targetspeedboost>1</targetspeedboost>
		<rangedlogic>1</rangedlogic>
		<chargeaction>1</chargeaction>
		<anim>MirageDance</anim>
		<idleanim>Charge_idle</idleanim>
		<maxrange>1</maxrange>
		<projectile>InvisibleProjectileNoTracer</projectile>
		<impacteffect>effects\impacts\melee</impacteffect>
		<rate type="Unit">1.0</rate>
		<throw>1</throw>
		<impactforcemin>500.0f</impactforcemin>
		<impactforcemax>800.0f</impactforcemax>
		<outerdamageareadistance>.45</outerdamageareadistance>
		<outerdamageareafactor>.5</outerdamageareafactor>
		<impactlaunchangle>65.0</impactlaunchangle>
		<areasortmode>Directional</areasortmode>
		<targetground>1</targetground>
		<numberbounces>1</numberbounces>
		<basedamagecap>1</basedamagecap>
		<perfectaccuracy>1</perfectaccuracy>
	</action>
	<action>
		<name stringid="09858">SlashWave</name>
		<type>Attack</type>
		<attackaction>1</attackaction>
		<rangedlogic>1</rangedlogic>
		<speedboost>0.1</speedboost>
		<chargeaction>1</chargeaction>
		<anim>SlashWave</anim>
		<idleanim>Charge_idle</idleanim>
		<maxheight>0</maxheight>
		<accuracy>1.0</accuracy>
		<accuracyreductionfactor>1.0</accuracyreductionfactor>
		<aimbonus>0</aimbonus>
		<numberprojectiles>1</numberprojectiles>
		<projectile>SlashWave</projectile>
		<spreadfactor>0.25</spreadfactor>
		<trackrating>12</trackrating>
		<unintentionaldamagemultiplier>1.0</unintentionaldamagemultiplier>
		<impacteffect>HyperdimensionNeptunia\Effects\impact\SlashWave</impacteffect>
		<rate type="Unit">1.0</rate>
		<rate type="Tree">1.0</rate>
		<throw>1</throw>
		<impactforcemin>500.0f</impactforcemin>
		<impactforcemax>800.0f</impactforcemax>
		<impactlaunchangle>60.0</impactlaunchangle>
		<outerdamageareadistance>.25</outerdamageareadistance>
		<outerdamageareafactor>.20</outerdamageareafactor>
		<basedamagecap>1</basedamagecap>
		<areasortmode>Directional</areasortmode>
		<damage>150.000000</damage>
		<minrange>4.000000</minrange>
		<maxrange>15.000000</maxrange>
		<rof>1.000000</rof>
		<perfectaccuracy>1</perfectaccuracy>
	</action>
	<action>
		<name stringid="48957">PowerEscapeToTC</name>
		<type>EscapeToTC</type>
		<maxrange>16</maxrange>
		<rate type="Unit">1.0</rate>
		<active>0</active>
		<anim>Smokescreen</anim>
		<rate type="Guardian">1.0</rate>
		<rof>1.000000</rof>
	</action>
	<action>
		<name stringid="69148">Discover</name>
		<type>Discover</type>
		<anim>Pickup</anim>
		<maxrange>1.0</maxrange>
		<rate type="AbstractNuggetLand">1.0</rate>
	</action>
	<action>
		<name stringid="69155">Heal</name>
		<type>Heal</type>
		<active>1</active>
		<maxrange>20</maxrange>
		<rate type="Unit">100.0</rate>
		<anim>Heal</anim>
	</action>
	<action>
		<name stringid="48957">ConvertGuardian</name>
		<type>ConvertGuardian</type>
		<active>0</active>
		<maxrange>16</maxrange>
		<anim>AblBeastMaster</anim>
		<rate type="All">1.0</rate>
		<rof>1.000000</rof>
	</action>
	<action>
		<name stringid="38118">BuildingAttack</name>
		<type>Attack</type>
		<rangedlogic>1</rangedlogic>
		<minrange>0</minrange>
		<maxrange>14</maxrange>
		<rate type="LogicalTypeShipsAndBuildings">1.0</rate>
		<attackaction>1</attackaction>
		<speedboost>1</speedboost>
		<maxheight>0.5</maxheight>
		<anim>Magic_attack</anim>
		<projectile>MagicAttack2</projectile>
		<impacteffect>Is the order a rabbit\Effects\impact\beam</impacteffect>
	</action>

	<action>
		<name stringid="09970">MagicRangedAttack</name>
		<type>Attack</type>
		<attackaction>1</attackaction>
		<rangedlogic>1</rangedlogic>
		<anim>Magic_attack</anim>
		<idleanim>Volley_standing_idle</idleanim>
		<maxheight>0</maxheight>
		<accuracy>1.0</accuracy>
		<accuracyreductionfactor>2.5</accuracyreductionfactor>
		<projectile>MagicAttack</projectile>
		<aimbonus>0</aimbonus>
		<maxspread>5</maxspread>
		<spreadfactor>0.25</spreadfactor>
		<trackrating>120</trackrating>
		<unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier>
		<impacteffect>effects\impacts\gun</impacteffect>
		<minrange>2</minrange>
		<rate type="Unit">1.0</rate>
		<rate type="Nature">1.0</rate>
		<rate type="Tree">1.0</rate>
		<throw>1</throw>
		<damage>13.000000</damage>
		<maxrange>24.000000</maxrange>
		<rof>2.000000</rof>
	</action>
	<action>
		<name stringid="09973">MagicBeamAttack</name>
		<type>Attack</type>
		<attackaction>1</attackaction>
		<rangedlogic>1</rangedlogic>
		<anim>Magic_attack</anim>
		<idleanim>Volley_standing_idle</idleanim>
		<maxheight>0</maxheight>
		<accuracy>1.0</accuracy>
		<accuracyreductionfactor>1.0</accuracyreductionfactor>
		<aimbonus>0</aimbonus>
		<numberprojectiles>1</numberprojectiles>
		<projectile>MagicBeam</projectile>
		<spreadfactor>0.25</spreadfactor>
		<trackrating>12</trackrating>
		<unintentionaldamagemultiplier>1.0</unintentionaldamagemultiplier>
		<impacteffect>Is the order a rabbit\Effects\impact\beam</impacteffect>
		<rate type="Unit">1.0</rate>
		<rate type="Building">1.0</rate>
		<throw>1</throw>
		<impactforcemin>500.0f</impactforcemin>
		<impactforcemax>800.0f</impactforcemax>
		<impactlaunchangle>60.0</impactlaunchangle>
		<outerdamageareadistance>.25</outerdamageareadistance>
		<outerdamageareafactor>.20</outerdamageareafactor>
		<basedamagecap>1</basedamagecap>
		<areasortmode>Directional</areasortmode>
		<damage>13.000000</damage>
		<minrange>4.000000</minrange>
		<maxrange>24.000000</maxrange>
		<rof>2.000000</rof>
		<perfectaccuracy>1</perfectaccuracy>
	</action>
	<action>
		<name stringid="38124">Stun</name>
		<type>StunAttack</type>
		<anim>stun_attack</anim>
		<idleanim>Volley_standing_idle</idleanim>
		<rangedlogic>1</rangedlogic>
		<maxrange>16</maxrange>
		<damage>10</damage>
		<impacteffect>effects\impacts\arrow</impacteffect>
		<rate type="Unit">1.0</rate>
		<rof>1</rof>
		<maxheight>0</maxheight>
		<accuracy>1</accuracy>
		<accuracyreductionfactor>0</accuracyreductionfactor>
		<aimbonus>5</aimbonus>
		<trackrating>12</trackrating>
		<projectile>ypShuriken</projectile>
		<instantballistics>0</instantballistics>
	</action>
	<action>
		<name stringid="38135">HandAttack</name>
		<type>Attack</type>
		<accuracy>0.8</accuracy>
		<maxrange>1.75</maxrange>
		<rate type="Unit">1.0</rate>
		<attackaction>1</attackaction>
		<handlogic>1</handlogic>
		<speedboost>1</speedboost>
		<anim>Charge_attack</anim>
		<idleanim>Charge_idle</idleanim>
		<speedboost>1</speedboost>
		<targetspeedboost>1</targetspeedboost>
		<impacteffect>effects\impacts\melee</impacteffect>
		<damage>100</damage>
		<rof>1.0</rof>
	</action>
	<action>
		<name stringid="38137">NatureHandAttack</name>
		<type>Attack</type>
		<maxrange>2</maxrange>
		<rate type="Unit">1.0</rate>
		<rate type="Military">1.0</rate>
		<rate type="Huntable">1.0</rate>
		<rate type="Economic">1.0</rate>
		<rate type="Guardian">1.0</rate>
		<rate type="Herdable">1.0</rate>
		<attackaction>1</attackaction>
		<handlogic>1</handlogic>
		<speedboost>1</speedboost>
		<anim>Grenadier_attack</anim>
		<impacteffect>effects\impacts\melee</impacteffect>
	</action>
	<action>
		<name stringid="69147">Build</name>
		<type>Build</type>
		<anim>Build</anim>
		<active>0</active>
		<maxrange>0.2</maxrange>
		<rate type="Building">2.0</rate>
	</action>
	<action>
		<name>Convert</name>
		<type>ConvertGuardian</type>
		<active>1</active>
		<maxrange>24</maxrange>
		<rate type="All">1.0</rate>
		<anim>Heal</anim>
	</action>
	<action>
		<name stringid="69155">Heal</name>
		<type>Heal</type>
		<active>1</active>
		<maxrange>20</maxrange>
		<rate type="Unit">100.0</rate>
		<anim>Heal</anim>
	</action>
	<tactic>
		Melee
		<action priority="100">BuildingAttack</action>
		<action priority="60">SlashWave</action>
		<action priority="50">MirageDance</action>
		<action priority="25">HandAttack</action>
		<action>Build</action>
		<action>Heal</action>
		<throw>1</throw>
		<maxhpmodifier>10</maxhpmodifier>
		<action>ConvertGuardian</action>
		<action>Discover</action>
		<attacktype>LogicalTypeVillagersAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>1</runaway>
		<autoretarget>1</autoretarget>
		<idleanim>Charge_idle</idleanim>
		<boredanim>Charge_bored</boredanim>
		<deathanim>Death_by_melee</deathanim>
		<walkanim>Magic_walk</walkanim>
		<joganim>Magic_jog</joganim>
		<runanim>Magic_run</runanim>
	</tactic>
	<tactic>
		Defend
		<action priority="75">BuildingAttack</action>
		<action priority="60">SlashWave</action>
		<action priority="50">MirageDance</action>
		<action priority="25">HandAttack</action>
		<action>Build</action>
		<action>Heal</action>
		<action>ConvertGuardian</action>
		<action>Discover</action>
		<attacktype>LogicalTypeVillagersAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>1</runaway>
		<autoretarget>1</autoretarget>
		<idleanim>Magic_idle</idleanim>
		<boredanim>Magic_standing_bored</boredanim>
		<deathanim>Death_by_melee</deathanim>
		<walkanim>Magic_walk</walkanim>
		<joganim>Magic_jog</joganim>
		<runanim>Magic_run</runanim>
	</tactic>
</tactics>