# Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE.  See the GNU General Public License for more details.

outfit "Cooling Ducts"
	plural "Cooling Ducts"
	category "Systems"
	cost 10000
	thumbnail "outfit/cooling ducts"
	"mass" 5
	"outfit space" -5
	"cooling" 5
	description "When trying to cram as many high-powered outfits as possible into a ship, occasionally you reach the point where it is sporadically overheating and shutting down. In that case, you may need to install one of these."

outfit "Water Coolant System"
	category "Systems"
	cost 25000
	thumbnail "outfit/water cooling"
	"mass" 10
	"outfit space" -10
	"cooling" 12
	description "This system is a step up from ordinary cooling ducts; it circulates water in between an external radiator and your ship's hottest internal components to keep them from overheating."

outfit "Liquid Nitrogen Cooler"
	category "Systems"
	cost 60000
	thumbnail "outfit/liquid nitrogen"
	"mass" 20
	"outfit space" -20
	"cooling" 29
	description "For ships with extreme cooling needs, liquid nitrogen is the answer. One of these coolers will dissipate the heat produced by anything but the heaviest of armaments."

outfit "Liquid Helium Cooler"
	category "Systems"
	cost 150000
	thumbnail "outfit/liquid helium"
	"mass" 40
	"outfit space" -40
	"cooling" 69
	description "Liquid helium is the ultimate in cooling technology. Given how much space this cooling system takes up, you may be better off just installing more efficient, low-heat components instead, but where that is not an option, this cooler can handle almost anything you throw at it."


outfit "D14-RN Shield Generator"
	category "Systems"
	cost 20000
	thumbnail "outfit/tiny shield"
	"mass" 15
	"outfit space" -15
	"shield generation" .2
	"shield energy" .2
	description "This is the standard shield generator for fighters and interceptors, as well as for many non-combat starships. Although it is possible for a ship to have no shield generator at all, recharging its shield matrix only when landed in a hospitable spaceport, life in deep space is unpredictable enough that most pilots find shield generators to be well worth the space they take up."

outfit "D23-QP Shield Generator"
	category "Systems"
	cost 35000
	thumbnail "outfit/small shield"
	"mass" 22
	"outfit space" -22
	"shield generation" .32
	"shield energy" .32
	description "This is a slightly more powerful shield generator than the standard model installed in most small ships. If combat lasts long enough, the increased recharge rate is enough to give you an edge, but recharging your shields completely will still take a long time."

outfit "D41-HY Shield Generator"
	category "Systems"
	cost 65000
	thumbnail "outfit/medium shield"
	"mass" 30
	"outfit space" -30
	"shield generation" .51
	"shield energy" .51
	description "This is a more powerful shield generator designed for ships that are likely to see frequent combat, or that have such a large shield capacity that recharging them would take a long time with a smaller generator."

outfit "D67-TM Shield Generator"
	category "Systems"
	cost 120000
	thumbnail "outfit/large shield"
	"mass" 45
	"outfit space" -45
	"shield generation" .82
	"shield energy" .82
	description "This shield generator is powerful enough that in combat against some particularly weak ships, they may not even be capable of depleting your shields as fast as they recharge."

outfit "D94-YV Shield Generator"
	category "Systems"
	cost 200000
	thumbnail "outfit/huge shield"
	"mass" 60
	"outfit space" -60
	"shield generation" 1.31
	"shield energy" 1.31
	description "This is the most powerful shield generator available in human space. Because of their large size, D94-YV shield generators are mostly used in large warships, but you can fit one in a smaller ship if you are willing to sacrifice engine power or weaponry to make space for it."

outfit "S-270 Regenerator"
	category "Systems"
	cost 220000
	thumbnail "outfit/small regenerator"
	"mass" 12
	"outfit space" -12
	"shield generation" .6
	"shield energy" .6
	"energy consumption" .3
	"heat generation" 2
	description "A shield regenerator works by subtly modifying the geometry of your shield matrix in order to make your shields more malleable and therefore much easier to recharge. Unfortunately, this causes your shields to also become less efficient, which draws energy away from your other systems, even when not charging shields, and creates heat."

outfit "S-970 Regenerator"
	category "Systems"
	cost 800000
	thumbnail "outfit/large regenerator"
	"mass" 37
	"outfit space" -37
	"shield generation" 2.3
	"shield energy" 2.3
	"energy consumption" .9
	"heat generation" 6
	description "The S-970 Shield Regenerator is an advanced type of shield recharging technology. Unfortunately, its power needs are rather high, and the shifts it makes in your shield configuration also result in some feedback that causes heat to build up in the regenerator, even when your shields are at full strength."


outfit "Small Radar Jammer"
	category "Systems"
	cost 70000
	thumbnail "outfit/small radar jammer"
	"mass" 4
	"outfit space" -4
	"radar jamming" 2
	description "This radar jammer is designed to interfere with Sidewinders and any other missiles that rely on radar for tracking their targets. Jamming will occasionally cause missiles to lose their target locks."

outfit "Large Radar Jammer"
	category "Systems"
	cost 490000
	thumbnail "outfit/large radar jammer"
	"mass" 14
	"outfit space" -14
	"radar jamming" 10
	description "This high-power radar jammer will make it much more difficult for missiles that rely on radar to track you. It will not affect missiles that track you optically or that look for your ship's heat signature."


outfit "Ramscoop"
	category "Systems"
	cost 60000
	thumbnail "outfit/ramscoop"
	"mass" 10
	"outfit space" -10
	"ramscoop" 1
	description "In the early days of space exploration, when ships could travel through half a dozen systems before encountering an established colony where they could refuel, ramscoops were an essential piece of equipment, harvesting plasma from the solar wind to refill your hyperspace fuel tanks. Although you can install more than one ramscoop, additional ramscoops on a single ship are not as effective as the first."
	description "	(As a safety measure, all ships are able to harvest tiny amounts of fuel by flying close to a star, but this outfit allows you to accumulate fuel much more quickly. The closer you are to the star, the faster fuel will accumulate.)"

outfit "Catalytic Ramscoop"
	category "Systems"
	cost 320000
	thumbnail "outfit/catalytic ramscoop"
	"mass" 16
	"outfit space" -16
	"ramscoop" 7
	description "Ramscoop technology has been almost unchanged for centuries, because with nearly every system in human space settled there has not been a pressing need for ships to generate their own fuel. But with the Free Worlds war making travel once again more difficult, some engineers in the Deep recently invented a much-improved ramscoop for use in their merchant fleets."

outfit "Hyperdrive"
	category "Systems"
	cost 50000
	thumbnail "outfit/hyperdrive"
	"mass" 20
	"outfit space" -20
	"jump speed" .2
	"jump fuel" 100
	"hyperdrive" 1
	description "This mysterious box sits quietly at the heart of your ship, thinking its own inscrutable thoughts. When it comes time to travel between the stars it sets off a nuclear fusion reaction powerful enough to level an entire city, and then somehow tucks the resulting explosion in between the folds of regular space-time like a wasp stinging an oak leaf to lay her eggs inside. Your ship rides the resulting ripple in the fabric of space."
	description "	They say that fewer than a dozen human beings alive today understand the inner workings of the hyperdrive."

outfit "Scram Drive"
	category "Systems"
	cost 90000
	thumbnail "outfit/hyperdrive"
	"mass" 30
	"outfit space" -30
	"scram drive" .2
	"jump fuel" 150
	"hyperdrive" 1
	description "A Scram Drive is a specially designed hyperdrive that works even if your ship is traveling at a much higher speed, at the expense of using more fuel. If you are being pursued by pirates (or just want to get somewhere in a hurry) that extra bit of speed can make a big difference."

outfit "Jump Drive"
	category "Systems"
	cost 1000000
	thumbnail "outfit/jump drive"
	"mass" 20
	"outfit space" -20
	"jump speed" .3
	"jump fuel" 200
	"jump drive" 1
	description "The workings of the Jump Drive are a total mystery. The best that human scientists have been able to find out is that this device is a containment field for matter in a state that cannot normally exist in this universe; if the drive is opened up, the field collapses and its contents disappear. Therefore, even though a few jump drives have been captured over the years, it has so far proved impossible to reverse engineer them."


outfit "Cargo Scanner"
	category "Systems"
	cost 8000
	thumbnail "outfit/cargo scanner"
	"mass" 1
	"outfit space" -1
	"cargo scan power" 9
	"cargo scan speed" 1
	description "This scanner allows you to scan the cargo holds of the ship you are currently targeting, as long as you are flying close enough to it. Patrol craft use cargo scanners to detect illegal contraband. Installing more than one increases the scan range and speed."

outfit "Outfit Scanner"
	category "Systems"
	cost 24000
	thumbnail "outfit/outfit scanner"
	"mass" 2
	"outfit space" -2
	"outfit scan power" 25
	"outfit scan speed" 1
	description "This scanner allows you to determine what outfits are installed in the ship you are currently targeting, if you are willing to risk flying close enough to it to get a reading! The Republic Navy uses these scanners to detect when ships are equipped with illegal weaponry. Installing more than one increases the scan range and speed."

outfit "Surveillance Pod"
	category "Systems"
	cost 42000
	thumbnail "outfit/outfit scanner"
	"mass" 5
	"outfit space" -5
	"outfit scan power" 16
	"outfit scan speed" 2
	"cargo scan power" 4
	"cargo scan speed" 2
	"atmosphere scan" 100
	description "This is Republic military technology, a collection of scanners designed to fit perfectly inside one of their surveillance drones. Since the outputs are fairly standard, you could connect it to your own ship's systems if you want. Installing more than one increases the scan range and speed."


outfit "Cloaking Device"
	category "Systems"
	cost 1200000
	"mass" 10
	"outfit space" -10
	"cloak" .01
	"cloaking energy" 1
	"cloaking fuel" .2
	description "You're sure the cloaking device is here somewhere, but you can't see it."


outfit "Outfits Expansion"
	category "Systems"
	cost 50000
	thumbnail "outfit/blue screwdriver"
	"mass" 5
	"outfit space" 15
	"cargo space" -20
	"cooling inefficiency" 1
	"heat dissipation" -.01
	unplunderable 1
	description "This expansion allows you to sacrifice some cargo space in order to make room for more outfits, in situations where you need just a bit more space to install a particular system. It does not increase your weapon or engine space."
	description "	Unfortunately, rearranging the interior of your ship in such a fundamental way tends to interfere with its cooling systems."

outfit "Cargo Expansion"
	category "Systems"
	cost 30000
	thumbnail "outfit/red screwdriver"
	"mass" 5
	"cargo space" 15
	"outfit space" -20
	unplunderable 1
	description "If being able to carry more cargo is more important to you than having advanced weapons or other systems, a cargo expansion will significantly increase the size of your cargo hold."

outfit "Bunk Room"
	category "Systems"
	cost 40000
	thumbnail "outfit/bunk room"
	"mass" 5
	"bunks" 4
	"outfit space" -20
	unplunderable 1
	description "If you really want to make space for a few more passengers (or crew members, if you're trying to capture other ships), you can expand the living space of your ship into the area usually reserved for outfits."

outfit "Small Bunk Room"
	category "Systems"
	cost 20000
	thumbnail "outfit/small bunk room"
	"mass" 3
	"bunks" 2
	"outfit space" -12
	unplunderable 1
	description "Captains who do not care particularly much about the comfort of their passengers or crew can usually find a way to shove a bunk bed in behind the power generator or to hang a few hammocks from the engines as a makeshift way to make space for more people."

outfit "Fuel Pod"
	category "Systems"
	cost 20000
	thumbnail "outfit/fuel pod"
	"mass" 8
	"outfit space" -8
	"fuel capacity" 100
	description "A fuel pod increases your fuel capacity, allowing your ship to make one additional hyperspace jump before it needs to land and refuel."

outfit "Interference Plating"
	category "Systems"
	cost 50000
	thumbnail "outfit/interference plating"
	"mass" 4
	"outfit space" -4
	"scan interference" .5
	description "If you're in the habit of carrying illegal cargo or outfits, this plating increases the odds that a scan of your ship will fail to detect it. The more of these you install, the better your chances of evading detection. They won't keep anyone from noticing if you're flying an unlicensed ship, however."



outfit "Laser Rifle"
	category "Hand to Hand"
	cost 8000
	thumbnail "outfit/laser rifle"
	"capture attack" .6
	"capture defense" .8
	"unplunderable" 1
	description "A laser rifle is a step up from the sidearms that crew members typically carry for defense against pirates: more powerful, and more accurate as well. For each of these rifles that one of your crew is wielding, your odds of capturing another ship or defending your own ship from boarders are increased substantially."

outfit "Fragmentation Grenades"
	plural "Fragmentation Grenades"
	category "Hand to Hand"
	cost 17000
	thumbnail "outfit/fragmentation grenades"
	"capture attack" 1.3
	"capture defense" .3
	"unplunderable" 1
	description "Fragmentation grenades are an only marginally legal weapon for hand-to-hand combat when boarding a ship, useful for flushing out defenders who are hunkered down in defensible choke points inside their own ship. They are much less useful as a defensive weapon, but still better than nothing."

outfit "Security Station"
	category "Hand to Hand"
	cost 42000
	thumbnail "outfit/security station"
	"mass" 2
	"outfit space" -2
	"capture defense" 3.4
	"unplunderable" 1
	description "This is a specially designed barricade, which can be installed in the hallways of your ship as a powerful defense against anyone who boards you in an attempt to take over your ship."

outfit "Nerve Gas"
	plural "Nerve Gas"
	category "Hand to Hand"
	cost 75000
	thumbnail "outfit/nerve gas"
	"capture attack" 2.8
	"capture defense" .8
	"illegal" 1000000
	"unplunderable" 1
	description "This is a highly illegal weapon for hand to hand combat when boarding an enemy ship. Because chemical weapons are banned by interstellar law, you can be severely fined for getting caught in possession of nerve gas canisters. But, they do clear out an enemy ship quicker than just about anything else..."


outfit "Local Map"
	category "Special"
	cost 1000
	thumbnail "outfit/map"
	"map" 12
	description "This data chip contains complete information on the twelve star systems closest to this one: planets, ports, governments, trade prices, available services, etc. You can get all the same information just by exploring those systems yourself, but having a map can save you from making wrong turns if you are trying to travel through new territory to reach a certain system quickly."


outfit "Pilot's License"
	category "Special"
	cost 50000
	thumbnail "outfit/license"
	description "Without a pilot's license, you cannot purchase a ship on a Republic planet. And if you buy an unlicensed ship on another planet and then bring it into Republic space, you can be fined until you cough up the money for a license. Needless to say, this policy is not terribly popular with freelance merchant captains."
