# list of gun types
#    gunName bulletTexture bulletColor(rgba) damage speed chargeRate chargeCost maxCharge minCharge fireRate shieldAbsorbtion% burstfire?

#    name         texture       r g b a     d    s   cr  cc  Mc  mc    fr s%  b       ps
gunT Military-RPC data/shot.bmp 1 8 1 0.8   6    2   1   20  200 0     10 75  NOBURST 1.5
gunt SLICE        data/shot.bmp 0 1 0 0.8   1    2   20  50  300 250   1  100 BURST   2.5
gunT EFHP_RPC     data/shot.bmp 1 0 0 0.5   10   3   1   30  150 150   1  75  BURST   5


# dimensions of galaxy
width 300
height 300

# list of ship types
#shipT shipfile(*.shp) P/NP (player can/player can't use)

shipT data/ships/miggy.shp NP
shipT data/ships/pulsar.shp NP
shipT data/ships/mule.shp NP
shipT data/ships/gladiator.shp P


# faction 0, hence there must be numfact+1 relations in the faction declarations
numfact 2

# fact faction_name numShips relations (independant, faction 1, faction 2, faction 3...)
fact RED_BURBOUN 0 1 10 1
fact PSYCHADELIC 0 1 1 10

# specific objects
#     int      int    / shields  \
#ship faction shipType mk1 mk2 mk3 gunType(as many as there are guns on that ship)
ship 1 2 0 0 1 2 1 1
ship 1 3 1 0 0 1 1
ship 1 3 1 0 0 1 1
ship 1 3 1 0 0 1 1

ship 2 2 1 0 0 2 0 0
ship 2 3 1 0 0 0 0
ship 2 3 1 0 0 0 0
ship 2 3 1 0 0 0 0



# random objects
rinert 5

