//This is the main phaser ordinance file

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

//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 0

// The fraction of the range at which damage starts to dissipate
dispersalRangeFraction = .3
// The fraction of the damage it applies at the extreme weapon range
dispersalMinDamageFraction = .3

//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 = 24

//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 = 2

//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 = 25

//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 = 2.6//DAS 1.6

//Length of the shield hit animation.
shieldDuration = 1.0

//How fast the shot moves
shotSpeed = 1e6


//Phaser specific: this modifies the color of the phaser
shotColor = 227

//Phaser specific: this is the thickness of the beam
Radius = 4.0//DAS 4.0

// Length of the beam.
Length = 1.0

// Time to play through the animation for the sprite in seconds
spriteDuration = 0.85//DAS 1.0

// The absolute amount of impulse applied to the ship,
// note that this may change to be a scale factor to damage
explosiveImpulse = 300
// How long in seconds that the impulse is applied over as a triangle wave
explosiveTime = 0.5
// The amount to scale the "push" by (0 = no push, 1 = 100%), as
// opposed to the "twist"
explosiveLinearScale = 1.0

// Special effects to play on hit craft
effectOnHitHull = "psphaser_hit1"
effectOnHitShields = "psphaser_hit2"
effectOnHitHull_size = 9.0//DAS 6.0
effectOnHitShields_size = 9.0//DAS 6.0
energyEffectOnHitCraft = "pssparks"
energyEffectOnHitCraft_Size = 1.0


// Start intensity of the phaser
startIntensity = 0.33

// Duration to reach full intensity of the phaser
durationToFullIntensity = 1.25

// Start Radius of the beam
minRadiusOfBeam = 0.01//DAS 2.00

// End Radius of the beam
maxRadiusOfBeam = 10.00//DAS 12.00

// Duration to reach full intensity of the phaser
durationToReachFullRadiusSize = 1.00

//Size of the flare around the phaser
flareRadiusMultiplier = 0.675//DAS 1.0

// Modifier for the amount of damage (in terms of hit points) inflicted by this phaser per tick. -tmob
phaserDamage = 1.0


