############################################################
##      ESC : Extradimensional Weapons : Space Fauna      ##
############################################################

# - Matter Annihilator				S/M/L/X
# - Reality Eraser					S/M/L/X

############################################################
##                   Matter Annihilator                   ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ED_WEAPON_CREATURE_2
	size = small
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
	type = instant

	damage = { min = 36 max = 102 }
	size_damage_factor = 0.05
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_extradimensional_hull_damage
	armor_penetration = @ESC_WEAPON_extradimensional_armor_penetration
	armor_damage = @ESC_WEAPON_extradimensional_armor_damage
	shield_penetration = @ESC_WEAPON_extradimensional_shield_penetration
	shield_damage = @ESC_WEAPON_extradimensional_shield_damage
	tracking = 0.6

	prerequisites = { "esc_tech_extradimensional_weapon_2" }
	component_set = ESC_ED_WEAPON_CREATURE_2
	projectile_gfx = "disruptor_2_small"
	upgrades_to = SMALL_ESC_ED_WEAPON_CREATURE_3
	tags = { weapon_type_energy s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_hull }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ED_WEAPON_CREATURE_2
	size = medium
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
	type = instant

	damage = { min = 114 max = 218 }
	size_damage_factor = 0.05
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_extradimensional_hull_damage
	armor_penetration = @ESC_WEAPON_extradimensional_armor_penetration
	armor_damage = @ESC_WEAPON_extradimensional_armor_damage
	shield_penetration = @ESC_WEAPON_extradimensional_shield_penetration
	shield_damage = @ESC_WEAPON_extradimensional_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_extradimensional_weapon_2" }
	component_set = ESC_ED_WEAPON_CREATURE_2
	projectile_gfx = "disruptor_2_medium"
	upgrades_to = MEDIUM_ESC_ED_WEAPON_CREATURE_3
	tags = { weapon_type_energy m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_hull }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_ED_WEAPON_CREATURE_2
	size = large
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
	type = instant

	damage = { min = 228 max = 454 }
	size_damage_factor = 0.05
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_extradimensional_hull_damage
	armor_penetration = @ESC_WEAPON_extradimensional_armor_penetration
	armor_damage = @ESC_WEAPON_extradimensional_armor_damage
	shield_penetration = @ESC_WEAPON_extradimensional_shield_penetration
	shield_damage = @ESC_WEAPON_extradimensional_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_extradimensional_weapon_2" }
	component_set = ESC_ED_WEAPON_CREATURE_2
	projectile_gfx = "disruptor_2_large"
	upgrades_to = LARGE_ESC_ED_WEAPON_CREATURE_3
	tags = { weapon_type_energy l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_hull }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_ED_WEAPON_CREATURE_2
	size = extra_large
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
	type = instant

	damage = { min = 456 max = 908 }
	size_damage_factor = 0.05
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_extradimensional_hull_damage
	armor_penetration = @ESC_WEAPON_extradimensional_armor_penetration
	armor_damage = @ESC_WEAPON_extradimensional_armor_damage
	shield_penetration = @ESC_WEAPON_extradimensional_shield_penetration
	shield_damage = @ESC_WEAPON_extradimensional_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_extradimensional_weapon_2" }
	component_set = ESC_ED_WEAPON_CREATURE_2
	projectile_gfx = "disruptor_2_large"
	upgrades_to = XL_ESC_ED_WEAPON_CREATURE_3
	tags = { weapon_type_energy x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_hull }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

############################################################
##                     Reality Eraser                     ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ED_WEAPON_CREATURE_3
	size = small
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
	type = instant

	damage = { min = 42 max = 118 }
	size_damage_factor = 0.05
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 9
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_eraser_hull_damage
	armor_penetration = @ESC_WEAPON_eraser_armor_penetration
	armor_damage = @ESC_WEAPON_eraser_armor_damage
	shield_penetration = @ESC_WEAPON_eraser_shield_penetration
	shield_damage = @ESC_WEAPON_eraser_shield_damage
	tracking = 0.6

	prerequisites = { "esc_tech_extradimensional_weapon_3" }
	component_set = ESC_ED_WEAPON_CREATURE_3
	projectile_gfx = "esc_disruptor_4_small"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_hull }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ED_WEAPON_CREATURE_3
	size = medium
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
	type = instant

	damage = { min = 128 max = 236 }
	size_damage_factor = 0.05
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 9
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_eraser_hull_damage
	armor_penetration = @ESC_WEAPON_eraser_armor_penetration
	armor_damage = @ESC_WEAPON_eraser_armor_damage
	shield_penetration = @ESC_WEAPON_eraser_shield_penetration
	shield_damage = @ESC_WEAPON_eraser_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_extradimensional_weapon_3" }
	component_set = ESC_ED_WEAPON_CREATURE_3
	projectile_gfx = "esc_disruptor_4_medium"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_hull }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_ED_WEAPON_CREATURE_3
	size = large
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
	type = instant

	damage = { min = 252 max = 488 }
	size_damage_factor = 0.05
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 9
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_eraser_hull_damage
	armor_penetration = @ESC_WEAPON_eraser_armor_penetration
	armor_damage = @ESC_WEAPON_eraser_armor_damage
	shield_penetration = @ESC_WEAPON_eraser_shield_penetration
	shield_damage = @ESC_WEAPON_eraser_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_extradimensional_weapon_3" }
	component_set = ESC_ED_WEAPON_CREATURE_3
	projectile_gfx = "esc_disruptor_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_hull }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_ED_WEAPON_CREATURE_3
	size = extra_large
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
	type = instant

	damage = { min = 504 max = 976 }
	size_damage_factor = 0.05
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 9
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_eraser_hull_damage
	armor_penetration = @ESC_WEAPON_eraser_armor_penetration
	armor_damage = @ESC_WEAPON_eraser_armor_damage
	shield_penetration = @ESC_WEAPON_eraser_shield_penetration
	shield_damage = @ESC_WEAPON_eraser_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_extradimensional_weapon_3" }
	component_set = ESC_ED_WEAPON_CREATURE_3
	projectile_gfx = "esc_disruptor_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_hull }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}
