# 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  1 1   1   0.8   1    2   20  50  300 250   1  100 BURST   5
#gunT EFHP_RPC     data/shot3.bmp 1 1   1   0.5   10   3   1   30  150 150   1  75  BURST   20
#gunT PunchPC      data/shot.bmp  0 0.5 1   0.9   45   3   1   45  100 100   50 50  BURST   10
#gunT Green_Death  data/shot2.bmp 1 0.8 0.8 0.6   10   3   1   1   100 99    5  90  BURST   45


# dimensions of galaxy
width 200
height 200

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

shipT data/ships/ray.shp NP


# 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)
#    f t 1 2 3 g g g
ship 0 0 0 1 0 0 0 0
ship 1 0 1 0 0 0 0 0



# random objects
# rinert 30

