#include "station.odf"

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

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Fluidic Gate"

//tooltips
tooltip = "8472_FLUIDIC"
verboseTooltip = "8472_FLUIDIC_V"

//Race which can build ship & starting race of ship
race = "species8472"

// This ship is evolved from another ship
shipIsBuiltByEvolution = 1

//Dilithium transfer rate from freighter to station
dilithiumTransferRate = 15.0

//Amount of time required to build ship
buildTime = 180.0

//Number of officers required to build this ship
officerCost = 1

// amount of biomatter needed to build
biomatterCost = 3000

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 3600

//Rate at which shield recharges (points per second... we think)
shieldRate = 2.0

//**********************************************************************
//Construction Parameters
buildItem0 = "8472_defender"
buildItem1 = "8472_frigate"
buildItem2 = "8472_behemoth"
buildItem3 = "8472_battle"

//Hardpoint location for building.
buildHardpoint = "hp01"

// The wormhole it uses to put them through
wormhole = "fluidicrift2.odf"

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


// Hardpoints to hit for various systems and other locations.
//enginesTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06"
//lifeSupportTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06"
//weaponsTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06"
shieldGeneratorTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06"
sensorsTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06"
hullTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06"
criticalTargetHardpoints ="hp02" "hp03" "hp04" "hp05" "hp06"

//**********************************************************************
//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.


//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 1.50f



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


//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************

eventSelect = "ShipyardSelect"
eventAcknowledge = "ShipyardAcknowledge"
eventDecommission = "ShipyardDecommission"


//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fluid_gate"
hotkeyLabel = "HOTKEY_F5"


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

//************************************************************
// Brian additions for context sensitive menus
builder_ship = 1
transporter = 0
has_crew = 0
SHOW_MOVEMENT_AUTONOMY = 1
SHOW_SW_AUTONOMY = 1

animation = 2
scaleM3D = 2.0
