; $Header: /fridge/cvs/xscorch/data/accessories.def,v 1.16 2004/01/16 02:35:35 jacob Exp $
;
; accessories.def
; This is the default xscorch accessories definition file.
;

NoAccessory = accessories_class {
   ; DO NOT REMOVE THIS ACCESSORY
   accessoryName = "No Accessory";
   description   = "A great big empty void of nothingness."
   armsLevel     = 0;
   price         = 0;
   bundle        = 0;
   shielding     = 0;
   repulsion     = 0;
   fuel          = 0;
   useless       = true;
   indirect      = false;
   stateFlags    = "null";
};

BabyMagnetic = accessories_class {
   accessoryName = "Baby Magnetic";
   description   = "A small low-power magnetic shield.";
   armsLevel     = 1;
   price         = 10000;
   bundle        = 3;
   shielding     = 4000;
   repulsion     = 50;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, magnetic";
};

Magnetic = accessories_class {
   accessoryName = "Magnetic";
   description   = "A medium sized magnetic shield.";
   armsLevel     = 2;
   price         = 15000;
   bundle        = 2;
   shielding     = 8000;
   repulsion     = 75;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, magnetic";
};

HeavyMagnetic = accessories_class {
   accessoryName = "Heavy Magnetic";
   description   = "A large high-power magnetic shield.";
   armsLevel     = 3;
   price         = 20000;
   bundle        = 1;
   shielding     = 16000;
   repulsion     = 100;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, magnetic";
};

BabyShield = accessories_class {
   accessoryName = "Baby Shield";
   description   = "A small physical shield layer.";
   armsLevel     = 2;
   price         = 20000;
   bundle        = 3;
   shielding     = 4000;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, standard";
};

Shield = accessories_class {
   accessoryName = "Shield";
   description   = "A physical shield layer around the tank.";
   armsLevel     = 3;
   price         = 30000;
   bundle        = 2;
   shielding     = 8000;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, standard";
};

HeavyShield = accessories_class {
   accessoryName = "Heavy Shield";
   description   = "A large physical shield layer.";
   armsLevel     = 4;
   price         = 40000;
   bundle        = 1;
   shielding     = 16000;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, standard";
};

BabyForce = accessories_class {
   accessoryName = "Baby Force";
   description   = "A small but impregnable force field.";
   armsLevel     = 2;
   price         = 30000;
   bundle        = 3;
   shielding     = 4000;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, force";
};

Force = accessories_class {
   accessoryName = "Force";
   description   = "A force field surrounding the tank.";
   armsLevel     = 3;
   price         = 45000;
   bundle        = 2;
   shielding     = 8000;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, force";
};

HeavyForce = accessories_class {
   accessoryName = "Heavy Force";
   description   = "A large heavy-duty force field.";
   armsLevel     = 4;
   price         = 60000;
   bundle        = 1;
   shielding     = 16000;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, shield, force";
};

FuelTank = accessories_class {
   accessoryName = "Fuel Tank";
   description   = "Some fuel for a tank's motor will allow it to move around.";
   armsLevel     = 3;
   price         = 1000;
   bundle        = 10;
   shielding     = 0;
   repulsion     = 0;
   fuel          = 10;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, fuel";
};

TripleTurret = accessories_class {
   accessoryName = "Triple Turret";
   description   = "A triple turret can shoot three of some missiles at once.";
   armsLevel     = 2;
   price         = 25000;
   bundle        = 1;
   shielding     = 0;
   repulsion     = 0;
   fuel          = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "permanent, triple_turret";
};

AutoDefense = accessories_class {
   accessoryName = "Auto Defense";
   description   = "This automatic defense system brings up shields very fast.";
   armsLevel     = 3;
   price         = 1500;
   bundle        = 1;
   shielding     = 0;
   repulsion     = 0;
   fuel          = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "permanent, auto_defense";
};

SolarPanel = accessories_class {
   accessoryName = "Solar Panel";
   description   = "Solar Panels recharge shields slightly each turn.";
   armsLevel     = 3;
   price         = 2500;
   bundle        = 1;
   shielding     = 0;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "permanent, recharge";
};

ContactTrigger = accessories_class {
   accessoryName = "Contact Trigger";
   description   = "With contact triggers, missiles will explode as soon as they hit anything.";
   armsLevel     = 3;
   price         = 1000;
   bundle        = 25;
   shielding     = 0;
   repulsion     = 0;
   fuel          = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, contact_trigger";
};

Batteries = accessories_class {
   accessoryName = "Batteries";
   description   = "A tank's self-repair system needs batteries to run.";
   armsLevel     = 2;
   price         = 5000;
   bundle        = 10;
   shielding     = 0;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, battery";
};

Teleporter = accessories_class {
;   accessoryName = "Teleporter";
   accessoryName = "!Teleporter";

; Currently, teleporters do NOTHING
;   description   = "A teleporter moves your tank to a random new location.";
;   armsLevel     = 3;
   description   = "[unimplemented]";
   armsLevel     = 5;

   price         = 5000;
   bundle        = 1;
   shielding     = 0;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, teleporter";
};

Parachute = accessories_class {
;   accessoryName = "Parachute";
   accessoryName = "!Parachute";

; Currently, parachutes do NOTHING
;   description   = "Parachutes can save your tank from nasty falls.";
;   armsLevel     = 1;
   description   = "[unimplemented]";
   armsLevel     = 5;

   price         = 2000;
   bundle        = 3;
   shielding     = 0;
   repulsion     = 0;
   useless       = false;
   indirect      = false;
   stateFlags    = "consumable, parachute";
};
