#include "battle.odf"

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

//tooltips
tooltip = "SJ Sathanas"
verboseTooltip = "The Sathanas class is the Shivan's ultimate juggernaut. It is equipped with four extremely powerful, forward-firing beam cannons as its main weaponry. Secondary weaponry includes numerous anti-fighter defense systems, a shivan tractor beam, an unknown designation of torpedo launcher, and numerous unseen special weapons. This ship class is capable of destroying stars, and is a force to be feared."

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

//Amount of time required to build ship
buildTime = 120.0

//Number of officers required to build this ship
officerCost = 96

//Number of crew required to build ship & Starting crew
crewCost = 5600

//Dilithium Cost to build
dilithiumCost = 5600

//Metal Cost to build
metalCost = 1200

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 8000
maxShields = 0

//Rate at which shield recharges (points per second... we think)
healthRate = 5
shieldRate = 3

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

// Hitpoints

shieldGeneratorHitPoints = 0
enginesHitPoints = 8000
weaponsHitPoints = 8000
lifeSupportHitPoints = 8000
sensorsHitPoints = 8000

//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 0.5f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 0.5f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 0.7f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 4.0f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 0.1f

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

//Percent Chance out of 100 of entire ship exploding
hullHitPercent = 1.0f
//**********************************************************************


//Rate at which shield recharges (points per second... we think)
shieldRate = 0

//Maximum Value of Special Energy
maxSpecialEnergy = 2000

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

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

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

//Possible Craft Names
possibleCraftNames = 
	"SJ Santhanas"

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


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

// Phaser
weapon1 = "fsshivbfred"
weaponHardpoints1 = "hp01"

// Phaser
weapon2 = "fsshivbfred"
weaponHardpoints2 = "hp02"

// Phaser
weapon3 = "fsshivbfred"
weaponHardpoints3 = "hp03"
	
// Photon Torpedo
weapon4 = "fsshivbfred"
weaponHardpoints4 = "hp04"

// Photon Torpedo
weapon5 = "fsshivaaa"
weaponHardpoints5 = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"

//Flak
weapon6 = "Sbflak"
weaponHardpoints6 = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"

//Self Destruct
weapon7 = "Sselfdes"
weaponHardpoints7 = "hp05" "hp06" "hp07" "hp08"

//Detect cloaked stuff
weapon8 = "gdetects"
weaponHardpoints8 = "hp05" "hp06" "hp07" "hp08"

//Regeneration
weapon9 = "Sregen"
weaponHardpoints9 = "hp09"

//Jump ^_^
weapon10 = "SJump"
weaponHardpoints10 = "hp09"

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

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

//**********************************************************************
//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 = 1.00f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.95f

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

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

//John avoidance stuff DO NOT CHANGE
avoidanceClass = 9
//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "8472_battle"

//Stop killing our crew!
shieldProtection = 1.0

//Make it Bigger
//change the scale
ScaleSOD = 5.0

//physics file for all other physics stuff
physicsFile = "FS2Dreadphys.odf"

//physics file for trek physics stuff
trekPhysicsFile = "FS2Dreadphys.odf"