
//Programming Stuff DO NOT CHANGE
classLabel = "tractor_bm"

//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 0.75

//The base amount of damage which the ordinance does with each hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageBase = 1

//The amount of variance applied to the damage (i.e. 10 + or - 2)
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageVariance = 0

//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageThreshold = 0

//The multiplier by which any damage which exceeds the threshold is 
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
shieldCrewModifier = 0.2

//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
hullCrewModifier = 0.1

//Amount of time the ordinance will exists without hitting something
lifeSpan = 25.0

//How fast the shot moves
shotSpeed = 100.0

// This affects the turning radius/rate somewhat unknown.
omegaTurn = 1.0

//The amount of time that the missile obeys the limitations of omegaTurn
//After that, it heads straight for the target
seekTime = 1.0

//The sprite which is used for this ordinance
Sprite = "wtractor"

// Time to play through the animation for the sprite in seconds
spriteDuration = 0.5

//this modifies the color of the ordinance (not currently working)
shotColor = 227

// Size of photon torpedo.
radius = 50.0f

lightColor = 0.0 1.0 1.0
lightFalloffStart = 50.0
lightFalloffRange = 5.0

// The absolute amount of impulse applied to the ship,
// note that this may change to be a scale factor to damage
explosiveImpulse = 2000;
// How long in seconds that the impulse is applied over as a triangle wave
explosiveTime = 0.1;
// The amount to scale the "push" by (0 = no push, 1 = 100%), as
// opposed to the "twist"
explosiveLinearScale = .25;

//for testing purposes only
//ignoreShield = 1;

// Special effect to play on hit craft
//specialEffectOnHit = "pssparks"

// Special effects to play on hit craft
energyEffectOnHitCraft = "x_explosion_03"
energyEffectOnHitCraft_Size = .75
sparksEffectOnHitCraft = "pssparks"
sparksEffectOnHitCraft_Size = 2.0

// Special effects to play on hit shields
energyEffectOnHitShields = "photon_shieldhit_1"
energyEffectOnHitShields_Size = 1.0
sparksEffectOnHitShields = "pssparks"
sparksEffectOnHitShields_Size = 2.0

entryWoundDecal = "photon_hit"
exitWoundDecal = "photon_hit"

// Sounds
hitSoundGroup = "ST_GRP_FEDROM_Photon_Ship"
