//This is the main phaser ordinance file
//Type Twelve Phaser

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

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

//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 = 64.37
	
//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 = 65.37

//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 = 0.02
	"bbattle.odf" 0.002
//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
	"bbattle.odf" 0.002
//Amount of time the ordinance will exists without hitting something
lifeSpan = 0.7

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

//How fast the shot moves
shotSpeed = 1e6

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

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

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

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

