GameData = Inherit([[]])
GameData["ability_bag"] = Reference([[bags\ability_bag.lua]])
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"] = Reference([[action\ability_action\filter_action.lua]])
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"] = Reference([[action\ability_action\apply_modifiers_action.lua]])
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["duration"] = 20
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_01"] = Reference([[modifiers\cooldown_weapon_modifier.lua]])
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_01"]["usage_type"] = [[multiplication]]
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_01"]["value"] = 0.200000003
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_02"] = Reference([[modifiers\reload_weapon_modifier.lua]])
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_02"]["target_type_name"] = [[hardpoint_01]]
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_02"]["usage_type"] = [[multiplication]]
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_02"]["value"] = 0.5
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_03"] = Reference([[modifiers\received_accuracy_modifier.lua]])
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_03"]["value"] = 1.5
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_04"] = Reference([[modifiers\damage_weapon_modifier.lua]])
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_01"]["modifiers"]["modifier_04"]["value"] = 1.200000048
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_02"] = Reference([[action\ability_action\animator_set_state.lua]])
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_02"]["do_action_state_name"] = [[on]]
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_02"]["state_machine_name"] = [[dasreich_state]]
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["action_table"]["ability_actions"]["action_02"]["undo_action_state_name"] = [[off]]
GameData["ability_bag"]["action_list"]["start_target_actions"]["action_01"]["unit_class_type"] = [[infantry]]
GameData["ability_bag"]["activation"] = [[timed]]
GameData["ability_bag"]["ai_tactic"]["priority"] = 0
GameData["ability_bag"]["ai_tactic"]["tactic_demand"] = [[AITacticDemand_InspiredAssault]]
GameData["ability_bag"]["break_formation_distance"] = 5
GameData["ability_bag"]["caster_close_in_distance"] = 2
GameData["ability_bag"]["cost"]["munition"] = 50
GameData["ability_bag"]["duration_time"] = 30
GameData["ability_bag"]["range_ignore"] = true 
GameData["ability_bag"]["recharge_time"] = 45
GameData["ability_bag"]["requirements"]["required_2"] = Reference([[requirements\required_binary_expr.lua]])
GameData["ability_bag"]["requirements"]["required_2"]["operation"] = [[and]]
GameData["ability_bag"]["requirements"]["required_2"]["reason"] = [[usage_and_display]]
GameData["ability_bag"]["requirements"]["required_2"]["requirement_table_1"]["required_1"] = Reference([[requirements\required_player_upgrade.lua]])
GameData["ability_bag"]["requirements"]["required_2"]["requirement_table_1"]["required_1"]["upgrade_name"] = [[upgrade\axis_propaganda_10.lua]]
GameData["ability_bag"]["requirements"]["required_2"]["requirement_table_2"]["required_1"] = Reference([[requirements\required_entity.lua]])
GameData["ability_bag"]["requirements"]["required_2"]["requirement_table_2"]["required_1"]["entity_type"] = [[grant_abilities]]
GameData["ability_bag"]["speech_code_3"]["code_1"] = [[dre]]
GameData["ability_bag"]["ui_cursor"]["cursor_bad"] = [[modal_ability_cancel]]
GameData["ability_bag"]["ui_cursor"]["cursor_good"] = [[modal_ability]]
GameData["ability_bag"]["ui_group_position"] = 1
GameData["ability_bag"]["ui_info"]["help_text"] = "$146600" -- All infantry will unleash a fearsome assault for the Leader at the cost of their safety, increases rate of fire and damage, but more susceptible to being hit.
GameData["ability_bag"]["ui_info"]["hotkey_name"] = [[inspired_assault]]
GameData["ability_bag"]["ui_info"]["icon_name"] = [[commander\cmdr_axis_for_the_fuhrer]]
GameData["ability_bag"]["ui_info"]["screen_name"] = "$146601" -- Inspired Assault
GameData["ability_bag"]["ui_usage_txt"] = "$146602" -- Left-click icon to Inspire Infantry.
