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 = ""