#include "special.odf"

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

//tooltips
tooltip = "SD Ravana"
verboseTooltip = "The Ravana is the Shivan's most recent Destroyer class vessel. It is equipped with four main beam cannons, two flak guns, and numerous special weapons."

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

//Amount of time required to build ship
buildTime = 75.0

//Number of officers required to build this ship
officerCost = 20

//Number of crew required to build ship & Starting crew
crewCost = 2000

//Dilithium Cost to build
dilithiumCost = 1300

//Metal Cost to build
metalCost = 1200

//Latinum Cost to build
latinumCost = 200

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 3600
maxShields = 0

//Rate at which shield recharges (points per second... we think)
healthRate = 2
shieldRate = 2

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

// Hitpoints

shieldGeneratorHitPoints = 0
enginesHitPoints = 2200
weaponsHitPoints = 2200
lifeSupportHitPoints = 2200
sensorsHitPoints = 2200

//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 5.4f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 0.7f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 1.8f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 7.0f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 0.35f

//Percent Chance out of 100 of hull being hit (crew dying)
crewHitPercent = 0.0f

//Percent Chance out of 100 of entire ship exploding
hullHitPercent = 7.0f
//**********************************************************************

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 5

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

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

//Possible Craft Names
possibleCraftNames = 
	"SD Ravana" 

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


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

// Phaser
weapon1 = "fsshivlred"
weaponHardpoints1 = "hp01"

// Phaser
weapon2 = "fsshivlred"
weaponHardpoints2 = "hp02"

// Phaser
weapon3 = "fsshivlred"
weaponHardpoints3 = "hp03"
	
// beam
weapon4 = "fsshivlred"
weaponHardpoints4 = "hp04"

//Flak 1
weapon5 = "Ssflak"
weaponHardpoints5 = "hp05"

//Flak 2
weapon6 = "Ssflak"
weaponHardpoints6 = "hp06"

//Anti-fighter beam
weapon7 = "fsshivaaa"
weaponHardpoints7 = "hp05" "hp06"

//Subspace Jump
weapon8 = "SJump"
weaponHardpoints8 = "hp10"

//Regeneration
weapon9 = "Sregen"
weaponHardpoints9 = "hp10"

//Self Destruct
weapon10 = "Sselfdes"
weaponHardpoints10 = "hp10"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp07" "hp08" "hp09"
lifeSupportTargetHardpoints = "hp10"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" 
shieldGeneratorTargetHardpoints = "hp10" 
sensorsTargetHardpoints = "hp05" "hp06" 
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
criticalTargetHardpoints =  "hp03" "hp07"

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

//**********************************************************************
//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 = 0.55f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.25f

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

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 3.0f
//**********************************************************************


//**********************************************************************
//PHYSICS PARAMETERS

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

//Stop killing our crew!
shieldProtection = 1.0

//Make it Bigger
//change the scale
ScaleSOD = 4.0

//physics file for all other physics stuff
physicsFile = "FS2capitalphys.odf"

//physics file for trek physics stuff
trekPhysicsFile = "FS2capitalphys.odf"