#include "frigate.odf"

//MAIN DESIGN PARAMETERS

//Race which can build ship & starting race of ship
race = "europe"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Frigate"

//tooltips
tooltip = "Frigate"
verboseTooltip = ""

//Amount of time required to build ship
buildTime = 17.0

//Number of officers required to build this ship
officerCost = 5

//Number of crew required to build ship & Starting crew
crewCost = 200

//Dilithium Cost to build
dilithiumCost = 150

//Metal Cost to build
metalCost = 33

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 285
maxShields = 0

// Hitpoints

shieldGeneratorHitPoints = 0
enginesHitPoints = 34
weaponsHitPoints = 44
lifeSupportHitPoints = 44
sensorsHitPoints = 44


//Rate at which shield recharges (points per second... we think)
shieldRate = 1.0

//Maximum Value of Special Energy
maxSpecialEnergy = 600

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 7


//**********************************************************************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames = 
	"HMS Almirante" "HMS Espora" "HMS Hercules" "HMS Yingtan" "HMS Xiamen"
	"HMS Minerva" "HMS Isikari" "HMS Kongo" "HMS Haruna"
	"HMS Anzac" "HMS Blackpool" "HMS Boxer" "HMS Broadsword" "HMS Salisbury"
	"HMS Leopard" "HMS Whitby" "HMS Tribal" "HMS Tallinn" "HMS Minsk"
	"HMS Knox" "HMS Bronstein" "HMS Bainbridge" "HMS Leahy" "HMS Bremen"
	"HMS Brandenburg" "HMS Barbaros" "HMS Yavuz" "HMS Halifax" "HMS Loch"
	"HMS Yang" "HMS Buckley" "HMS Visby" "HMS Caldwell" "HMS Aylwin"
	"HMS Leander" "HMS Argyll" "HMS Kent" "HMS Grafton" "HMS Sutherland"
	"HMS D. Robinson" "HMS Brasi"

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Phaser
weapon1 = "ffphas"
weaponHardpoints1 = "hp01" "hp02" "hp03"

// Photon
weapon2 = "ffphot"
weaponhardpoints2 = "hp04" "hp05"

// Shield-Emitter
weapon3 = "gshldemt"
weaponHardpoints3 = "hp26""hp01" "hp02" "hp03" "hp04" "hp05" "hp26"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"


//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.50f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.50f

//**********************************************************************

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 1.0f
//**********************************************************************

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "placeholder"
hotkeyLabel = "HOTKEY_F1"


// let's make this a bit bigger
ScaleSOD = 0.75

transporter = 0