#include "K_class_scout.odf"
#include "Repair_tnglate.odf"
//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Dukat's Brel"

// Tooltips
tooltip = "c_brelclass"
verboseTooltip = "c_brelclass_v"

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

//Single player Model


//Energy per shot
energyPerPulsePhaser = 0.12

//Energy per shot
energyPerPulsePhaser = 0.12
weaponsEnergyReplenishRate 	= 1.4	  // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 0.4		// how slowly does my weapons pool diminish
shieldRechargeRateModifier	= 1.3		// how fast the shields charge

// ******Targeting Boost System*************************************
hasTargetingBoost = 1 				// Determines whether craft has targeting boost system

//Phaser Lock System
PhaserboostModifier = 0.70 			// speed at which the reticles move towards lock
phaserTargetingBoostThreshold = 0.60 	// base % chance to hit before phasers accumulate boost
maxPhaserBoost = 0.75				// max boost value for phasers
phaserTargetLockLossValue = 0.50		// once phaser lock lost, boost is set to this value as count down timer

//Photon Lock System				
PhotonBoostModifier = 0.30 			// speed at which the reticles move towards lock
photonTargetingBoostThreshold = 0.50	// base % chance to hit before photons accumulate boost
maxPhotonBoost = 0.60				// max boost value for photons

//SHIP SYSTEM INFORMATION
//**********************************************************************

easyTractorTarget = 1;

// General (upgradeable) values the Player sees for each system
hullLevel    = 1200
weaponsLevel = 1145
sensorsLevel = 870
enginesLevel = 1560
shieldsLevel = 1125

// WEAPON values
numberOfPhaserBeams = 2
numberOfForePhotons = 4
photonSpread = 2
//forePhotonSpread = 2
numberOfAftPhotons = 0
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 8000
startYear = 2360
endYear   = 2400

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
//Possible Craft Names
possibleCraftNames = 
	"IKS Hurgh'ragh" "IKS TajHu" "IKS Duy'Hub" "IKS Begh'poQ"          
	"IKS Wuv'a'tem" "IKS Deb'choS" "IKS Qugh'tung" "IKS Nay'par"             
	"IKS GhoH'Sot" "IKS Qup'SoH" "IKS Hob'DIS" "IKS Chong'pogh"       
	"IKS TaD'moH" "IKS Tar'be" "IKS Luq'argh" "IKS PiqaD'nem"         
	"IKS MajQa'be'" "IKS Qut'Such" "IKS NaS'puchpa'" "IKS Gho'be'"  


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

// Disruptor
weapon1 = "kling_tng_pulse"
weaponHardpoints1 = "hp02"

// Disruptor
weapon2 = "kling_tng_pulse"
weaponHardpoints2 = "hp03"

// Photon Torpedo
weapon3 = "kling_tng_scout_photon"
weaponHardpoints3 = "hp01"

// Cloaking
weapon4 = "gsccloak"
weaponHardpoints4 = "hp20"

// Warp
weapon5 = "gwarp"
weaponHardpoints5 = "hp16"

// tractor beam
weapon6 = "f_tractor_bm"
weaponHardpoints6 = "hp09"

// long range sensor
weapon7 = "long_range_sensor"
weaponHardpoints7 = "hp11"

//Self Destruct
weapon8 = "gselfdes"
weaponHardpoints8 = "hp16"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp10"
WeaponTargetHardpoints = "hp13"
ShieldTargetHardpoints = "hp12"
SensorTargetHardpoints = "hp11" 

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp10" 
WeaponDestructionHardpoints = "hp13" 
ShieldDestructionHardpoints = "hp12"
SensorDestructionHardpoints = "hp11" 



engineBreakNodes= "R_engine" "L_engine"
weaponbreaknodes= "Left_Gun" "Right_Gun"
shieldgeneratorBreakNodes= "Shields"

criticalBreakNodes= "Neck"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 100

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Brel, generated Mon Dec 16 14:49:29 2002
hasHullPlating;
hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

selfDestructRadius = 500; // this applies when our ship is destroyed - sls
selfDestructDamage = 1000; // the damage applied when we blow up - sls

//**********************************************************************
//   PHYSICS PARAMETERS
//**********************************************************************
// physics file for star trekky physics behavior
PhysicsFile = "k_breltng_physics.odf"

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


cameraRadiusScale = 1.35



