#include "repairBase.odf"

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

//tooltips
tooltip = "SF Basilisk"
verboseTooltip = "The SF Basilisk serves a scouting role for any Shivan operation. It also doubles as a repair vessel after a recent refit."

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

//Amount of time required to build ship
buildTime = 6.0

//Number of officers required to build this ship
officerCost = 2

//Number of crew required to build ship & Starting crew
crewCost = 0

//Dilithium Cost to build
dilithiumCost = 55

//Metal Cost to build
metalCost = 0

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 55

// Hitpoints

shieldGeneratorHitPoints = 15
enginesHitPoints = 8
weaponsHitPoints = 8
lifeSupportHitPoints = 8
sensorsHitPoints = 8

//Rate at which shield recharges (points per second... we think)
shieldRate = 0.5

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

//Possible Craft Names
possibleCraftNames = 	 
	"SF Basilisk"
	

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

//Repair beam
weapon1 = "gRepairBeam"
weaponHardpoints1 = "hp01"

// Pulse Phaser
weapon2 = "fsshivmlaser"
weaponHardpoints2 = "hp01" "hp02" 
 
//Detect Cloak 3
weapon3 = "gdetects"
weaponHardpoints3 = "hp03"


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


//**********************************************************************
//**********************************************************************
//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 = 0.10f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.15f

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

// Repair Parameters
// Great at recrew, great at repair
recrewRate = .2
repairRate = .4

//**********************************************************************
//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 = 2.0f
//**********************************************************************

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

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

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


alert = 1
combat = 1
can_sandd = 1

//default to scout mode in instant action
scout = 1

//physics file for all other physics stuff
physicsFile = "FS2Fighterphys.odf"

//physics file for trek physics stuff
trekPhysicsFile = "FS2Fighterphys.odf"