#include "battle.odf"

//**********************************************************************
//MAIN DESIGN PARAMETERS

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

//tooltips
tooltip = "Shelley Class"
verboseTooltip = "The main carrier of the fleet, the Shelly class was created from surplus excelsior parts.  A flight hanger was then slung underneath the main hull."

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

//Amount of time required to build ship
buildTime = 14.0

//Number of officers required to build this ship
officerCost = 10

//Number of crew required to build ship & Starting crew
crewCost = 1000

//Dilithium Cost to build
dilithiumCost = 160

//Metal cost to build
metalCost = 60

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 480

// Hitpoints

shieldGeneratorHitPoints = 80
enginesHitPoints = 60
weaponsHitPoints = 50
lifeSupportHitPoints = 80
sensorsHitPoints = 40

//Rate at which shield recharges (points per second... we think)
shieldRate = 1.4

//Shield absorbs all damage until it's gone
shieldProtection = 1.0

//Even though we are a shipyard, we don't have a repair facility
repairFacility = 0
decommissionFacility = 0

//play animation forward (open up the facility) when construction is finished
//animation = 1

//we have an animation when we build a ship
//buildAnimation = 1

//Maximum Value of Special Energy
maxSpecialEnergy = 900

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 8

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

//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames = "USS Curry" 
			
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Phaser
weapon1 = "fc1phas"
weaponHardpoints1 = "hp01" "hp02" "hp03" 

// Phaser
weapon2 = "fc1phas"
weaponHardpoints2 = "hp04" "hp05"

//Worker Bees
weapon3 = "gfbees"
weaponHardpoints3 = "bot1" "bot2" "bot3" "bot4" "bot5" "bot6"

// 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" 
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
//**********************************************************************

//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
enginesHitPoints = 20
lifeSupportHitPoints = 20
weaponsHitPoints = 20
shieldGeneratorHitPoints = 20
sensorsHitPoints = 20
//**********************************************************************
 
//**********************************************************************
//Construction Parameters
buildItem0 = "fshuttle4"

//Hardpoint location for building.
buildHardpoint = "build"
//**********************************************************************
//**********************************************************************
//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 = 0.7f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.60f
//**********************************************************************
//PHYSICS PARAMETERS

//physicsFile = "tb2phys.odf"

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


//**********************************************************************
//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
ScaleSOD = .75
//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel

hotkeyLabel = "HOTKEY_F6"

//Do not change or you destroy the Animation!


//************************************************************
// Brian additions for context sensitive menus
builder_ship = 1
SHOW_SW_AUTONOMY = 1
transporter = 1

//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 5.0f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 9.5f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 5.0f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 8.0f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 8.0f

//Percent Chance out of 100 of hull being hit (crew dying)
crewHitPercent = 55.0f

//Percent Chance out of 100 of entire ship exploding
hullHitPercent = 9.5f


// So it recomputes the rally point.
alwaysRecomputeRallyPoint = 1

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object.
classLabel = "starbase"