Ship ODF Template
Download Ship Template as an ODF.
//Name of Ship class in the Ship Display window & in edit mode & tooltip
unitname = ""
//tooltips
//Small instant tooltip
tooltip = ""
//Larger tooltip accessible after prolonged mouse-over
verbosetooltip = ""
//Race which can build ship & starting race of ship
race = ""
//Amount of time required to build ship
buildtime =
//Number of officers required to build this ship. In Fleet Operations it is set to 0
officercost =
//Number of crew required to build ship & starting crew
crewcost =
//Dilithium Cost to build
dilithiumcost =
//Tritanium Cost to build
latinumcost =
//Supply Cost to build
biomattercost =
//Max Hull Strength
maxhealth =
//Begining Hull Strength
curhealth =
//Rate at which hull recharges (points per second... we think)
healthrate =
//Max Shield Strength
maxshields =
//Begining Shield Strength
curshields =
//Rate at which shield recharges (points per second... we think)
shieldrate =
//Maximum Value of Special Energy
maxspecialenergy =
//Rate at which special energy recharges (points per second... we think)
specialenergyrate =
// How is the Special Energy displayed
specialenergydisplaymode =
//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
shieldgeneratorhitpoints =
engineshitpoints =
weaponshitpoints =
lifesupporthitpoints =
sensorshitpoints =
//**********************************************************************
//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possiblecraftnames =
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Weapon
weapon1 = ""
weaponhardpoints1 = ""
weapon1iconpos = // values are x y
// Hardpoints to hit for various systems and other locations.
enginestargethardpoints = ""
lifesupporttargethardpoints = ""
weaponstargethardpoints = ""
shieldgeneratortargethardpoints = ""
sensorstargethardpoints = ""
hulltargethardpoints = ""
criticaltargethardpoints = ""
//**********************************************************************
//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 =
//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicvalue =
//**********************************************************************
//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow =
//The multiplier for the delay between shots for weapons while in red status
weaponRed =
//**********************************************************************
//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeylabel
hotkeylabel = ""
// Change the scale
ScaleSOD =
//This is for statistics accumulation
shipclass = ""
//**********************************************************************
// This is the size of the build animation sparks.
weldingradius =
//**********************************************************************
//MESSAGE & SOUND PARAMETERS
// The value should be a reference to a section in the events.dat file
eventselect = ""
eventacknowledge = ""
eventattack = ""
eventstop = ""
eventmove = ""
eventrepair = ""
//**********************************************************************
//PHYSICS PARAMETERS
physicsfile = ""
trekphysicsfile = ""
avoidanceclass =
//************************************************************
// Tara additions for context sensitive menus
// Values should be set to either to 1 (on/true) or 0 (off/false)
ship =
has_hitpoints =
has_crew =
transporter =
alert =
show_sw_autonomy =
show_movement_autonomy =
can_explore =
combat =
can_sandd =
buildablebyownerraceonly =
// Ship type for formations
shiptype = ""
//Delay before shield begins recharging once it has reached zero (secs)
shielddelay =
//This is the range in meters which the ships sensors can see (LOS)
rangescan =
//This is the range in meters which the ships sensors can see when destroyed
damagedscan =
//**********************************************************************
//SYSTEM REPAIR RATES
//This is the amount of time in seconds to repair ONE hitpoint of damage
//modified by race and crew status
enginesrepairtime =
lifesupportrepairtime =
weaponsrepairtime =
shieldgeneratorrepairtime =
sensorsrepairtime =
//**********************************************************************
//CREW CASUALTY FOR SYSTEM DESTRUCTION
//The percentage of crew killed when the systems are destroyed
enginescrewloss =
lifesupportcrewloss =
weaponscrewloss =
shieldgeneratorcrewloss =
sensorscrewloss =
lifesupportloss =
//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of each system being destroyed
engineshitpercent =
lifesupporthitpercent =
weaponshitpercent =
shieldgeneratorhitpercent =
sensorshitpercent =
crewhitpercent =
hullhitpercent =
//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//Programming thing DO NOT CHANGE
classlabel = "craft"
//AI stuff UNKNOWN May be related to sound stuff
ainame = ""
//Explosion to use
fireball = ""
//SOD name used if different to the odf name
basename = ""
//**********************************************************************
//EXPERIENCE STUFF
// What rank is the vessel
xplevel =
// ODF name of the of the next rankup
nextrankclass = ""
// How much XP is needed to level up
nextrankxp =
// How much XP is gained by enemy if they destroy me
worthxp =
//**********************************************************************
//DECOMISSION STUFF
// How many resources do we gain if I'm decomissioned
recycledilithium =
recyclelatinum =
recyclebiomatter =
// How long decommission takes
recycletime =
//**********************************************************************
//FLEET OPS EXPANDED CODES
// Maximum number of assimilated weapons
maxextraweapons =
// Hardpoints of where assimilated weapons are used
extraweaponhardpoints = ""
// Shield SOD used when we are hit
shieldhit = ""
// Shield SOD used if shields are low health
shieldhitcritical = ""
// Shield SOD used when shields are lowered
shielddown = ""