<configs>

	<!-- Z_Bosses | gameevents.xml -->

	<append xpath="/gameevents">

			<action_sequence name="AlexRebirth">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />

				<action class="SpawnEntity">
					<property name="entity_names" value="bossAlexHalf" />
					<property name="spawn_count" value="1" />
					<property name="air_spawn" value="false" />
					<property name="min_distance" value="8" />
					<property name="max_distance" value="16" />
					<property name="spawn_type" value="Position" />
				</action>
			</action_sequence>

			<!-- *** DEVOURER MINIOS -->
			<action_sequence name="eventDevourerMinions">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />
				<loop class="While">
				<property name="phase" value="0" />
					<decision class="If">
						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies" />
							<property name="operation" value="LessThan" />
							<property name="count" value="2" />
						</requirement>
						<action class="Delay">
							<property name="time" value="20" />
						</action>
						<action class="SpawnEntity">
							<property name="entity_names" value="DevourerMinion" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="false" />
							<property name="add_to_group" value="zombies" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="8" />
							<property name="max_distance" value="16" />
							<property name="spawn_type" value="Position" />
						</action>
						<action class="PlaySound">
							<property name="sound" value="zombiemalealert" param1="alertsound" />
							<property name="phase" value="1" />
						</action>
					</decision>
				</loop>
			</action_sequence>

			<!-- *** BEAR DADDY MINIOS -->
			<action_sequence name="eventBearDaddyMinions">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />
				<loop class="While">
				<property name="phase" value="0" />
					<decision class="If">
						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies" />
							<property name="operation" value="LessThan" />
							<property name="count" value="1" />
						</requirement>
						<action class="Delay">
							<property name="time" value="20" />
						</action>
						<action class="SpawnEntity">
							<property name="entity_names" value="BearDaddyMinion" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="false" />
							<property name="add_to_group" value="zombies" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="8" />
							<property name="max_distance" value="16" />
							<property name="spawn_type" value="Position" />
						</action>
						<action class="PlaySound">
							<property name="sound" value="zombiemalealert" param1="alertsound" />
							<property name="phase" value="1" />
						</action>
					</decision>
				</loop>
			</action_sequence>

			<!-- *** GARGUL MINIOS -->
			<action_sequence name="eventGargulMinions">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />
				<loop class="While">
				<property name="phase" value="0" />
					<decision class="If">
						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies" />
							<property name="operation" value="LessThan" />
							<property name="count" value="2" />
						</requirement>
						<action class="Delay">
							<property name="time" value="20" />
						</action>
						<action class="SpawnEntity">
							<property name="entity_names" value="GargulMinion" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="false" />
							<property name="add_to_group" value="zombies" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="8" />
							<property name="max_distance" value="16" />
							<property name="spawn_type" value="Position" />
							<property name="air_spawn" value="true" />
						</action>
						<action class="PlaySound">
							<property name="sound" value="zombiemalealert" param1="alertsound" />
							<property name="phase" value="1" />
						</action>
					</decision>
				</loop>
			</action_sequence>

			<!-- *** NAGAINA MINIOS -->
			<action_sequence name="eventVenomMinions">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />
				<loop class="While">
				<property name="phase" value="0" />
					<decision class="If">
						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies" />
							<property name="operation" value="LessThan" />
							<property name="count" value="2" />
						</requirement>
						<action class="Delay">
							<property name="time" value="20" />
						</action>
						<action class="SpawnEntity">
							<property name="entity_names" value="NagainaMinion" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="false" />
							<property name="add_to_group" value="zombies" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="8" />
							<property name="max_distance" value="16" />
							<property name="spawn_type" value="Position" />
							<property name="air_spawn" value="true" />
						</action>
						<action class="PlaySound">
							<property name="sound" value="zombiemalealert" param1="snakealert" />
							<property name="phase" value="1" />
						</action>
					</decision>
				</loop>
			</action_sequence>

			<!-- *** WILD BOARS -->
			<action_sequence name="spawnerWildBoars">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="For">
					<property name="phase" value="1" />
					<property name="loop_count" value="3" />

					<action class="SpawnEntity">
						<property name="entity_names" value="animalBoar" />
						<property name="spawn_count" value="1" />
						<property name="max_distance" value="5" />
						<property name="min_distance" value="10" />
					</action>

					<action class="Delay">
						<property name="time" value="2" />
					</action>				
				</loop>
			</action_sequence>

			<!-- *** VETERAN BROTHERHOOD -->
			<action_sequence name="spawnerVeteranBrotherhood">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="For">
					<property name="phase" value="1" />
					<property name="loop_count" value="2" />

					<action class="SpawnEntity">
						<property name="entity_names" value="zombieDemolition,zombieSoldierFeral,zombieSoldierRadiated" />
						<property name="spawn_count" value="1" />
						<property name="max_distance" value="5" />
						<property name="min_distance" value="10" />
					</action>

					<action class="Delay">
						<property name="time" value="2" />
					</action>				
				</loop>
			</action_sequence>

			<!-- *** ANCIENT YETI ICE ROAR -->
			<action_sequence name="spawnerAncientYetiIceRoar">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="For">
					<property name="phase" value="1" />
					<property name="loop_count" value="2" />

					<action class="SpawnEntity">
						<property name="entity_names" value="zombieFrostclawFeral,zombieFrostclawRadiated,zombieFrostclawCharged,zombieFrostclawInfernal" />
						<property name="spawn_count" value="1" />
						<property name="max_distance" value="5" />
						<property name="min_distance" value="10" />
					</action>

					<action class="Delay">
						<property name="time" value="2" />
					</action>				
				</loop>
			</action_sequence>

			<!-- *** HOT HARRY HELLISH -->
			<action_sequence name="spawnerHarryMinions">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="For">
					<property name="phase" value="1" />
					<property name="loop_count" value="2" />

					<action class="SpawnEntity">
						<property name="entity_names" value="zombieHotHarryMinion" />
						<property name="spawn_count" value="1" />
						<property name="max_distance" value="5" />
						<property name="min_distance" value="10" />
					</action>

					<action class="Delay">
						<property name="time" value="2" />
					</action>				
				</loop>
			</action_sequence>

			<!-- *** MUMMY NEXT PHASE -->
			<action_sequence name="spawnerMummy120Physical">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="true" />
				<property name="refund_inactivity" value="false" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="BossMummy120Physical" />
					<property name="spawn_count" value="1" />
					<property name="max_distance" value="10" />
					<property name="min_distance" value="20" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="BuffMummyKillSelf" />
				</action>
			</action_sequence>
			<action_sequence name="spawnerMummy120Ghost">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="true" />
				<property name="refund_inactivity" value="false" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="BossMummy120Ghost" />
					<property name="spawn_count" value="1" />
					<property name="max_distance" value="10" />
					<property name="min_distance" value="20" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="BuffMummyKillSelf" />
				</action>
			</action_sequence>
			<action_sequence name="spawnerMummy90Physical">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="true" />
				<property name="refund_inactivity" value="false" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="BossMummy90Physical" />
					<property name="spawn_count" value="1" />
					<property name="max_distance" value="10" />
					<property name="min_distance" value="20" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="BuffMummyKillSelf" />
				</action>
			</action_sequence>
			<action_sequence name="spawnerMummy90Ghost">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="true" />
				<property name="refund_inactivity" value="false" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="BossMummy90Ghost" />
					<property name="spawn_count" value="1" />
					<property name="max_distance" value="10" />
					<property name="min_distance" value="20" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="BuffMummyKillSelf" />
				</action>
			</action_sequence>
			<action_sequence name="spawnerMummy60Physical">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="true" />
				<property name="refund_inactivity" value="false" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="BossMummy60Physical" />
					<property name="spawn_count" value="1" />
					<property name="max_distance" value="10" />
					<property name="min_distance" value="20" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="BuffMummyKillSelf" />
				</action>
			</action_sequence>
			<action_sequence name="spawnerMummy60Ghost">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="true" />
				<property name="refund_inactivity" value="false" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="BossMummy60Ghost" />
					<property name="spawn_count" value="1" />
					<property name="max_distance" value="10" />
					<property name="min_distance" value="20" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="BuffMummyKillSelf" />
				</action>
			</action_sequence>

			<action_sequence name="spawnerMummy30Physical">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="true" />
				<property name="refund_inactivity" value="false" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="BossMummy30Physical" />
					<property name="spawn_count" value="1" />
					<property name="max_distance" value="10" />
					<property name="min_distance" value="20" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="BuffMummyKillSelf" />
				</action>
			</action_sequence>
			<action_sequence name="spawnerMummy30Ghost">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="true" />
				<property name="refund_inactivity" value="false" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="BossMummy30Ghost" />
					<property name="spawn_count" value="1" />
					<property name="max_distance" value="10" />
					<property name="min_distance" value="20" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="BuffMummyKillSelf" />
				</action>
			</action_sequence>

			<!-- Veteran drop item -->
			<action_sequence name="BossesDropItem">
				<requirement class="HasHeld" />

				<action class="DropHeldItem">
					<property name="drop_sound" value="itemdropped" />
				</action>
			</action_sequence>

			<!-- *** CARRIER HORDE -->
			<action_sequence name="eventCarrierHorde">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Entity" />
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">
				<property name="phase" value="0" />
					<decision class="If">
						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies" />
							<property name="operation" value="LessThan" />
							<property name="count" value="3" />
						</requirement>
						<action class="Delay">
							<property name="time" value="25" />
						</action>
						<action class="SpawnEntity">
							<property name="entity_names" value="bossMystic,bossBitch,bossBurningFlesh,bossCholera,zombieCarrierActive,zombieCarrierDef" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="false" />
							<property name="add_to_group" value="zombies" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="4" />
							<property name="max_distance" value="8" />
							<property name="spawn_type" value="Position" />
						</action>
						<action class="PlaySound">
							<property name="sound" value="zombiemalealert" param1="alertsound" />
							<property name="phase" value="1" />
						</action>
					</decision>
				</loop>
			</action_sequence>

			<action_sequence name="eventPlayerBonusReward">
				<action class="AddItems">
					<property name="added_items" value="donateZCoin" />
					<property name="added_item_counts" value="5" />
				</action>	
			</action_sequence>

		</append>


	<!-- Z_Contracts | gameevents.xml -->

	<append xpath="/gameevents">

			<!-- Getting a bonus to rare specimens from minibosses -->
			<action_sequence name="action_addBonus_MiniBossSample">					
				<action class="ModifyCVar">
					<property name="phase" value="0" />
					<property name="cvar" value="LegBonus_MinibossSamples" />
					<property name="operation" value="add" />
					<property name="value" value=".05" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="read_skillbook" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>

			<!-- Getting a bonus to rare specimens from bosses -->
			<action_sequence name="action_addBonus_BossSample">					
				<action class="ModifyCVar">
					<property name="phase" value="0" />
					<property name="cvar" value="LegBonus_BossSamples" />
					<property name="operation" value="add" />
					<property name="value" value=".025" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="read_skillbook" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>

			<!-- Getting a bonus to rare specimens from all -->
			<action_sequence name="action_addBonus_AllSample">					
				<action class="ModifyCVar">
					<property name="phase" value="0" />
					<property name="cvar" value="LegBonus_AllSamples" />
					<property name="operation" value="add" />
					<property name="value" value=".01" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="read_skillbook" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>

		</append>


	<!-- Z_Master_Skills | gameevents.xml -->

	<append xpath="/gameevents">

			<!-- *** BLOCK_AutoMiner_UtilityWorker's -->
			<!-- Used on AutoMiner Workstations -->
			<action_sequence name="block_autominer_uw">
				<property name="action_type" value="Game" />
				<property name="target_type" value="Block" />
				<property name="allow_while_dead" value="true" />
					<requirement class="VarString">
						<property name="operation" value="NotEquals" />
						<property name="var_name" value="_Mod3Name" />
						<property name="value" value="toolAutominerSiren" />
					</requirement>
					<requirement class="RandomRoll">
						<property name="min_max" value="0,100" />
						<property name="operation" value="LTE" />
						<property name="value" value="20" />
					</requirement>
					<action class="SpawnEntity">	
						<property name="entity_names" value="zombieUtilityWorker,zombieUtilityWorkerFeral" />
						<property name="spawn_count" value="2" />
						<property name="phase" value="0" />
						<property name="add_to_group" value="zombies" />
						<property name="safe_spawn" value="true" />
						<property name="min_distance" value="10" />
						<property name="max_distance" value="20" />
						<property name="spawn_type" value="WanderingHorde" />
						<property name="is_aggressive" value="true" />
					</action>
			</action_sequence>		

			<!-- Literature XP adding -->						
			<action_sequence name="EventLiteratureXP">
				<action class="AddXP">
					<property name="xp_amount" value="@$LiteratureBonus" />
				</action>
			</action_sequence>

		</append>


	<!-- Z_PassiveSkills | gameevents.xml -->

	<append xpath="/gameevents">

			<action_sequence name="perkGameTimer_Max">
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGameTimer" />
					<property name="values" value="10" />
				</action>
			</action_sequence>
			<action_sequence name="perkGameTimer_Reset">
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGameTimer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerGame_SS" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerGame_MM" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerGame_HH" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="perkWinterTimer_Max">
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWinterTimer" />
					<property name="values" value="10" />
				</action>
			</action_sequence>

			<action_sequence name="perkWinterTimer_Reset">
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWinterTimer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWinter_SS" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWinter_MM" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWinter_HH" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="perkCounter_Max">
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkEliteHunt" />
					<property name="values" value="25" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CountEliteHunt" />
					<property name="operation" value="set" />
					<property name="value" value="5000" />
				</action>
			</action_sequence>

			<action_sequence name="perkCounte_Reset">
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkEliteHunt" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CountEliteHunt" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="RecoverPerksPassiveEffects">

				<action class="ModifyProgression">
					<property name="phase" value="0" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGameTimer,perkForestTimer,perkBurntTimer,perkDesertTimer,perkWinterTimer,perkWastelandTimer,perkSniperExpert,perkShotgunExpert,perkAutomaticWeaponExpert,perkPistolExpert,perkBowsExpert,perkRoboticsExpert,perkMeleeHeavyExpert,perkMeleeLightExpert,perkTotalHunt,perkNightHunt,perkBullsEye,perkRangeHunt,perkMeleeHunt,perkEliteHunt,perkBossDevourer,perkBossNagaina,perkBossGargul,perkBossBearDaddy,perkBossBitch,perkBossAncientYeti,perkBossMystic,perkBossBurningFlesh,perkBossCholera,perkBossBull,perkBossHotHarry,perkBossMummy,perkBossShocker,perkBossVeteran,perkBossCarrier" />
					<property name="values" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0" />
				</action>

				<!-- ADAPTATION -->
				<!-- perkGameTimer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGameTimer" />
					<property name="values" value="@$PS_GameTimer_current" />
				</action>

				<!-- perkForestTimer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkForestTimer" />
					<property name="values" value="@$PS_Forest_current" />
				</action>

				<!-- perkBurntTimer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBurntTimer" />
					<property name="values" value="@$PS_Burnt_current" />
				</action>

				<!-- perkDesertTimer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDesertTimer" />
					<property name="values" value="@$PS_Desert_current" />
				</action>

				<!-- perkWinterTimer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWinterTimer" />
					<property name="values" value="@$PS_Winter_current" />
				</action>

				<!-- perkWastelandTimer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWastelandTimer" />
					<property name="values" value="@$PS_Wasteland_current" />
				</action>

				<!-- WEAPON EXPERT -->
				<!-- perkSniperExpert -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSniperExpert" />
					<property name="values" value="@$PS_SniperExpert_current" />
				</action>

				<!-- perkShotgunExpert -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkShotgunExpert" />
					<property name="values" value="@$PS_ShotgunExpert_current" />
				</action>

				<!-- perkAutomaticWeaponExpert -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAutomaticWeaponExpert" />
					<property name="values" value="@$PS_AutomaticWeaponExpert_current" />
				</action>

				<!-- perkPistolExpert -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkPistolExpert" />
					<property name="values" value="@$PS_PistolExpert_current" />
				</action>

				<!-- perkBowsExpert -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBowsExpert" />
					<property name="values" value="@$PS_BowsExpert_current" />
				</action>

				<!-- perkRoboticsExpert -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkRoboticsExpert" />
					<property name="values" value="@$PS_RoboticsExpert_current" />
				</action>

				<!-- perkMeleeHeavyExpert -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkMeleeHeavyExpert" />
					<property name="values" value="@$PS_MeleeHeavyExpert_current" />
				</action>

				<!-- perkMeleeLightExpert -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkMeleeLightExpert" />
					<property name="values" value="@$PS_MeleeLightExpert_current" />
				</action>

				<!-- DEAD HUNT -->
				<!-- perkTotalHunt -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkTotalHunt" />
					<property name="values" value="@$PS_TotalHunt_current" />
				</action>

				<!-- perkNightHunt -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkNightHunt" />
					<property name="values" value="@$PS_NightHunt_current" />
				</action>

				<!-- perkBullsEye -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBullsEye" />
					<property name="values" value="@$PS_BullsEye_current" />
				</action>

				<!-- perkRangeHunt -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkRangeHunt" />
					<property name="values" value="@$PS_RangeHunt_current" />
				</action>

				<!-- perkMeleeHunt -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkMeleeHunt" />
					<property name="values" value="@$PS_MeleeHunt_current" />
				</action>			

				<!-- perkEliteHunt -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkEliteHunt" />
					<property name="values" value="@$PS_EliteHunt_current" />
				</action>

				<!-- BOSS EXPERT -->
				<!-- perkBossDevourer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossDevourer" />
					<property name="values" value="@$PS_BossDevourer_current" />
				</action>

				<!-- perkBossNagaina -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossNagaina" />
					<property name="values" value="@$PS_BossNagaina_current" />
				</action>

				<!-- perkBossGargul -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossGargul" />
					<property name="values" value="@$PS_BossGargul_current" />
				</action>

				<!-- perkBossBearDaddy -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossBearDaddy" />
					<property name="values" value="@$PS_BossBearDaddy_current" />
				</action>

				<!-- perkBossBitch -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossBitch" />
					<property name="values" value="@$PS_BossBitch_current" />
				</action>

				<!-- perkBossAncientYeti -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossAncientYeti" />
					<property name="values" value="@$PS_BossAncientYeti_current" />
				</action>

				<!-- perkBossMystic -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossMystic" />
					<property name="values" value="@$PS_BossMystic_current" />
				</action>

				<!-- perkBossBurningFlesh -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossBurningFlesh" />
					<property name="values" value="@$PS_BossBurningFlesh_current" />
				</action>

				<!-- perkBossCholera -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossCholera" />
					<property name="values" value="@$PS_BossCholera_current" />
				</action>

				<!-- perkBossBull -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossBull" />
					<property name="values" value="@$PS_BossBull_current" />
				</action>

				<!-- perkBossHotHarry -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossHotHarry" />
					<property name="values" value="@$PS_BossHotHarry_current" />
				</action>

				<!-- perkBossMummy -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossMummy" />
					<property name="values" value="@$PS_BossMummy_current" />
				</action>

				<!-- perkBossShocker -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossShocker" />
					<property name="values" value="@$PS_BossShocker_current" />
				</action>

				<!-- perkBossVeteran -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossVeteran" />
					<property name="values" value="@$PS_BossVeteran_current" />
				</action>

				<!-- perkBossCarrier -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossCarrier" />
					<property name="values" value="@$PS_BossCarrier_current" />
				</action>

			</action_sequence>

			<action_sequence name="PassiveSkills_Reset">
				<!-- perkGameTimer -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGameTimer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerGame_SS" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerGame_MM" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerGame_HH" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkForestTimer -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkForestTimer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerForest_SS" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerForest_MM" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerForest_HH" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBurntTimer -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBurntTimer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerBurnt_SS" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerBurnt_MM" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerBurnt_HH" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkDesertTimer -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDesertTimer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerDesert_SS" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerDesert_MM" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerDesert_HH" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkWinterTimer -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWinterTimer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerWinter_SS" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerWinter_MM" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerWinter_HH" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkWastelandTimer -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWastelandTimer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerWasteland_SS" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerWasteland_MM" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="TimerWasteland_HH" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>

				<!-- perkSniperExpert -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSniperExpert" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountSniperExpert" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkShotgunExpert -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkShotgunExpert" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountShotgunExpert" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkAutomaticWeaponExpert -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAutomaticWeaponExpert" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountAutomaticWeaponExpert" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkPistolExpert -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkPistolExpert" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountPistolExpert" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBowsExpert -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBowsExpert" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBowsExpert" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkRoboticsExpert -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkRoboticsExpert" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountRoboticsExpert" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkMeleeHeavyExpert -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkMeleeHeavyExpert" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountMeleeHeavyExpert" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkMeleeLightExpert -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkMeleeLightExpert" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountMeleeLightExpert" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>

				<!-- perkTotalHunt -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkTotalHunt" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountTotalHunt" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkNightHunt -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkNightHunt" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountNightHunt" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBullsEye -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBullsEye" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBullsEye" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkRangeHunt -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkRangeHunt" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountRangeHunt" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkMeleeHunt -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkMeleeHunt" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountMeleeHunt" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkEliteHunt -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkEliteHunt" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountEliteHunt" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>

				<!-- perkBossDevourer -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossDevourer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossDevourer" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossNagaina -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossNagaina" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossNagaina" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossGargul -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossGargul" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossGargul" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossBearDaddy -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossBearDaddy" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossBearDaddy" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossBitch -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossBitch" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossBitch" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossAncientYeti -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossAncientYeti" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossAncientYeti" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossMystic -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossMystic" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossMystic" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossBurningFlesh -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossBurningFlesh" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossBurningFlesh" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossCholera -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossCholera" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossCholera" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossBull -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossBull" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossBull" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossHotHarry -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossHotHarry" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossHotHarry" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossMummy -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossMummy" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossMummy" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossShocker -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossShocker" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossShocker" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossVeteran -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossVeteran" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossVeteran" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- perkBossCarrier -->
				<action class="ModifyProgression">				
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBossCarrier" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="cvar" value="CountBossCarrier" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>

			</action_sequence>

		</append>


	<!-- Z_Perfection | gameevents.xml -->

	<append xpath="/gameevents">

			<action_sequence name="eventPerfectionReset">
				<action class="ModifyProgression">
					<property name="phase" value="0" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="attperfection" />
					<property name="values" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="actionAggressorMiniboss">
				<property name="action_type" value="Game" />
				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="3" />
				</action>
				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossDevourer,bossBearDaddy,bossGargul,bossBitch,bossBurningFlesh,bossCholera" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="actionAggressorBoss">
				<property name="action_type" value="Game" />
				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="3" />
				</action>
				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossBull,bossShocker,bossVeteran,bossAncientYeti" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="action_1Skillpont">
				<action class="AddSkillPoints">
					<property name="skill_points" value="1" />
				</action>
			</action_sequence>

		</append>


	<!-- Z_Radiostation | gameevents.xml -->

	<append xpath="/gameevents">
			<!-- TEMPORARY HOT FIX Add ammo reward -->
			<!-- 7.62 -->
			<action_sequence name="ammo762DU100_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo762mmBulletDU" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammo762DU1000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo762mmBulletDU" />
					<property name="added_item_counts" value="1000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammo762DU5000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo762mmBulletDU" />
					<property name="added_item_counts" value="5000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>

			<!-- 44Magnum -->
			<action_sequence name="ammo44MagnumDU100_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo44MagnumBulletDU" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammo44MagnumDU1000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo44MagnumBulletDU" />
					<property name="added_item_counts" value="1000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammo44MagnumDU5000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo44MagnumBulletDU" />
					<property name="added_item_counts" value="5000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>

			<!-- 44Magnum -->
			<action_sequence name="ammo44MagnumDU100_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo44MagnumBulletDU" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammo44MagnumDU1000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo44MagnumBulletDU" />
					<property name="added_item_counts" value="1000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammo44MagnumDU5000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo44MagnumBulletDU" />
					<property name="added_item_counts" value="5000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>

			<!-- 9mm -->
			<action_sequence name="ammo9mmDU100_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo9mmBulletDU" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammo9mmDU1000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo9mmBulletDU" />
					<property name="added_item_counts" value="1000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammo9mmDU5000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammo9mmBulletDU" />
					<property name="added_item_counts" value="5000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>

			<!-- Shotgun -->
			<action_sequence name="ammoShotgunDU100_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammoShotgunSlugDU" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammoShotgunDU1000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammoShotgunSlugDU" />
					<property name="added_item_counts" value="1000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammoShotgunDU5000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammoShotgunSlugDU" />
					<property name="added_item_counts" value="5000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>

			<!-- Turret -->
			<action_sequence name="ammoTurretDU1500_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammoJunkTurretDU" />
					<property name="added_item_counts" value="1500" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="ammoTurretDU9000_Reward">								
				<action class="AddItems">
					<property name="added_items" value="ammoJunkTurretDU" />
					<property name="added_item_counts" value="9000" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>

			<!-- MED -->
			<action_sequence name="medsmall_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceRareMedicines" />
					<property name="added_item_counts" value="10" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="medbig_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceRareMedicines" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>

			<!-- Alloys -->
			<action_sequence name="Light_small_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceUltraLightAlloys" />
					<property name="added_item_counts" value="10" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="Light_medium_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceUltraLightAlloys" />
					<property name="added_item_counts" value="50" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="Light_big_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceUltraLightAlloys" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="Strength_small_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceUltraStrengthAlloys" />
					<property name="added_item_counts" value="10" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="Strength_medium_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceUltraStrengthAlloys" />
					<property name="added_item_counts" value="50" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="Strength_big_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceUltraStrengthAlloys" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="Experimental_small_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceExperimentalAlloys" />
					<property name="added_item_counts" value="10" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="Experimental_medium_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceExperimentalAlloys" />
					<property name="added_item_counts" value="50" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="Experimental_big_Reward">								
				<action class="AddItems">
					<property name="added_items" value="resourceExperimentalAlloys" />
					<property name="added_item_counts" value="100" />
				</action>
				<action class="PlaySound">
					<property name="sound" value="twitch_good_spawn" />
					<property name="phase" value="1" />
				</action>
			</action_sequence>

			<!-- Cancel Quest's -->
			<action_sequence name="Cancel_quest_LA_small">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_small_la" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>
			<action_sequence name="Cancel_quest_SA_small">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_small_sa" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>
			<action_sequence name="Cancel_quest_EA_small">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_small_ea" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>

			<action_sequence name="Cancel_quest_LA_medium">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_medium_la" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>
			<action_sequence name="Cancel_quest_SA_medium">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_medium_sa" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>
			<action_sequence name="Cancel_quest_EA_medium">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_medium_ea" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>

			<action_sequence name="Cancel_quest_LA_big">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_big_la" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>
			<action_sequence name="Cancel_quest_SA_big">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_big_sa" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>
			<action_sequence name="Cancel_quest_EA_big">
				<property name="action_type" value="Game" />
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_big_ea" />
					<property name="remove_quest" value="true" />
				</action>
			</action_sequence>

			<!-- Launching a wave of small cases -->				
			<action_sequence name="SmallCase01_Event">					
				<action class="AddBuff">
					<property name="phase" value="0" />
					<property name="buff_name" value="Buff_SmallCase_Spawner01" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>
			<action_sequence name="SmallCase02_Event">					
				<action class="AddBuff">
					<property name="phase" value="0" />
					<property name="buff_name" value="Buff_SmallCase_Spawner02" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>
			<action_sequence name="SmallCase03_Event">					
				<action class="AddBuff">
					<property name="phase" value="0" />
					<property name="buff_name" value="Buff_SmallCase_Spawner03" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>

			<action_sequence name="SmallCase_Event_Spawner01">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">				
						<requirement class="CVar">
							<property name="cvar" value="SmallCase_Status01" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="3" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">	
							<property name="entity_names" value="zombieArlene,zombieFatCop,zombieLab,zombieMarlene,zombieDarlene,zombiePartyGirlFeral,zombieNurseFeral,zombieSkateboarderFeral,zombieTomClarkFeral,zombieBoeFeral,zombieJoeRadiated,zombieSteveRadiated,zombieYoRadiated,zombieBusinessManRadiated,zombieUtilityWorkerRadiated" />	
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="8" />
							<property name="max_distance" value="16" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>
			<action_sequence name="SmallCase_Event_Spawner02">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">				
						<requirement class="CVar">
							<property name="cvar" value="SmallCase_Status02" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="3" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">	
							<property name="entity_names" value="zombieArlene,zombieFatCop,zombieLab,zombieMarlene,zombieDarlene,zombiePartyGirlFeral,zombieNurseFeral,zombieSkateboarderFeral,zombieTomClarkFeral,zombieBoeFeral,zombieJoeRadiated,zombieSteveRadiated,zombieYoRadiated,zombieBusinessManRadiated,zombieUtilityWorkerRadiated" />	
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="8" />
							<property name="max_distance" value="16" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>
			<action_sequence name="SmallCase_Event_Spawner03">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">				
						<requirement class="CVar">
							<property name="cvar" value="SmallCase_Status03" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="3" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">	
							<property name="entity_names" value="zombieArlene,zombieFatCop,zombieLab,zombieMarlene,zombieDarlene,zombiePartyGirlFeral,zombieNurseFeral,zombieSkateboarderFeral,zombieTomClarkFeral,zombieBoeFeral,zombieJoeRadiated,zombieSteveRadiated,zombieYoRadiated,zombieBusinessManRadiated,zombieUtilityWorkerRadiated" />	
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="8" />
							<property name="max_distance" value="16" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>

			<!-- Launching a wave of Medium cases -->
			<action_sequence name="MediumCase_Event01">
				<action class="AddBuff">
					<property name="buff_name" value="Buff_MediumCase_Spawner01" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>
			<action_sequence name="MediumCase_Event02">
				<action class="AddBuff">
					<property name="buff_name" value="Buff_MediumCase_Spawner02" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>
			<action_sequence name="MediumCase_Event03">
				<action class="AddBuff">
					<property name="buff_name" value="Buff_MediumCase_Spawner03" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>

			<action_sequence name="MediumCase_Event_Spawner01">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">				
						<requirement class="CVar">
							<property name="cvar" value="MediumCase_Status01" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="4" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">
							<property name="entity_names" value="zombieSkateboarder,zombieTomClark,zombieBoeFeral,zombieSpiderFeral,zombieFatHawaiianFeral,zombieLumberjackFeral,animalDireWolf,zombieFatCopFeral,zombiePartyGirlFeral,zombieSteveRadiated,zombieJanitorRadiated,zombieFemaleFatRadiated,zombieWightRadiated,zombieScreamerRadiated,zombieYoRadiated,zombieBurntElite,zombieTomClarkElite" param1="zombiename" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="10" />
							<property name="max_distance" value="20" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>
			<action_sequence name="MediumCase_Event_Spawner02">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">				
						<requirement class="CVar">
							<property name="cvar" value="MediumCase_Status02" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="4" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">
							<property name="entity_names" value="zombieSkateboarder,zombieTomClark,zombieBoeFeral,zombieSpiderFeral,zombieFatHawaiianFeral,zombieLumberjackFeral,animalDireWolf,zombieFatCopFeral,zombiePartyGirlFeral,zombieSteveRadiated,zombieJanitorRadiated,zombieFemaleFatRadiated,zombieWightRadiated,zombieScreamerRadiated,zombieYoRadiated,zombieBurntElite,zombieTomClarkElite" param1="zombiename" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="10" />
							<property name="max_distance" value="20" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>
			<action_sequence name="MediumCase_Event_Spawner03">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">				
						<requirement class="CVar">
							<property name="cvar" value="MediumCase_Status03" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="4" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">
							<property name="entity_names" value="zombieSkateboarder,zombieTomClark,zombieBoeFeral,zombieSpiderFeral,zombieFatHawaiianFeral,zombieLumberjackFeral,animalDireWolf,zombieFatCopFeral,zombiePartyGirlFeral,zombieSteveRadiated,zombieJanitorRadiated,zombieFemaleFatRadiated,zombieWightRadiated,zombieScreamerRadiated,zombieYoRadiated,zombieBurntElite,zombieTomClarkElite" param1="zombiename" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="10" />
							<property name="max_distance" value="20" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>

			<!-- Launching a wave of Big cases -->
			<action_sequence name="BigCase_Event01">
				<action class="AddBuff">
					<property name="buff_name" value="Buff_BigCase_Spawner01" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>
			<action_sequence name="BigCase_Event02">
				<action class="AddBuff">
					<property name="buff_name" value="Buff_BigCase_Spawner02" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>
			<action_sequence name="BigCase_Event03">
				<action class="AddBuff">
					<property name="buff_name" value="Buff_BigCase_Spawner03" />
				</action>

				<action class="PlaySound">
					<property name="sound" value="twitch_shield_enemies" />
					<property name="inside_head" value="true" />
					<property name="can_disable" value="false" />
				</action>
			</action_sequence>

			<action_sequence name="BigCase_Event_Spawner01">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">					
						<requirement class="CVar">
							<property name="cvar" value="BigCase_Status01" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="5" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">
							<property name="entity_names" value="zombieNurseFeral,zombieDarleneFeral,zombieBoeFeral,zombieSpiderFeral,zombieSkateboarderFeral,zombieBikerRadiated,animalDireWolf,zombieSkateboarderRadiated,zombieBowlerRadiated,zombieFatCopRadiated,zombieJanitorRadiated,zombieMarleneRadiated,zombieFemaleFatElite,zombieDemolitionElite,zombieSoldierElite,zombieLumberjackElite,zombieLabElite,zombieInmateElite,zombieJoeElite" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="12" />
							<property name="max_distance" value="24" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>
			<action_sequence name="BigCase_Event_Spawner02">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">					
						<requirement class="CVar">
							<property name="cvar" value="BigCase_Status02" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="5" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">
							<property name="entity_names" value="zombieNurseFeral,zombieDarleneFeral,zombieBoeFeral,zombieSpiderFeral,zombieSkateboarderFeral,zombieBikerRadiated,animalDireWolf,zombieSkateboarderRadiated,zombieBowlerRadiated,zombieFatCopRadiated,zombieJanitorRadiated,zombieMarleneRadiated,zombieFemaleFatElite,zombieDemolitionElite,zombieSoldierElite,zombieLumberjackElite,zombieLabElite,zombieInmateElite,zombieJoeElite" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="12" />
							<property name="max_distance" value="24" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>
			<action_sequence name="BigCase_Event_Spawner03">
				<property name="allow_while_dead" value="false" />
				<property name="refund_inactivity" value="false" />

				<loop class="While">	
					<decision class="If">					
						<requirement class="CVar">
							<property name="cvar" value="BigCase_Status03" />
							<property name="operation" value="Equals" />
							<property name="value" value="1" />
						</requirement>

						<requirement class="GroupLiveCount">
							<property name="target_group" value="zombies_event" />
							<property name="operation" value="LessThan" />
							<property name="count" value="5" />
						</requirement>

						<action class="Delay">
							<property name="time" value="2" />
						</action>

						<action class="SpawnEntity">
							<property name="entity_names" value="zombieNurseFeral,zombieDarleneFeral,zombieBoeFeral,zombieSpiderFeral,zombieSkateboarderFeral,zombieBikerRadiated,animalDireWolf,zombieSkateboarderRadiated,zombieBowlerRadiated,zombieFatCopRadiated,zombieJanitorRadiated,zombieMarleneRadiated,zombieFemaleFatElite,zombieDemolitionElite,zombieSoldierElite,zombieLumberjackElite,zombieLabElite,zombieInmateElite,zombieJoeElite" />
							<property name="spawn_count" value="1" />
							<property name="air_spawn" value="true" />
							<property name="phase" value="0" />
							<property name="add_to_group" value="zombies_event" />
							<property name="safe_spawn" value="true" />
							<property name="min_distance" value="12" />
							<property name="max_distance" value="24" />
							<property name="spawn_type" value="NearPosition" />
							<property name="is_aggressive" value="true" />
							<property name="add_buffs" value="EnemyDot_Buff,Zombie_BlockDamage_Buff" />
						</action>
					</decision>
				</loop>
			</action_sequence>

			<!-- Wave for small case AMMO -->
			<action_sequence name="Event_AmmoSmall_Check">
				<action class="AddBuff">
					<property name="buff_name" value="buff_AmmoSmall_Start" />
				</action>
			</action_sequence>
			<action_sequence name="Spawner_Ammo_SmallWave">
				<property name="action_type" value="Game" />
				<property name="allow_while_dead" value="false" />

				<loop class="For">
					<property name="phase" value="1" />
					<property name="loop_count" value="7" />

					<action class="SpawnEntity">
						<property name="entity_names" value="zombieSkateboarder,zombieTomClark,zombieBoeFeral,zombieSpiderFeral,zombieFatHawaiianFeral,zombieLumberjackFeral,animalDireWolf,zombieFatCopFeral,zombiePartyGirlFeral,zombieSteveRadiated,zombieJanitorRadiated,zombieFemaleFatRadiated,zombieWightRadiated,zombieScreamerRadiated,zombieYoRadiated,zombieBurntElite,zombieTomClarkElite" />
						<property name="spawn_count" value="1" />
						<property name="air_spawn" value="true" />
						<property name="max_distance" value="25" />
						<property name="min_distance" value="15" />
						<property name="add_buffs" value="EnemyDot_Buff" />
					</action>

					<action class="Delay">
						<property name="time" value="2" />
					</action>				
				</loop>
			</action_sequence>

			<!-- Wave for big case AMMO -->		
			<action_sequence name="Event_AmmoBig_Check">
				<action class="AddBuff">
					<property name="buff_name" value="buff_AmmoBig_Start" />
				</action>
			</action_sequence>
			<action_sequence name="Spawner_Ammo_BigWave">
				<property name="action_type" value="Game" />
				<property name="allow_while_dead" value="false" />

				<loop class="For">
					<property name="phase" value="1" />
					<property name="loop_count" value="13" />

					<action class="SpawnEntity">
						<property name="entity_names" value="zombieNurseFeral,zombieDarleneFeral,zombieBoeFeral,zombieSpiderFeral,zombieSkateboarderFeral,zombieBikerRadiated,animalDireWolf,zombieSkateboarderRadiated,zombieBowlerRadiated,zombieFatCopRadiated,zombieJanitorRadiated,zombieMarleneRadiated,zombieFemaleFatElite,zombieDemolitionElite,zombieSoldierElite,zombieLumberjackElite,zombieLabElite,zombieInmateElite,zombieJoeElite" param1="zombiename" />
						<property name="spawn_count" value="1" param1="spawncount" />
						<property name="air_spawn" value="true" />
						<property name="max_distance" value="25" param1="maxdist" />
						<property name="min_distance" value="15" param1="mindist" />
						<property name="add_buffs" value="EnemyDot_Buff" />
					</action>

					<action class="Delay">
						<property name="time" value="2" />
					</action>				
				</loop>
			</action_sequence>

			<!-- Wave for large case AMMO -->
			<action_sequence name="Spawner_Ammo_LargeWave">
				<property name="action_type" value="Game" />
				<property name="allow_while_dead" value="false" />

				<action class="AddBuff">
					<property name="phase" value="1" />
					<property name="buff_name" value="Buff_Ammo_LargeWave_Miniboss" />
				</action>

				<loop class="For">
					<property name="phase" value="2" />
					<property name="loop_count" value="18" />

					<action class="SpawnEntity">
						<property name="entity_names" value="zombieDemolitionInfernalElite,zombieFemaleFatInfernalElite,zombieFatHawaiianInfernalElite,zombieCopInfernalElite,zombieWightInfernalElite,zombieSoldierInfernalElite,zombieSkaterInfernalElite,zombieBikerInfernalElite,zombieHazmatInfernalElite,zombieLumberjackInfernalElite,zombieMoeInfernalElite,zombieUtilityWorkerInfernalElite,zombieMarleneInfernalElite,zombieSpiderInfernalElite,zombieBoeInfernalElite,zombieDarleneInfernalElite,zombieJoeInfernalElite,zombieSteveInfernalElite,zombieYoInfernalElite,zombieNurseInfernalElite,zombiePartyGirlInfernalElite,zombieLabInfernalElite,zombieTomClarkInfernalElite,zombieJanitorInfernalElite,zombieBurntInfernalElite,zombieBusinessManInfernalElite,zombieInmateInfernalElite,zombieFemaleFatChargedElite,zombieFatHawaiianChargedElite,zombieCopChargedElite,zombieWightChargedElite,zombieSoldierChargedElite,zombieSkaterChargedElite,zombieBikerChargedElite,zombieHazmatChargedElite,zombieLumberjackChargedElite,zombieMoeChargedElite,zombieUtilityWorkerChargedElite,zombieMarleneChargedElite,zombieSpiderChargedElite,zombieBoeChargedElite,zombieDarleneChargedElite,zombieJoeChargedElite,zombieSteveChargedElite,zombieYoChargedElite,zombieNurseChargedElite,zombiePartyGirlChargedElite,zombieLabChargedElite,zombieTomClarkChargedElite,zombieJanitorChargedElite,zombieBurntChargedElite,zombieBusinessManChargedElite,zombieInmateChargedElite,zombieDemolitionElite,zombieFemaleFatElite,zombieFatHawaiianElite,zombieCopElite,zombieWightElite,zombieSoldierElite,zombieSkaterElite,zombieBikerElite,zombieHazmatElite,zombieLumberjackElite,zombieMoeElite,zombieUtilityWorkerElite,zombieMarleneElite,zombieSpiderElite,zombieBoeElite,zombieDarleneElite,zombieJoeElite,zombieSteveElite,zombieYoElite,zombieNurseElite,zombiePartyGirlElite,zombieLabElite,zombieTomClarkElite,zombieJanitorElite,zombieBurntElite,zombieBusinessManElite,zombieInmateElite,DevourerMinion,BearDaddyMinion,GargulMinion" param1="zombiename" />
						<property name="spawn_count" value="1" param1="spawncount" />
						<property name="air_spawn" value="true" />
						<property name="max_distance" value="25" param1="maxdist" />
						<property name="min_distance" value="15" param1="mindist" />
						<property name="add_buffs" value="EnemyDot_Buff" />
					</action>

					<action class="Delay">
						<property name="time" value="2" />
					</action>				
				</loop>

				<action class="RemoveBuff">
					<property name="phase" value="3" />
					<property name="buff_name" value="Buff_Ammo_LargeWave_Miniboss" />
				</action>
			</action_sequence>
			<action_sequence name="Spawner_Miniboss">
				<property name="action_type" value="Game" />
				<property name="allow_while_dead" value="false" />

				<action class="SpawnEntity">
					<property name="entity_names" value="bossDevourer,bossBearDaddy,bossGargul,bossBitch,bossBurningFlesh,bossCholera" param1="zombiename" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="air_spawn" value="true" />
					<property name="max_distance" value="25" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="add_buffs" value="EnemyDot_Buff" />
				</action>		
			</action_sequence>

			<!-- Smoke Signal Receiving Events -->
			<action_sequence name="action_give_SignalSmokeFaint">
				<action class="AddItems">
					<property name="added_items" value="SignalSmokeFaint" />
					<property name="added_item_counts" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="action_give_SignalSmokeMedium">
				<action class="AddItems">
					<property name="added_items" value="SignalSmokeMedium" />
					<property name="added_item_counts" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="action_give_SignalSmokeStrong">
				<action class="AddItems">
					<property name="added_items" value="SignalSmokeStrong" />
					<property name="added_item_counts" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="action_give_SignalSmokeAmmoSmall">
				<action class="AddItems">
					<property name="added_items" value="SignalSmokeAmmoSmall" />
					<property name="added_item_counts" value="1" />
				</action>
				<action class="AddBuff">
					<property name="buff_name" value="Buff_Ammo_SmallCase_Status" />
				</action>
			</action_sequence>	
			<action_sequence name="action_give_SignalSmokeAmmoBig">
				<action class="AddItems">
					<property name="added_items" value="SignalSmokeAmmoBig" />
					<property name="added_item_counts" value="1" />
				</action>
				<action class="AddBuff">
					<property name="buff_name" value="Buff_Ammo_BigCase_Status" />
				</action>
			</action_sequence>
			<action_sequence name="action_give_SignalSmokeAmmoLarge">
				<property name="action_type" value="Game" />

				<action class="AddItems">
					<property name="phase" value="1" />
					<property name="added_items" value="SignalSmokeAmmoLarge" />
					<property name="added_item_counts" value="1" />
				</action>
				<action class="AddBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="Buff_Ammo_LargeCase_block" />
				</action>
			</action_sequence>

			<action_sequence name="action_give_SignalSmokeMedicineSmall">
				<action class="AddItems">
					<property name="added_items" value="SignalSmokeMedicineSmall" />
					<property name="added_item_counts" value="1" />
				</action>
				<action class="AddBuff">
					<property name="buff_name" value="Buff_Ammo_SmallCase_Status" />
				</action>
			</action_sequence>
			<action_sequence name="action_give_SignalSmokeMedicineBig">
				<action class="AddItems">
					<property name="added_items" value="SignalSmokeMedicineBig" />
					<property name="added_item_counts" value="1" />
				</action>
				<action class="AddBuff">
					<property name="buff_name" value="Buff_Ammo_LargeCase_Status" />
				</action>
			</action_sequence>

			<action_sequence name="action_spawn_reward_SmallCase_UltraLightAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_SmallCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropSmallLightAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>
			<action_sequence name="action_spawn_reward_SmallCase_UltraStrengthAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_SmallCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropSmallStrengthAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>
			<action_sequence name="action_spawn_reward_SmallCase_ExperimentalAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_SmallCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropSmallExperimentalAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="action_spawn_reward_MediumCase_UltraLightAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_MediumCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropMediumLightAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>
			<action_sequence name="action_spawn_reward_MediumCase_UltraStrengthAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_MediumCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropMediumStrengthAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>
			<action_sequence name="action_spawn_reward_MediumCase_ExperimentalAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_MediumCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropMediumExperimentalAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="action_spawn_reward_BigCase_UltraLightAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_BigCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropBigLightAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>
			<action_sequence name="action_spawn_reward_BigCase_UltraStrengthAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_BigCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropBigStrengthAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>
			<action_sequence name="action_spawn_reward_BigCase_ExperimentalAlloys">
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_BigCase_Spawner" />
				</action>
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropBigExperimentalAlloys" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<!-- Rare AMMO -->		
			<action_sequence name="action_drop762DU_100">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop762DU_100" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_SmallCase_Status" />
				</action>			
			</action_sequence>
			<action_sequence name="action_drop762DU_1000">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop762DU_1000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_BigCase_Status" />
				</action>
			</action_sequence>
			<action_sequence name="action_drop762DU_5000">
				<property name="action_type" value="Game" />

				<action class="SpawnEntity">
					<property name="phase" value="1" />
					<property name="entity_names" value="drop762DU_5000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="phase" value="2" />
					<property name="buff_name" value="Buff_Ammo_LargeCase_block" />
				</action>
			</action_sequence>
			<action_sequence name="action_drop44MagnumDU_100">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop44MagnumDU_100" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_SmallCase_Status" />
				</action>			
			</action_sequence>
			<action_sequence name="action_drop44MagnumDU_1000">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop44MagnumDU_1000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_BigCase_Status" />
				</action>			
			</action_sequence>
			<action_sequence name="action_drop44MagnumDU_5000">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop44MagnumDU_5000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_LargeCase_Status,Buff_Ammo_LargeWave_Miniboss" />
				</action>			
			</action_sequence>
			<action_sequence name="action_drop9mmDU_100">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop9mmDU_100" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_SmallCase_Status" />
				</action>
			</action_sequence>
			<action_sequence name="action_drop9mmDU_1000">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop9mmDU_1000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_BigCase_Status" />
				</action>			
			</action_sequence>
			<action_sequence name="action_drop9mmDU_5000">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop9mmDU_5000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_LargeCase_Status,Buff_Ammo_LargeWave_Miniboss" />
				</action>			
			</action_sequence>
			<action_sequence name="action_dropShotgunDU_100">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropShotgunDU_100" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_SmallCase_Status" />
				</action>
			</action_sequence>
			<action_sequence name="action_dropShotgunDU_1000">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropShotgunDU_1000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_BigCase_Status" />
				</action>
			</action_sequence>
			<action_sequence name="action_dropShotgunDU_5000">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropShotgunDU_5000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_LargeCase_Status,Buff_Ammo_LargeWave_Miniboss" />
				</action>
			</action_sequence>

			<action_sequence name="action_dropTurretDU_1500">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropTurretDU_1500" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_BigCase_Status" />
				</action>
			</action_sequence>
			<action_sequence name="action_dropTurretDU_9000">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="dropTurretDU_9000" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_LargeCase_Status,Buff_Ammo_LargeWave_Miniboss" />
				</action>
			</action_sequence>

			<!-- Rare MEDICINE -->
			<action_sequence name="action_drop_medsmall">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop_RareMed_Small" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_LargeCase_Status" />
				</action>			
			</action_sequence>
			<action_sequence name="action_drop_medbig">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="drop_RareMed_Big" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="20" param1="maxdist" />
					<property name="min_distance" value="15" param1="mindist" />
					<property name="safe_spawn" value="true" />
					<property name="spawn_type" value="NearPosition" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>
				<action class="RemoveBuff">
					<property name="buff_name" value="Buff_Ammo_LargeCase_Status" />
				</action>			
			</action_sequence>

			<!-- Bait delivery -->
			<action_sequence name="action_give_MediumBait">
				<action class="AddItems">
					<property name="added_items" value="bodyMediumBait" />
					<property name="added_item_counts" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="action_give_SmallBait">
				<action class="AddItems">
					<property name="added_items" value="bodySmallBait" />
					<property name="added_item_counts" value="1" />
				</action>
			</action_sequence>
			<action_sequence name="action_give_BigBait">
				<action class="AddItems">
					<property name="added_items" value="bodyBigBait" />
					<property name="added_item_counts" value="1" />
				</action>
			</action_sequence>

			<!-- Call Boss -->
			<action_sequence name="Event_CallBull">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossBull" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>
			<action_sequence name="Event_CallShocker">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossShocker" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>
			<action_sequence name="Event_CallVeteran">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossVeteran" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallMummy">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="BossMummy" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallHotHarry">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="BossHotHarry" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallAncientYeti">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossAncientYeti" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallDevourer">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossDevourer" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallBearDaddy">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossBearDaddy" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallNagaina">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossNagaina" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallGargul">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossGargul" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallBitch">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossBitch" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallBurningFlesh">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossBurningFlesh" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallCholera">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossCholera" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallMystic">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossMystic" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<action_sequence name="Event_CallCarrier">
				<property name="action_type" value="Game" />

				<action class="Delay">
					<property name="phase" value="1" />
					<property name="time" value="10" />
				</action>

				<action class="SpawnEntity">
					<property name="phase" value="2" />
					<property name="entity_names" value="bossCarrier" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="45" param1="mindist" />
					<property name="air_spawn" value="true" param1="airspawn" />
				</action>	
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- EXPEDITION QUEST'S -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

			<!-- Reconnaissance -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<action_sequence name="Exp_Reconnaissance_status">			
				<property name="action_type" value="Game" />
				<action class="AddBuff">
					<property name="phase" value="1" />
					<property name="buff_name" value="Buff_Exp_Reconnaissance_Status" />
				</action>	
			</action_sequence>

			<!-- <action_sequence name="Exp_Reconnaissance_statusCheck">			 -->
				<!-- <property name="action_type" value="Game" /> -->
				<!-- <requirement class="OnQuest"> -->
					<!-- <property name="quest" value="treasure_exp_reconnaissance_start"/> -->
					<!-- <property name="invert" value="true" /> -->
				<!-- </requirement> -->
				<!-- <action class="ModifyCVar"> -->
					<!-- <property name="cvar" value="Exp_Reconnaissance_status" param1="cvar"/> -->
					<!-- <property name="operation" value="set" /> -->
					<!-- <property name="value" value="1" /> -->
				<!-- </action> -->
			<!-- </action_sequence> -->

			<!-- <action_sequence name="Exp_Reconnaissance_end">			 -->
				<!-- <property name="action_type" value="Game" /> -->
				<!-- <action class="ModifyCVar"> -->
					<!-- <property name="cvar" value="Exp_Reconnaissance_status_end" param1="cvar"/> -->
					<!-- <property name="operation" value="set" /> -->
					<!-- <property name="value" value="1" /> -->
				<!-- </action> -->
			<!-- </action_sequence> -->

			<action_sequence name="Exp_Reconnaissance_Complite">
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_exp_reconnaissance_start" />
					<property name="remove_quest" value="true" />
				</action>

				<action class="AddQuest">
					<property name="phase" value="2" />
					<property name="quest" value="treasure_exp_reconnaissance_complete" />
				</action>
			</action_sequence>

			<!-- Increased activity -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- <action_sequence name="Exp_Activity_statusCheck">			 -->
				<!-- <property name="action_type" value="Game" /> -->
				<!-- <requirement class="OnQuest"> -->
					<!-- <property name="quest" value="treasure_exp_activity_start"/> -->
					<!-- <property name="invert" value="true" /> -->
				<!-- </requirement> -->
				<!-- <action class="ModifyCVar"> -->
					<!-- <property name="cvar" value="Exp_Activity_status" param1="cvar"/> -->
					<!-- <property name="operation" value="set" /> -->
					<!-- <property name="value" value="1" /> -->
				<!-- </action> -->
			<!-- </action_sequence> -->

			<!-- <action_sequence name="Exp_Activity_end">			 -->
				<!-- <property name="action_type" value="Game" /> -->
				<!-- <action class="ModifyCVar"> -->
					<!-- <property name="cvar" value="Exp_Activity_status_end" param1="cvar" /> -->
					<!-- <property name="operation" value="set" /> -->
					<!-- <property name="value" value="1" /> -->
				<!-- </action> -->
			<!-- </action_sequence> -->

			<action_sequence name="Exp_Activity_status">			
				<property name="action_type" value="Game" />
				<action class="AddBuff">
					<property name="buff_name" value="Buff_Exp_Activity_Status" />
				</action>	
			</action_sequence>

			<action_sequence name="Exp_Activity_Complite">
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_exp_activity_start" />
					<property name="remove_quest" value="true" />
				</action>

				<action class="AddQuest">
					<property name="phase" value="2" />
					<property name="quest" value="treasure_exp_activity_complete" />
				</action>
			</action_sequence>

			<action_sequence name="Exp_Activity_Fail">
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_exp_activity_start" />
					<property name="remove_quest" value="true" />
				</action>

				<action class="AddQuest">
					<property name="phase" value="2" />
					<property name="quest" value="treasure_exp_activity_fail" />
				</action>	
			</action_sequence>

			<!-- Infection foci -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- <action_sequence name="Exp_Infection_statusCheck">			 -->
				<!-- <property name="action_type" value="Game" /> -->
				<!-- <requirement class="OnQuest"> -->
					<!-- <property name="quest" value="treasure_exp_infection_start"/> -->
					<!-- <property name="invert" value="true" /> -->
				<!-- </requirement>			 -->
				<!-- <action class="ModifyCVar"> -->
					<!-- <property name="cvar" value="Exp_Infection_status" param1="cvar"/> -->
					<!-- <property name="operation" value="set" /> -->
					<!-- <property name="value" value="1" /> -->
				<!-- </action>			 -->
			<!-- </action_sequence> -->

			<!-- <action_sequence name="Exp_Infection_end">			 -->
				<!-- <property name="action_type" value="Game" /> -->
				<!-- <action class="ModifyCVar"> -->
					<!-- <property name="cvar" value="Exp_Infection_status_end" param1="cvar" /> -->
					<!-- <property name="operation" value="set" /> -->
					<!-- <property name="value" value="1" /> -->
				<!-- </action> -->
			<!-- </action_sequence> -->

			<action_sequence name="Exp_Infection_status">			
				<property name="action_type" value="Game" />
				<action class="AddBuff">
					<property name="buff_name" value="Buff_Exp_Infection_Status" />
				</action>	
			</action_sequence>

			<action_sequence name="Exp_Infection_Complite">
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_exp_infection_start" />
					<property name="remove_quest" value="true" />
				</action>

				<action class="AddQuest">
					<property name="phase" value="2" />
					<property name="quest" value="treasure_exp_infection_complete" />
				</action>
			</action_sequence>

			<action_sequence name="Exp_Infection_Fail">
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_exp_infection_start" />
					<property name="remove_quest" value="true" />
				</action>

				<action class="AddQuest">
					<property name="phase" value="2" />
					<property name="quest" value="treasure_exp_infection_fail" />
				</action>	
			</action_sequence>

			<!-- Dead Zone -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- <action_sequence name="Exp_Deadzone_statusCheck">			 -->
				<!-- <property name="action_type" value="Game" /> -->
				<!-- <requirement class="OnQuest"> -->
					<!-- <property name="quest" value="treasure_exp_deadzone_start"/> -->
					<!-- <property name="invert" value="true" /> -->
				<!-- </requirement>			 -->
				<!-- <action class="ModifyCVar"> -->
					<!-- <property name="cvar" value="Exp_Deadzone_status" param1="cvar"/> -->
					<!-- <property name="operation" value="set" /> -->
					<!-- <property name="value" value="1" /> -->
				<!-- </action> -->
			<!-- </action_sequence> -->

			<!-- <action_sequence name="Exp_Deadzone_end">			 -->
				<!-- <property name="action_type" value="Game" /> -->
				<!-- <action class="ModifyCVar"> -->
					<!-- <property name="cvar" value="Exp_Deadzone_status_end" param1="cvar" /> -->
					<!-- <property name="operation" value="set" /> -->
					<!-- <property name="value" value="1" /> -->
				<!-- </action> -->
			<!-- </action_sequence> -->

			<action_sequence name="Exp_Deadzone_status">			
				<property name="action_type" value="Game" />
				<action class="AddBuff">
					<property name="buff_name" value="Buff_Exp_Deadzone_Status" />
				</action>	
			</action_sequence>

			<action_sequence name="Exp_Deadzone_Complite">
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_exp_deadzone_start" />
					<property name="remove_quest" value="true" />
				</action>

				<action class="AddQuest">
					<property name="phase" value="2" />
					<property name="quest" value="treasure_exp_deadzone_complete" />
				</action>
			</action_sequence>

			<action_sequence name="Exp_Deadzone_Fail">
				<action class="FailQuest">
					<property name="phase" value="1" />
					<property name="quest" value="treasure_exp_deadzone_start" />
					<property name="remove_quest" value="true" />
				</action>

				<action class="AddQuest">
					<property name="phase" value="2" />
					<property name="quest" value="treasure_exp_deadzone_fail" />
				</action>	
			</action_sequence>



		</append>


	<!-- Z_RoughTerrain | gameevents.xml -->

	<append xpath="/gameevents">

			<action_sequence name="SnowVehicleCheck">		
				<requirement class="InVehicle">
					<property name="invert" value="true" />
				</requirement>
				<action class="RemoveBuff">
					<property name="buff_name" value="buffDeepSnowStatus" />
					<property name="phase" value="0" />
				</action>
			</action_sequence>

		</append>


	<!-- Z_SelfTraits | gameevents.xml -->

	<append xpath="/gameevents">

			<action_sequence name="ResetQuests">
				<property name="allow_user_trigger" value="false" />
				<property name="action_type" value="Game" />

				<action class="ResetPlayerData">
					<property name="remove_quests" value="true" />
					<property name="remove_challenges" value="true" />
				</action>
			</action_sequence>

			<action_sequence name="CounterCharismaticEvent">
				<action class="AddBuff">
					<property name="buff_name" value="buffCounterCharismatic" />
				</action>
			</action_sequence>

			<!-- Start generation -->
			<action_sequence name="startSelfTraits">
				<action class="AddBuff">
					<property name="buff_name" value="buffCharacterSelfTraitsDistr" />
				</action>
				<action class="AddItems">
					<property name="added_items" value="TraitsCharacterRefresh" />
					<property name="added_item_counts" value="10" />
				</action>	
			</action_sequence>

			<action_sequence name="NewSelfTraits">
				<action class="AddItems">
					<property name="added_items" value="TraitsCharacterRefresh" />
					<property name="added_item_counts" value="10" />
					<property name="phase" value="0" />
				</action>			
			</action_sequence>

			<action_sequence name="ShowStatsSelfTraits">
				<action class="ShowMessageWindow">
					<property name="message" value="Traits_message" />
					<property name="title" value="Traits_title" />
				</action>
			</action_sequence>

			<action_sequence name="NullSelfTraits">
				<!-- Resets current Neg Traits -->	
				<action class="ModifyProgression">
					<property name="phase" value="0" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia,perkObesity,perkDistrophia,perkAlarmism,perkBrittleBones,perkWeakling,perkAllergySufferer,perkClumsy,perkPacifist,perkFearDark,perkFearAnimals,perkFearZombie,perkFearFire,perkSocialPhobia,perkUnlucker,perkFearPain,perkSlob" />
					<property name="values" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0" />
				</action>

				<!-- Resets current Pos Traits -->	
				<action class="ModifyProgression">
					<property name="phase" value="0" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGenius,perkAthleticBuild,perkCourage,perkBodybuilder,perkCharismatic,perkLuckyGuy,perkJackOfAllTrades,perkExperiencedHunter,perkCrusher,perkFearless,perkVeteranWasteland,perkSchumacher,perkTeamPlayer,perkCleanFreak" />
					<property name="values" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0" />
				</action>
			</action_sequence>

			<!-- Adding a new progression -->
			<action_sequence name="RefreshSelfTraits">

				<!-- Resets current Neg Traits -->	
				<action class="ModifyProgression">
					<property name="phase" value="0" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia,perkObesity,perkDistrophia,perkAlarmism,perkBrittleBones,perkWeakling,perkAllergySufferer,perkClumsy,perkPacifist,perkFearDark,perkFearAnimals,perkFearZombie,perkFearFire,perkSocialPhobia,perkUnlucker,perkFearPain,perkSlob" />
					<property name="values" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0" />
				</action>

				<!-- Resets current Pos Traits -->	
				<action class="ModifyProgression">
					<property name="phase" value="0" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGenius,perkAthleticBuild,perkCourage,perkBodybuilder,perkCharismatic,perkLuckyGuy,perkJackOfAllTrades,perkExperiencedHunter,perkCrusher,perkFearless,perkVeteranWasteland,perkSchumacher,perkTeamPlayer,perkCleanFreak" />
					<property name="values" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0" />
				</action>

				<!-- Adding -->
				<!-- NEGATIVE -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia" />
					<property name="values" value="@$NegTraitsDementia_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkObesity" />
					<property name="values" value="@$NegTraitsObesity_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDistrophia" />
					<property name="values" value="@$NegTraitsDistrophia_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAlarmism" />
					<property name="values" value="@$NegTraitsAlarmism_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBrittleBones" />
					<property name="values" value="@$NegTraitsBrittleBones_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWeakling" />
					<property name="values" value="@$NegTraitsWeakling_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAllergySufferer" />
					<property name="values" value="@$NegTraitsAllergySufferer_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkClumsy" />
					<property name="values" value="@$NegTraitsClumsy_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkPacifist" />
					<property name="values" value="@$NegTraitsPacifist_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearDark" />
					<property name="values" value="@$NegTraitsFearDark_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearAnimals" />
					<property name="values" value="@$NegTraitsFearAnimals_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearZombie" />
					<property name="values" value="@$NegTraitsFearZombie_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearFire" />
					<property name="values" value="@$NegTraitsFearFire_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearPain" />
					<property name="values" value="@$NegTraitsFearPain_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSocialPhobia" />
					<property name="values" value="@$NegTraitsSocialPhobia_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkUnlucker" />
					<property name="values" value="@$NegTraitsUnlucker_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSlob" />
					<property name="values" value="@$NegTraitsSlob_Current" />
				</action>

				<!-- POSITIVE -->
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGenius" />
					<property name="values" value="@$PosTraitsGenius_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAthleticBuild" />
					<property name="values" value="@$PosTraitsAthleticBuild_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCourage" />
					<property name="values" value="@$PosTraitsCourage_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBodybuilder" />
					<property name="values" value="@$PosTraitsBodybuilder_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCharismatic" />
					<property name="values" value="@$PosTraitsCharismatic_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkLuckyGuy" />
					<property name="values" value="@$PosTraitsLuckyGuy_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkJackOfAllTrades" />
					<property name="values" value="@$PosTraitsJackOfAllTrades_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkExperiencedHunter" />
					<property name="values" value="@$PosTraitsExperiencedHunter_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCrusher" />
					<property name="values" value="@$PosTraitsCrusher_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearless" />
					<property name="values" value="@$PosTraitsFearless_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkVeteranWasteland" />
					<property name="values" value="@$PosTraitsVeteranWasteland_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSchumacher" />
					<property name="values" value="@$PosTraitsSchumacher_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Add" />
					<property name="progression_names" value="perkTeamPlayer" />
					<property name="values" value="@$PosTraitsTeamPlayer_Current" />
				</action>
				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Add" />
					<property name="progression_names" value="perkCleanFreak" />
					<property name="values" value="@$PosTraitsCleanFreak_Current" />
				</action>

			</action_sequence>

			<!-- Recover progression -->
			<action_sequence name="RecoverPerksSelfTraits">
				<action class="ModifyCVar">
					<property name="phase" value="0" />
					<property name="cvar" value="$SelfTraitsProgressionStatus" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<!-- Seting -->
				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- NEGATIVE -->

				<!-- Dementia -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia" />
					<property name="values" value="@$NegTraitsDementia_Current" />
				</action>

				<!-- Obesity -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkObesity" />
					<property name="values" value="@$NegTraitsObesity_Current" />
				</action>

				<!-- Distrophia -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDistrophia" />
					<property name="values" value="@$NegTraitsDistrophia_Current" />
				</action>

				<!-- Alarmism -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAlarmism" />
					<property name="values" value="@$NegTraitsAlarmism_Current" />
				</action>

				<!-- BrittleBones -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBrittleBones" />
					<property name="values" value="@$NegTraitsBrittleBones_Current" />
				</action>

				<!-- Weakling -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWeakling" />
					<property name="values" value="@$NegTraitsWeakling_Current" />
				</action>

				<!-- AllergySufferer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAllergySufferer" />
					<property name="values" value="@$NegTraitsAllergySufferer_Current" />
				</action>

				<!-- Clumsy -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkClumsy" />
					<property name="values" value="@$NegTraitsClumsy_Current" />
				</action>

				<!-- Pacifist -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkPacifist" />
					<property name="values" value="@$NegTraitsPacifist_Current" />
				</action>

				<!-- FearDark -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearDark" />
					<property name="values" value="@$NegTraitsFearDark_Current" />
				</action>

				<!-- FearAnimals -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearAnimals" />
					<property name="values" value="@$NegTraitsFearAnimals_Current" />
				</action>

				<!-- FearZombie -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearZombie" />
					<property name="values" value="@$NegTraitsFearZombie_Current" />
				</action>

				<!-- FearFire -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearFire" />
					<property name="values" value="@$NegTraitsFearFire_Current" />
				</action>

				<!-- FearPain -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearPain" />
					<property name="values" value="@$NegTraitsFearPain_Current" />
				</action>

				<!-- SocialPhobia -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSocialPhobia" />
					<property name="values" value="@$NegTraitsSocialPhobia_Current" />
				</action>

				<!-- Unlucker -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkUnlucker" />
					<property name="values" value="@$NegTraitsUnlucker_Current" />
				</action>

				<!-- Slob -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSlob" />
					<property name="values" value="@$NegTraitsSlob_Current" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- POSITIVE -->

				<!-- Genius -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGenius" />
					<property name="values" value="@$PosTraitsGenius_Current" />
				</action>

				<!-- AthleticBuild -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAthleticBuild" />
					<property name="values" value="@$PosTraitsAthleticBuild_Current" />
				</action>			

				<!-- Courage -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCourage" />
					<property name="values" value="@$PosTraitsCourage_Current" />
				</action>

				<!-- Bodybuilder -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBodybuilder" />
					<property name="values" value="@$PosTraitsBodybuilder_Current" />
				</action>

				<!-- Charismatic -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCharismatic" />
					<property name="values" value="@$PosTraitsCharismatic_Current" />
				</action>

				<!-- LuckyGuy -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkLuckyGuy" />
					<property name="values" value="@$PosTraitsLuckyGuy_Current" />
				</action>

				<!-- JackOfAllTrades -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkJackOfAllTrades" />
					<property name="values" value="@$PosTraitsJackOfAllTrades_Current" />
				</action>

				<!-- ExperiencedHunter -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkExperiencedHunter" />
					<property name="values" value="@$PosTraitsExperiencedHunter_Current" />
				</action>

				<!-- Crusher -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCrusher" />
					<property name="values" value="@$PosTraitsCrusher_Current" />
				</action>

				<!-- Fearless -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearless" />
					<property name="values" value="@$PosTraitsFearless_Current" />
				</action>

				<!-- VeteranWasteland -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkVeteranWasteland" />
					<property name="values" value="@$PosTraitsVeteranWasteland_Current" />
				</action>

				<!-- Schumacher -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSchumacher" />
					<property name="values" value="@$PosTraitsSchumacher_Current" />
				</action>

				<!-- TeamPlayer -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkTeamPlayer" />
					<property name="values" value="@$PosTraitsTeamPlayer_Current" />
				</action>

				<!-- CleanFreak -->
				<action class="ModifyProgression">
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCleanFreak" />
					<property name="values" value="@$PosTraitsCleanFreak_Current" />
				</action>

				<action class="ModifyCVar">
					<property name="phase" value="2" />
					<property name="cvar" value="$SelfTraitsProgressionStatus" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>

			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- SET NEW LVL SELF TRAITS -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- NEGATIVE -->

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Dementia -->

			<action_sequence name="setPerkDementia0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySmart" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDementia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkDementia1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySmart" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDementia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse1" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkDementia2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySmart" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDementia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse1" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse2" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkDementia3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySmart" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDementia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse1" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse2" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse3" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Obesity -->
			<action_sequence name="setPerkObesity0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyObesity" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkObesity" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsObesity_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkObesity1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyObesity" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkObesity" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsObesity_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity1" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkObesity2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyObesity" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkObesity" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsObesity_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity1" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity2" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkObesity3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="0" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="0" />
					<property name="text_key" value="keyObesity" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="0" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkObesity" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsObesity_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity1" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity2" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity3" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Distrophia -->
			<action_sequence name="setPerkDistrophia0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyDistrophia" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDistrophia" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDistrophia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkDistrophia1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyDistrophia" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDistrophia" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDistrophia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia1" />
					<property name="operation" value="set" />
					<property name="value" value="5400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkDistrophia2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyDistrophia" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDistrophia" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDistrophia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>	
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia1" />
					<property name="operation" value="set" />
					<property name="value" value="5400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia2" />
					<property name="operation" value="set" />
					<property name="value" value="5400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkDistrophia3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyDistrophia" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDistrophia" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDistrophia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia1" />
					<property name="operation" value="set" />
					<property name="value" value="5400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia2" />
					<property name="operation" value="set" />
					<property name="value" value="5400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia3" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Alarmism -->
			<action_sequence name="setPerkAlarmism0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAlarmism" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAlarmism" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAlarmism_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAlarmism1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAlarmism" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAlarmism" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAlarmism_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAlarmism2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAlarmism" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAlarmism" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAlarmism_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAlarmism3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAlarmism" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAlarmism" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAlarmism_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism3" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- BrittleBones -->
			<action_sequence name="setPerkBrittleBones0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyBrittleBones" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBrittleBones" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsBrittleBones_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkBrittleBones1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyBrittleBones" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBrittleBones" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsBrittleBones_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones1" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkBrittleBones2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyBrittleBones" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBrittleBones" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsBrittleBones_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones1" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones2" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkBrittleBones3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyBrittleBones" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBrittleBones" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsBrittleBones_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones1" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones2" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones3" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Weakling -->
			<action_sequence name="setPerkWeakling0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyWeakling" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWeakling" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsWeakling_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkWeakling1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyWeakling" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWeakling" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsWeakling_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkWeakling2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyWeakling" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWeakling" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsWeakling_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkWeakling3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyWeakling" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkWeakling" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsWeakling_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling3" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- AllergySufferer -->
			<action_sequence name="setPerkAllergySufferer0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAllergySufferer" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAllergySufferer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAllergySufferer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAllergySufferer1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAllergySufferer" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAllergySufferer" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAllergySufferer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAllergySufferer2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAllergySufferer" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAllergySufferer" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAllergySufferer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAllergySufferer3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAllergySufferer" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAllergySufferer" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAllergySufferer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer3" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Clumsy -->
			<action_sequence name="setPerkClumsy0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyClumsy" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkClumsy" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsClumsy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkClumsy1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyClumsy" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkClumsy" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsClumsy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy1" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkClumsy2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyClumsy" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkClumsy" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsClumsy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy1" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy2" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkClumsy3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyClumsy" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkClumsy" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsClumsy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy1" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy2" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy3" />
					<property name="operation" value="set" />
					<property name="value" value="1000" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Pacifist -->
			<action_sequence name="setPerkPacifist0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyPacifist" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkPacifist" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsPacifist_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkPacifist1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyPacifist" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkPacifist" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsPacifist_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>	
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist1" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkPacifist2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyPacifist" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkPacifist" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsPacifist_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist1" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist2" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkPacifist3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyPacifist" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkPacifist" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsPacifist_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist1" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist2" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist3" />
					<property name="operation" value="set" />
					<property name="value" value="150" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- FearDark -->
			<action_sequence name="setPerkFearDark0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearDark" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearDark" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearDark_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearDark1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearDark" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearDark" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearDark_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearDark2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearDark" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearDark" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearDark_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearDark3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearDark" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearDark" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearDark_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark3" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- FearAnimals -->
			<action_sequence name="setPerkFearAnimals0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearAnimals" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearAnimals" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearAnimals_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearAnimals1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearAnimals" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearAnimals" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearAnimals_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals1" />
					<property name="operation" value="set" />
					<property name="value" value="200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearAnimals2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearAnimals" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearAnimals" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearAnimals_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals1" />
					<property name="operation" value="set" />
					<property name="value" value="200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals2" />
					<property name="operation" value="set" />
					<property name="value" value="200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearAnimals3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearAnimals" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearAnimals" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearAnimals_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals1" />
					<property name="operation" value="set" />
					<property name="value" value="200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals2" />
					<property name="operation" value="set" />
					<property name="value" value="200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals3" />
					<property name="operation" value="set" />
					<property name="value" value="400" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- FearZombie -->
			<action_sequence name="setPerkFearZombie0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearZombie" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearZombie" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearZombie_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearZombie1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearZombie" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearZombie" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearZombie_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie1" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearZombie2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearZombie" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearZombie" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearZombie_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie1" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie2" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearZombie3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearZombie" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearZombie" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearZombie_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie1" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie2" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie3" />
					<property name="operation" value="set" />
					<property name="value" value="4000" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- FearFire -->
			<action_sequence name="setPerkFearFire0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearFire" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearFire" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearFire_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearFire1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearFire" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearFire" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearFire_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearFire2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearFire" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearFire" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearFire_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearFire3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearFire" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearFire" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearFire_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire3" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- FearPain -->
			<action_sequence name="setPerkFearPain0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearPain" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearPain" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearPain_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearPain1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearPain" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearPain" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearPain_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearPain2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearPain" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearPain" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearPain_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearPain3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearPain" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearPain" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearPain_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain3" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- SocialPhobia -->
			<action_sequence name="setPerkSocialPhobia0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySocialPhobia" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSocialPhobia" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSocialPhobia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSocialPhobia1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySocialPhobia" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSocialPhobia" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSocialPhobia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSocialPhobia2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySocialPhobia" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSocialPhobia" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSocialPhobia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSocialPhobia3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySocialPhobia" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSocialPhobia" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSocialPhobia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia3" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Unlucker -->
			<action_sequence name="setPerkUnlucker0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyLucker" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkUnlucker" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsUnlucker_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkUnlucker1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyLucker" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkUnlucker" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsUnlucker_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker1" />
					<property name="operation" value="set" />
					<property name="value" value="1500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkUnlucker2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyLucker" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkUnlucker" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsUnlucker_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker1" />
					<property name="operation" value="set" />
					<property name="value" value="1500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker2" />
					<property name="operation" value="set" />
					<property name="value" value="1500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkUnlucker3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyLucker" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkUnlucker" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsUnlucker_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker1" />
					<property name="operation" value="set" />
					<property name="value" value="1500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker2" />
					<property name="operation" value="set" />
					<property name="value" value="1500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker3" />
					<property name="operation" value="set" />
					<property name="value" value="3000" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Slob -->
			<action_sequence name="setPerkSlob0">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySlob" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSlob" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSlob_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSlob1">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySlob" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSlob" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSlob_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob1" />
					<property name="operation" value="set" />
					<property name="value" value="3600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSlob2">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySlob" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSlob" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSlob_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob1" />
					<property name="operation" value="set" />
					<property name="value" value="3600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob2" />
					<property name="operation" value="set" />
					<property name="value" value="3600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob3" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSlob3">
				<action class="PlaySound">
					<property name="sound" value="twitch_cooldown_started" />
					<property name="phase" value="1" />
					<property name="inside_head" value="true" />
				</action>
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySlob" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSlob" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSlob_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob1" />
					<property name="operation" value="set" />
					<property name="value" value="3600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob2" />
					<property name="operation" value="set" />
					<property name="value" value="3600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob3" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- POSITIVE -->

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Genius -->
			<action_sequence name="setPerkGenius0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySmart" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGenius" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsGenius_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter0" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter1" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter2" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkGenius1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySmart" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGenius" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsGenius_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter1" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter2" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkGenius2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySmart" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGenius" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsGenius_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter2" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkGenius3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySmart" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkGenius" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsGenius_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- AthleticBuild -->
			<action_sequence name="setPerkAthleticBuild0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAthleticBuild" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAthleticBuild" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsAthleticBuild_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild0" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild1" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild2" />
					<property name="operation" value="set" />
					<property name="value" value="57600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAthleticBuild1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAthleticBuild" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAthleticBuild" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsAthleticBuild_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild1" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild2" />
					<property name="operation" value="set" />
					<property name="value" value="57600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAthleticBuild2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAthleticBuild" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAthleticBuild" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsAthleticBuild_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild2" />
					<property name="operation" value="set" />
					<property name="value" value="57600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkAthleticBuild3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyAthleticBuild" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkAthleticBuild" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsAthleticBuild_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Courage -->
			<action_sequence name="setPerkCourage0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCourage" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCourage" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCourage_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage0" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCourage1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCourage" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCourage" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCourage_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCourage2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCourage" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCourage" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCourage_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCourage3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCourage" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCourage" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCourage_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Bodybuilder -->
			<action_sequence name="setPerkBodybuilder0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyBodybuilder" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBodybuilder" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsBodybuilder_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder0" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder1" />
					<property name="operation" value="set" />
					<property name="value" value="36000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder2" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkBodybuilder1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyBodybuilder" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBodybuilder" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsBodybuilder_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder1" />
					<property name="operation" value="set" />
					<property name="value" value="36000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder2" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkBodybuilder2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyBodybuilder" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBodybuilder" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsBodybuilder_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder2" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkBodybuilder3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyBodybuilder" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkBodybuilder" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsBodybuilder_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Charismatic -->
			<action_sequence name="setPerkCharismatic0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCharismatic" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCharismatic" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCharismatic_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic0" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic1" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic2" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCharismatic1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCharismatic" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCharismatic" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCharismatic_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic1" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic2" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCharismatic2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCharismatic" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCharismatic" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCharismatic_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic2" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCharismatic3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCharismatic" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCharismatic" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCharismatic_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- LuckyGuy -->
			<action_sequence name="setPerkLuckyGuy0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyLucker" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkLuckyGuy" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsLuckyGuy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy0" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy1" />
					<property name="operation" value="set" />
					<property name="value" value="3000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy2" />
					<property name="operation" value="set" />
					<property name="value" value="5000" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkLuckyGuy1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyLucker" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkLuckyGuy" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsLuckyGuy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy1" />
					<property name="operation" value="set" />
					<property name="value" value="3000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy2" />
					<property name="operation" value="set" />
					<property name="value" value="5000" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkLuckyGuy2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyLucker" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkLuckyGuy" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsLuckyGuy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy2" />
					<property name="operation" value="set" />
					<property name="value" value="5000" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkLuckyGuy3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyLucker" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkLuckyGuy" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsLuckyGuy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- JackOfAllTrades -->
			<action_sequence name="setPerkJackOfAllTrades0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyClumsy" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkJackOfAllTrades" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsJackOfAllTrades_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades0" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades1" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades2" />
					<property name="operation" value="set" />
					<property name="value" value="1000" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkJackOfAllTrades1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyClumsy" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkJackOfAllTrades" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsJackOfAllTrades_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades1" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades2" />
					<property name="operation" value="set" />
					<property name="value" value="1000" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkJackOfAllTrades2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyClumsy" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkJackOfAllTrades" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsJackOfAllTrades_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades2" />
					<property name="operation" value="set" />
					<property name="value" value="1000" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkJackOfAllTrades3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyClumsy" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkJackOfAllTrades" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsJackOfAllTrades_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- ExperiencedHunter -->
			<action_sequence name="setPerkExperiencedHunter0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyExperiencedHunter" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkExperiencedHunter" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsExperiencedHunter_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter0" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter1" />
					<property name="operation" value="set" />
					<property name="value" value="1250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter2" />
					<property name="operation" value="set" />
					<property name="value" value="2500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkExperiencedHunter1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyExperiencedHunter" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkExperiencedHunter" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsExperiencedHunter_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter1" />
					<property name="operation" value="set" />
					<property name="value" value="1250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter2" />
					<property name="operation" value="set" />
					<property name="value" value="2500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkExperiencedHunter2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyExperiencedHunter" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkExperiencedHunter" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsExperiencedHunter_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter2" />
					<property name="operation" value="set" />
					<property name="value" value="2500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkExperiencedHunter3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyExperiencedHunter" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkExperiencedHunter" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsExperiencedHunter_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Crusher -->
			<action_sequence name="setPerkCrusher0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCrusher" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCrusher" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCrusher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher0" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher1" />
					<property name="operation" value="set" />
					<property name="value" value="1250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher2" />
					<property name="operation" value="set" />
					<property name="value" value="2500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCrusher1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCrusher" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCrusher" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCrusher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher1" />
					<property name="operation" value="set" />
					<property name="value" value="1250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher2" />
					<property name="operation" value="set" />
					<property name="value" value="2500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCrusher2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCrusher" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCrusher" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCrusher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher2" />
					<property name="operation" value="set" />
					<property name="value" value="2500" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCrusher3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCrusher" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCrusher" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCrusher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Fearless -->
			<action_sequence name="setPerkFearless0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearless" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearless" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsFearless_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless0" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearless1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearless" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearless" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsFearless_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearless2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearless" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearless" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsFearless_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkFearless3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyFearless" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkFearless" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsFearless_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- VeteranWasteland -->
			<action_sequence name="setPerkVeteranWasteland0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyVeteranWasteland" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkVeteranWasteland" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsVeteranWasteland_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland0" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland1" />
					<property name="operation" value="set" />
					<property name="value" value="175" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland2" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkVeteranWasteland1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyVeteranWasteland" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkVeteranWasteland" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsVeteranWasteland_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland1" />
					<property name="operation" value="set" />
					<property name="value" value="175" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland2" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkVeteranWasteland2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyVeteranWasteland" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkVeteranWasteland" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsVeteranWasteland_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland2" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkVeteranWasteland3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyVeteranWasteland" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkVeteranWasteland" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsVeteranWasteland_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- Schumacher -->
			<action_sequence name="setPerkSchumacher0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySchumacher" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSchumacher" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsSchumacher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher0" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSchumacher1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySchumacher" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSchumacher" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsSchumacher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSchumacher2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySchumacher" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSchumacher" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsSchumacher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkSchumacher3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keySchumacher" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkSchumacher" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsSchumacher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- TeamPlayer -->
			<action_sequence name="setPerkTeamPlayer0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyTeamPlayer" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkTeamPlayer" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsTeamPlayer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer0" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer1" />
					<property name="operation" value="set" />
					<property name="value" value="36000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer2" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkTeamPlayer1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyTeamPlayer" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkTeamPlayer" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsTeamPlayer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer1" />
					<property name="operation" value="set" />
					<property name="value" value="36000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer2" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkTeamPlayer2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyTeamPlayer" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkTeamPlayer" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsTeamPlayer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer2" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkTeamPlayer3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyTeamPlayer" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkTeamPlayer" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsTeamPlayer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- CleanFreak -->
			<action_sequence name="setPerkCleanFreak0">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCleanFreak" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCleanFreak" />
					<property name="values" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCleanFreak_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak0" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCleanFreak1">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCleanFreak" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCleanFreak" />
					<property name="values" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCleanFreak_Current" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCleanFreak2">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCleanFreak" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCleanFreak" />
					<property name="values" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCleanFreak_Current" />
					<property name="operation" value="set" />
					<property name="value" value="2" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
			</action_sequence>

			<action_sequence name="setPerkCleanFreak3">
				<action class="BeltTooltip">
					<property name="phase" value="1" />
					<property name="text_key" value="keyCleanFreak" />
				</action>
				<action class="ModifyProgression">				
					<property name="phase" value="1" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkCleanFreak" />
					<property name="values" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCleanFreak_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak0" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak1" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak2" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
			</action_sequence>

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- self Traits Challenge -->

			<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
			<!-- We set the maximum level for all negative self traits -->

			<action_sequence name="setNegativeSelfTraits">

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Dementia -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDementia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse1" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse2" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadWorse3" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Obesity -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsObesity_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity1" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity2" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerObesity3" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>	

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Distrophia -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsDistrophia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia1" />
					<property name="operation" value="set" />
					<property name="value" value="5400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia2" />
					<property name="operation" value="set" />
					<property name="value" value="5400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerDistrophia3" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Alarmism -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAlarmism_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAlarmism3" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- BrittleBones -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsBrittleBones_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones1" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones2" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBrittleBones3" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Weakling -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsWeakling_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerWeakling3" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- AllergySufferer -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsAllergySufferer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAllergySufferer3" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Clumsy -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsClumsy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy1" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy2" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterClumsy3" />
					<property name="operation" value="set" />
					<property name="value" value="1000" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Pacifist -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsPacifist_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist1" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist2" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterPacifist3" />
					<property name="operation" value="set" />
					<property name="value" value="150" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- FearDark -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearDark_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearDark3" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- FearAnimals -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearAnimals_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals1" />
					<property name="operation" value="set" />
					<property name="value" value="200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals2" />
					<property name="operation" value="set" />
					<property name="value" value="200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearAnimals3" />
					<property name="operation" value="set" />
					<property name="value" value="400" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- FearZombie -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearZombie_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie1" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie2" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterFearZombie3" />
					<property name="operation" value="set" />
					<property name="value" value="4000" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- FearFire -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearFire_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire2" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearFire3" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- FearPain -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsFearPain_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearPain3" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- SocialPhobia -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSocialPhobia_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia2" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSocialPhobia3" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Unlucker -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsUnlucker_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker1" />
					<property name="operation" value="set" />
					<property name="value" value="1500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker2" />
					<property name="operation" value="set" />
					<property name="value" value="1500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterUnlucker3" />
					<property name="operation" value="set" />
					<property name="value" value="1500" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Slob -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$NegTraitsSlob_Current" />
					<property name="operation" value="set" />
					<property name="value" value="3" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob1" />
					<property name="operation" value="set" />
					<property name="value" value="3600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob2" />
					<property name="operation" value="set" />
					<property name="value" value="3600" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSlob3" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- POSITIVE -->

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Genius -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsGenius_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter0" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter1" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="BooksReadBetter2" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- AthleticBuild -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsAthleticBuild_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild0" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild1" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerAthleticBuild2" />
					<property name="operation" value="set" />
					<property name="value" value="57600" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Courage -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCourage_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage0" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCourage2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Bodybuilder -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsBodybuilder_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder0" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder1" />
					<property name="operation" value="set" />
					<property name="value" value="36000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerBodybuilder2" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Charismatic -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCharismatic_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic0" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic1" />
					<property name="operation" value="set" />
					<property name="value" value="50" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCharismatic2" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- LuckyGuy -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsLuckyGuy_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy0" />
					<property name="operation" value="set" />
					<property name="value" value="2000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy1" />
					<property name="operation" value="set" />
					<property name="value" value="3000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterLuckyGuy2" />
					<property name="operation" value="set" />
					<property name="value" value="5000" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- JackOfAllTrades -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsJackOfAllTrades_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades0" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades1" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterJackOfAllTrades2" />
					<property name="operation" value="set" />
					<property name="value" value="1000" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- ExperiencedHunter -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsExperiencedHunter_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter0" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter1" />
					<property name="operation" value="set" />
					<property name="value" value="1250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterExperiencedHunter2" />
					<property name="operation" value="set" />
					<property name="value" value="2500" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Crusher -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCrusher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher0" />
					<property name="operation" value="set" />
					<property name="value" value="500" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher1" />
					<property name="operation" value="set" />
					<property name="value" value="1250" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterCrusher2" />
					<property name="operation" value="set" />
					<property name="value" value="2500" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Fearless -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsFearless_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless0" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerFearless2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- VeteranWasteland -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsVeteranWasteland_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland0" />
					<property name="operation" value="set" />
					<property name="value" value="100" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland1" />
					<property name="operation" value="set" />
					<property name="value" value="175" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="CounterVeteranWasteland2" />
					<property name="operation" value="set" />
					<property name="value" value="250" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- Schumacher -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsSchumacher_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher0" />
					<property name="operation" value="set" />
					<property name="value" value="7200" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher1" />
					<property name="operation" value="set" />
					<property name="value" value="14400" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerSchumacher2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- TeamPlayer -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsTeamPlayer_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer0" />
					<property name="operation" value="set" />
					<property name="value" value="28800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer1" />
					<property name="operation" value="set" />
					<property name="value" value="36000" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerTeamPlayer2" />
					<property name="operation" value="set" />
					<property name="value" value="43200" />
				</action>

				<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
				<!-- CleanFreak -->
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="$PosTraitsCleanFreak_Current" />
					<property name="operation" value="set" />
					<property name="value" value="0" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak0" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak1" />
					<property name="operation" value="set" />
					<property name="value" value="10800" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="1" />
					<property name="cvar" value="TimerCleanFreak2" />
					<property name="operation" value="set" />
					<property name="value" value="21600" />
				</action>


				<action class="ModifyProgression">
					<property name="phase" value="2" />
					<property name="modify_type" value="Set" />
					<property name="progression_names" value="perkDementia,perkObesity,perkDistrophia,perkAlarmism,perkBrittleBones,perkWeakling,perkAllergySufferer,perkClumsy,perkPacifist,perkFearDark,perkFearAnimals,perkFearZombie,perkFearFire,perkSocialPhobia,perkUnlucker,perkFearPain,perkSlob" />
					<property name="values" value="3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3" />
				</action>

				<action class="ModifyCVar">
					<property name="phase" value="3" />
					<property name="cvar" value="$SelfTraitsProgressionStatus" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
				<action class="ModifyCVar">
					<property name="phase" value="3" />
					<property name="cvar" value="$onChallengeAllNegative" />
					<property name="operation" value="set" />
					<property name="value" value="1" />
				</action>
			</action_sequence>

		</append>


	<!-- Z_Story | gameevents.xml -->

	<append xpath="/gameevents">

			<!-- Temporary issue of a quest item. NOT USED IN THE GENERAL MECHANICS OF THE MOD -->
			<action_sequence name="GiveNewQuestRare">
				<action class="AddItems">
					<property name="added_items" value="bookRareSamples1" />
					<property name="added_item_counts" value="1" />
					<property name="phase" value="0" />
				</action>			
			</action_sequence>

			<!-- Launching start bleeding buff -->				
			<action_sequence name="EventStartBleeding">

				<action class="AddBuff">
					<property name="buff_name" value="buffStartBleeding" />
					<property name="phase" value="0" />
				</action>

			</action_sequence>

			<!-- Spawn start zombie -->
			<action_sequence name="Spawner_startZombie">
				<action class="SpawnEntity">	    
					<property name="entity_names" value="zombieBoe" param1="zombiename" />
					<property name="spawn_count" value="1" param1="spawncount" />
					<property name="air_spawn" value="true" />
					<property name="max_distance" value="30" param1="maxdist" />
					<property name="min_distance" value="20" param1="mindist" />
				</action>	
			</action_sequence>

			<!-- ACTION_GIVE_BONE_KNIFE -->
			<action_sequence name="action_give_knife">
				<action class="AddItems">
					<property name="added_items" value="meleeWpnBladeT0BoneKnife" />
					<property name="added_item_counts" value="1" />
				</action>
			</action_sequence>

		</append>


</configs>
