[EvadeDodgeBlock]
nickname = evade_dodge_test
evade_dodge_style_weight = corkscrew, 1.000000
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 6
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.500000
evade_dodge_corkscrew_roll_throttle = 1
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_capship
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 45
evade_dodge_interval_time = 20
evade_dodge_time = 5
evade_dodge_distance = 500
evade_activate_range = 250
evade_dodge_roll_angle = 45
evade_dodge_waggle_axis_cone_angle = 30
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.250000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000
evade_dodge_direction_weight = up, 0.250000
evade_dodge_direction_weight = down, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_light_fighter_a
evade_dodge_style_weight = waggle_random, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 6
evade_dodge_distance = 50
evade_dodge_interval_time_variance_percent = 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_a
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 4
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_b
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 6
evade_dodge_distance = 50
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = up, 0.500000
evade_dodge_direction_weight = down, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_c
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 6
evade_dodge_distance = 50
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000
evade_dodge_direction_weight = up, 0.250000
evade_dodge_direction_weight = down, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_d
evade_dodge_style_weight = slide, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 6
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000
evade_dodge_direction_weight = up, 0.250000
evade_dodge_direction_weight = down, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_e
evade_dodge_style_weight = corkscrew, 1.000000
evade_dodge_cone_angle = 10
evade_dodge_interval_time = 4
evade_dodge_time = 6
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.500000
evade_dodge_corkscrew_roll_throttle = 1
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz_easy
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 60
evade_dodge_interval_time = 2
evade_dodge_time = 5
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 10
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz_med
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 3
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 20
evade_dodge_slide_throttle = 0.5
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.600000
evade_dodge_cone_angle_variance_percent = 0.600000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz_hard
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 4
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 30
evade_dodge_slide_throttle = 0.5
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.700000
evade_dodge_cone_angle_variance_percent = 0.700000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz_ace
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 45
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.800000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz2_easy
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 45
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 0.750000
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz2_med
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 70
evade_dodge_interval_time = 3
evade_dodge_time = 4
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 10
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 0.750000
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz2_hard
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 20
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 0.750000
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.500000
evade_dodge_direction_weight = right, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_vert_easy
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 60
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 10
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = up, 0.500000
evade_dodge_direction_weight = down, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_vert_med
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 4
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 20
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = up, 0.500000
evade_dodge_direction_weight = down, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_vert_hard
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 30
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = up, 0.500000
evade_dodge_direction_weight = down, 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_chaos_easy
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 5
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 10
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000
evade_dodge_direction_weight = up, 0.250000
evade_dodge_direction_weight = down, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_chaos_med
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 4
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 20
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000
evade_dodge_direction_weight = up, 0.250000
evade_dodge_direction_weight = down, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_chaos_hard
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 3
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 30
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000
evade_dodge_direction_weight = up, 0.250000
evade_dodge_direction_weight = down, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_chaos_ace
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 45
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000
evade_dodge_direction_weight = up, 0.250000
evade_dodge_direction_weight = down, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_easiest
evade_dodge_style_weight = slide, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 8
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_easy
evade_dodge_style_weight = slide, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_med
evade_dodge_style_weight = slide, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 4
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_hard
evade_dodge_style_weight = slide, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 5
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_ace
evade_dodge_style_weight = slide, 1.000000
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 3
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = left, 0.250000
evade_dodge_direction_weight = right, 0.250000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_corkscrew_easy
evade_dodge_style_weight = corkscrew, 1.000000
evade_dodge_cone_angle = 20
evade_dodge_interval_time = 6
evade_dodge_time = 6
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 30
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.750000
evade_dodge_corkscrew_roll_throttle = 0.900000
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_corkscrew_med
evade_dodge_style_weight = corkscrew, 1.000000
evade_dodge_cone_angle = 20
evade_dodge_interval_time = 4
evade_dodge_time = 4
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 45
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.750000
evade_dodge_corkscrew_roll_throttle = 0.700000
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000

[EvadeDodgeBlock]
nickname = evade_dodge_fighter_corkscrew_hard
evade_dodge_style_weight = corkscrew, 1.000000
evade_dodge_cone_angle = 20
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 60
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.750000
evade_dodge_corkscrew_roll_throttle = 0.500000
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.500000
evade_dodge_cone_angle_variance_percent = 0.500000

[EvadeBreakBlock]
nickname = evade_break_test
evade_break_roll_throttle = 1
evade_break_time = 5
evade_break_interval_time = 2.500000
evade_break_afterburner_delay = 0
evade_break_afterburner_delay_variance_percent = 0
evade_break_attempt_reverse_time = 0
evade_break_reverse_distance = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1.000000
evade_break_direction_weight = right, 1.000000
evade_break_style_weight = sideways, 1.000000
evade_break_style_weight = outrun, 1.000000

[EvadeBreakBlock]
nickname = evade_break_light_fighter_a
evade_break_roll_throttle = 0.100000
evade_break_time = 2.5
evade_break_interval_time = 2.500000
evade_break_afterburner_delay = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1.000000
evade_break_direction_weight = right, 1.000000
evade_break_style_weight = sideways, 1.000000
evade_break_style_weight = outrun, 1.000000

[EvadeBreakBlock]
nickname = evade_break_fighter_style_a
evade_break_roll_throttle = 0.500000
evade_break_time = 2.5
evade_break_interval_time = 2.500000
evade_break_afterburner_delay = 0
evade_break_afterburner_delay_variance_percent = 0
evade_break_attempt_reverse_time = 0
evade_break_reverse_distance = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1.000000
evade_break_direction_weight = right, 1.000000
evade_break_style_weight = sideways, 1.000000
evade_break_style_weight = outrun, 1.000000

[EvadeBreakBlock]
nickname = evade_break_fighter_style_b
evade_break_roll_throttle = 0.500000
evade_break_time = 2.5
evade_break_interval_time = 2.500000
evade_break_afterburner_delay = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = up, 1.000000
evade_break_direction_weight = down, 1.000000
evade_break_style_weight = sideways, 1.000000
evade_break_style_weight = outrun, 1.000000

[EvadeBreakBlock]
nickname = evade_break_fighter_style_c
evade_break_roll_throttle = 0
evade_break_time = 2.5
evade_break_interval_time = 2.500000
evade_break_afterburner_delay = 0
evade_break_style_weight = reverse, 1.000000

[EvadeBreakBlock]
nickname = evade_break_fighter_style_d
evade_break_roll_throttle = 0.250000
evade_break_time = 2.5
evade_break_interval_time = 2.500000
evade_break_afterburner_delay = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = up, 1.000000
evade_break_direction_weight = down, 1.000000
evade_break_direction_weight = left, 1.000000
evade_break_direction_weight = right, 1.000000
evade_break_style_weight = sideways, 0.750000
evade_break_style_weight = outrun, 1.000000
evade_break_style_weight = reverse, 0.500000

[EvadeBreakBlock]
nickname = evade_break_fighter_style_e
evade_break_roll_throttle = 0.750000
evade_break_time = 1.5
evade_break_interval_time = 2.500000
evade_break_afterburner_delay = 0
evade_break_afterburner_delay_variance_percent = 0
evade_break_attempt_reverse_time = 0
evade_break_reverse_distance = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1.000000
evade_break_direction_weight = right, 1.000000
evade_break_style_weight = outrun, 0.400000
evade_break_style_weight = sideways, 0.600000

[EvadeBreakBlock]
nickname = evade_break_fighter_style_f
evade_break_roll_throttle = 1.000000
evade_break_time = 2.5
evade_break_interval_time = 2.500000
evade_break_afterburner_delay = 0
evade_break_afterburner_delay_variance_percent = 0
evade_break_attempt_reverse_time = 0
evade_break_reverse_distance = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1.000000
evade_break_direction_weight = right, 1.000000
evade_break_style_weight = sideways, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_test
buzz_min_distance_to_head_toward = 600
buzz_min_distance_to_head_toward_variance_percent = 0.200000
buzz_max_time_to_head_away = 7
buzz_head_toward_engine_throttle = 1
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 1
buzz_head_toward_roll_flip_direction = False
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 30
buzz_dodge_interval_time_variance_percent = 0.100000
buzz_head_toward_style_weight = straight_to, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_light_fighter_a
buzz_min_distance_to_head_toward = 601
buzz_min_distance_to_head_toward_variance_percent = 0.200000
buzz_max_time_to_head_away = 10
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_head_toward_style_weight = straight_to, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_gunboat_a
buzz_min_distance_to_head_toward = 1500
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 1.000000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_head_toward_style_weight = straight_to, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_a
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_head_toward_style_weight = straight_to, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_b
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.200000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_slide_throttle = 1
buzz_slide_interval_time = 2
buzz_slide_interval_time_variance_percent = 0.500000
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_dodge_direction_weight = right, 0.500000
buzz_dodge_direction_weight = left, 0.500000
buzz_head_toward_style_weight = slide, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_c
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.200000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_slide_throttle = 0.500000
buzz_slide_interval_time = 2
buzz_slide_interval_time_variance_percent = 0.500000
buzz_dodge_turn_throttle = 0.750000
buzz_dodge_cone_angle = 30
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_dodge_direction_weight = right, 0.250000
buzz_dodge_direction_weight = left, 0.250000
buzz_dodge_direction_weight = up, 0.250000
buzz_dodge_direction_weight = down, 0.250000
buzz_head_toward_style_weight = slide, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_d
buzz_min_distance_to_head_toward = 600
buzz_min_distance_to_head_toward_variance_percent = 0.200000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 40
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 90
buzz_dodge_interval_time = 1
buzz_dodge_interval_time_variance_percent = 0.250000
buzz_dodge_direction_weight = right, 0.250000
buzz_dodge_direction_weight = left, 0.250000
buzz_head_toward_style_weight = waggle, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_e
buzz_min_distance_to_head_toward = 600
buzz_min_distance_to_head_toward_variance_percent = 0.200000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 90
buzz_dodge_interval_time = 1
buzz_dodge_interval_time_variance_percent = 0.250000
buzz_dodge_direction_weight = up, 0.250000
buzz_dodge_direction_weight = down, 0.250000
buzz_head_toward_style_weight = waggle, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_f
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.200000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 1
buzz_head_toward_roll_flip_direction = False
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_head_toward_style_weight = straight_to, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_g
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.200000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 1
buzz_head_toward_roll_flip_direction = False
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 30
buzz_dodge_interval_time_variance_percent = 0.100000
buzz_head_toward_style_weight = straight_to, 1.000000
buzz_head_toward_style_weight = waggle, 0.000000
buzz_head_toward_style_weight = slide, 0.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_headon
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_head_toward_style_weight = straight_to, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_slide
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_slide_throttle = 1
buzz_slide_interval_time = 2
buzz_slide_interval_time_variance_percent = 0.500000
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_dodge_direction_weight = right, 0.500000
buzz_dodge_direction_weight = left, 0.500000
buzz_head_toward_style_weight = slide, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_horiz
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 0.500000
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 0
buzz_dodge_interval_time = 1.500000
buzz_dodge_interval_time_variance_percent = 0.250000
buzz_dodge_direction_weight = right, 0.250000
buzz_dodge_direction_weight = left, 0.250000
buzz_head_toward_style_weight = waggle, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_horiz2
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 0.500000
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 40
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 0
buzz_dodge_interval_time = 1
buzz_dodge_interval_time_variance_percent = 0.250000
buzz_dodge_direction_weight = right, 0.250000
buzz_dodge_direction_weight = left, 0.250000
buzz_head_toward_style_weight = waggle, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_vert
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 30
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 0
buzz_dodge_interval_time = 1.500000
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_dodge_direction_weight = up, 0.250000
buzz_dodge_direction_weight = down, 0.250000
buzz_head_toward_style_weight = waggle, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_xeno
buzz_min_distance_to_head_toward = 250
buzz_min_distance_to_head_toward_variance_percent = 0.500000
buzz_max_time_to_head_away = 0.500000
buzz_head_toward_engine_throttle = 1.000000
buzz_head_toward_turn_throttle = 0.500000
buzz_head_toward_roll_throttle = 1
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 5
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 15
buzz_dodge_roll_angle = 45
buzz_dodge_interval_time = 0.500000
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_dodge_direction_weight = up, 0.250000
buzz_dodge_direction_weight = down, 0.250000
buzz_dodge_direction_weight = left, 0.250000
buzz_dodge_direction_weight = right, 0.250000
buzz_head_toward_style_weight = waggle, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_chaos
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 4
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 90
buzz_dodge_interval_time = 1
buzz_dodge_interval_time_variance_percent = 0.500000
buzz_dodge_direction_weight = up, 0.250000
buzz_dodge_direction_weight = down, 0.250000
buzz_dodge_direction_weight = right, 0.500000
buzz_dodge_direction_weight = left, 0.500000
buzz_head_toward_style_weight = waggle, 1.000000

[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_corkscrew
buzz_min_distance_to_head_toward = 600
buzz_min_distance_to_head_toward_variance_percent = 0.250000
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.800000
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 1
buzz_head_toward_roll_flip_direction = False
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.500000
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 30
buzz_dodge_interval_time_variance_percent = 0.100000
buzz_head_toward_style_weight = straight_to, 1.000000
buzz_head_toward_style_weight = waggle, 0.000000
buzz_head_toward_style_weight = slide, 0.000000

[BuzzPassByBlock]
nickname = buzz_pass_by_fighter_test
buzz_distance_to_pass_by = 200
buzz_pass_by_time = 1
buzz_break_direction_cone_angle = 90
buzz_break_turn_throttle = 0.500000
buzz_pass_by_roll_throttle = 1
buzz_drop_bomb_on_pass_by = True
buzz_break_direction_weight = left, 1.000000
buzz_break_direction_weight = right, 1.000000
buzz_pass_by_style_weight = straight_by, 1.000000

[BuzzPassByBlock]
nickname = buzz_pass_by_light_fighter_a
buzz_distance_to_pass_by = 150
buzz_pass_by_time = 2
buzz_break_turn_throttle = 1
buzz_break_direction_weight = left, 1.000000
buzz_break_direction_weight = right, 1.000000
buzz_pass_by_style_weight = break_away, 1.000000
buzz_pass_by_style_weight = straight_by, 1.000000

[BuzzPassByBlock]
nickname = buzz_pass_by_gunboat_a
buzz_distance_to_pass_by = 350
buzz_pass_by_time = 3
buzz_break_turn_throttle = 1
buzz_break_direction_weight = left, 1.000000
buzz_break_direction_weight = right, 1.000000
buzz_pass_by_style_weight = break_away, 1.000000

[BuzzPassByBlock]
nickname = buzz_pass_by_fighter_style_a
buzz_distance_to_pass_by = 200
buzz_pass_by_time = 2
buzz_break_direction_cone_angle = 90
buzz_break_turn_throttle = 1
buzz_pass_by_roll_throttle = 0.080000
buzz_drop_bomb_on_pass_by = False
buzz_break_direction_weight = left, 1.000000
buzz_break_direction_weight = right, 1.000000
buzz_pass_by_style_weight = break_away, 1.000000
buzz_pass_by_style_weight = straight_by, 1.000000

[BuzzPassByBlock]
nickname = buzz_pass_by_fighter_style_b
buzz_distance_to_pass_by = 250
buzz_pass_by_time = 2
buzz_break_direction_cone_angle = 90
buzz_break_turn_throttle = 1
buzz_pass_by_roll_throttle = 0.050000
buzz_drop_bomb_on_pass_by = False
buzz_break_direction_weight = up, 1.000000
buzz_break_direction_weight = down, 1.000000
buzz_pass_by_style_weight = break_away, 1.000000
buzz_pass_by_style_weight = straight_by, 1.000000

[BuzzPassByBlock]
nickname = buzz_pass_by_fighter_style_c
buzz_distance_to_pass_by = 150
buzz_pass_by_time = 2
buzz_break_direction_cone_angle = 90
buzz_break_turn_throttle = 0.250000
buzz_pass_by_roll_throttle = 1
buzz_drop_bomb_on_pass_by = True
buzz_pass_by_style_weight = straight_by, 1.000000

[TrailBlock]
nickname = trail_fighter_test
trail_lock_cone_angle = 30
trail_break_time = 0.500000
trail_min_no_lock_time = 1
trail_break_roll_throttle = 0
trail_break_afterburner = True
trail_max_turn_throttle = 0.600000
trail_distance = 300

[TrailBlock]
nickname = trail_light_fighter_a
trail_lock_cone_angle = 30
trail_break_time = 0.500000
trail_max_turn_throttle = 0.300000
trail_distance = 150

[TrailBlock]
nickname = trail_gunboat_a
trail_lock_cone_angle = 30
trail_break_time = 0.500000
trail_max_turn_throttle = 0.300000
trail_distance = 150

[TrailBlock]
nickname = trail_fighter_style_a
trail_lock_cone_angle = 30
trail_break_time = 0.500000
trail_min_no_lock_time = 1
trail_break_roll_throttle = 0
trail_break_afterburner = True
trail_max_turn_throttle = 0.600000
trail_distance = 300

[TrailBlock]
nickname = trail_fighter_style_lsf
trail_lock_cone_angle = 60
trail_break_time = 0.500000
trail_min_no_lock_time = 1
trail_break_roll_throttle = 0
trail_break_afterburner = True
trail_max_turn_throttle = 1.000000
trail_distance = 300

[TrailBlock]
nickname = trail_fighter_style_xeno
trail_lock_cone_angle = 45
trail_break_time = 0.500000
trail_min_no_lock_time = 1
trail_break_roll_throttle = 0
trail_break_afterburner = True
trail_max_turn_throttle = 0.750000
trail_distance = 500

[StrafeBlock]
nickname = strafe_fighter_test
strafe_run_away_distance = 600
strafe_attack_throttle = 1

[StrafeBlock]
nickname = strafe_light_fighter_a
strafe_run_away_distance = 300
strafe_attack_throttle = 1

[StrafeBlock]
nickname = strafe_gunboat_a
strafe_run_away_distance = 300
strafe_attack_throttle = 1

[StrafeBlock]
nickname = strafe_fighter_style_a
strafe_run_away_distance = 600
strafe_attack_throttle = 1

[EngineKillBlock]
nickname = engine_kill_fighter_test
engine_kill_search_time = 0.250000
engine_kill_face_time = 0.500000
engine_kill_use_afterburner = True
engine_kill_afterburner_time = 1
engine_kill_max_target_distance = 500

[EngineKillBlock]
nickname = engine_kill_light_fighter_a
engine_kill_search_time = 0.150000
engine_kill_face_time = 0.200000
engine_kill_use_afterburner = True
engine_kill_afterburner_time = 1
engine_kill_max_target_distance = 1000

[EngineKillBlock]
nickname = engine_kill_fighter_style_a
engine_kill_search_time = 0.150000
engine_kill_face_time = 0.200000
engine_kill_use_afterburner = True
engine_kill_afterburner_time = 1
engine_kill_max_target_distance = 1000

[EngineKillBlock]
nickname = engine_kill_fighter_style_b
engine_kill_search_time = 0.150000
engine_kill_face_time = 0.200000
engine_kill_use_afterburner = True
engine_kill_afterburner_time = 1
engine_kill_max_target_distance = 2000

[RepairBlock]
nickname = repair_fighter_test
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0
use_hull_repair_post_delay = 0
use_hull_repair_at_damage_percent = 0

[RepairBlock]
nickname = repair_capship_easy
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 2.000000
use_hull_repair_post_delay = 0.500000
use_hull_repair_at_damage_percent = 0.300000

[RepairBlock]
nickname = repair_capship_med
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 1.000000
use_hull_repair_post_delay = 0.500000
use_hull_repair_at_damage_percent = 0.400000

[RepairBlock]
nickname = repair_capship_hard
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0.500000
use_hull_repair_post_delay = 0.500000
use_hull_repair_at_damage_percent = 0.500000

[RepairBlock]
nickname = repair_light_fighter_a

[RepairBlock]
nickname = repair_fighter_never
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0
use_hull_repair_post_delay = 0
use_hull_repair_at_damage_percent = 0

[RepairBlock]
nickname = repair_fighter_hull
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0.200000
use_hull_repair_post_delay = 1.500000
use_hull_repair_at_damage_percent = 0.200000

[RepairBlock]
nickname = repair_fighter_shield
use_shield_repair_pre_delay = 0.200000
use_shield_repair_post_delay = 5
use_shield_repair_at_damage_percent = 0.200000
use_hull_repair_pre_delay = 0
use_hull_repair_post_delay = 0
use_hull_repair_at_damage_percent = 0

[RepairBlock]
nickname = repair_fighter_both
use_shield_repair_pre_delay = 0.200000
use_shield_repair_post_delay = 5
use_shield_repair_at_damage_percent = 0.200000
use_hull_repair_pre_delay = 0.200000
use_hull_repair_post_delay = 1.500000
use_hull_repair_at_damage_percent = 0.200000

[RepairBlock]
nickname = repair_easy
use_shield_repair_pre_delay = 0.300000
use_shield_repair_post_delay = 5
use_shield_repair_at_damage_percent = 0.200000
use_hull_repair_pre_delay = 1.500000
use_hull_repair_post_delay = 0.500000
use_hull_repair_at_damage_percent = 0.250000

[RepairBlock]
nickname = repair_med
use_shield_repair_pre_delay = 0.250000
use_shield_repair_post_delay = 4
use_shield_repair_at_damage_percent = 0.400000
use_hull_repair_pre_delay = 1.000000
use_hull_repair_post_delay = 0.500000
use_hull_repair_at_damage_percent = 0.500000

[RepairBlock]
nickname = repair_hard
use_shield_repair_pre_delay = 0.200000
use_shield_repair_post_delay = 3
use_shield_repair_at_damage_percent = 0.800000
use_hull_repair_pre_delay = 0.500000
use_hull_repair_post_delay = 0.500000
use_hull_repair_at_damage_percent = 0.750000

[GunBlock]
nickname = gun_fighter_test
gun_fire_interval_time = 0.100000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 3
gun_range_threshold = 1.100000
gun_target_point_switch_time = 1
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_light_fighter_a
gun_fire_interval_time = 0.300000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3.000000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 1.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 1.500000

[GunBlock]
nickname = gun_transport_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2.5
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 1.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 1.500000
auto_turret_burst_interval_variance_percent = 0.200000
gun_fire_accuracy_power_npc = 2

[GunBlock]
nickname = gun_gunboat_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2.5
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 1.500000
fire_style = multiple
auto_turret_interval_time = 1.800000
auto_turret_burst_interval_time = 2
auto_turret_no_burst_interval_time = 0
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 2

[GunBlock]
nickname = gun_cruiser_a
gun_fire_interval_time = 0.500000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2.5
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 3
fire_style = multiple
auto_turret_interval_time = 1.800000
auto_turret_burst_interval_time = 2
auto_turret_no_burst_interval_time = 0
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 2

[GunBlock]
nickname = gun_solar_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_solar_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_solar_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_solar_med_style_a
gun_fire_interval_time = 0.100000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_solar_easy_style_a
gun_fire_interval_time = 0.200000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_solar_easiest_style_a
gun_fire_interval_time = 0.200000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_mission_superace
gun_fire_interval_time = 0.100000
gun_fire_interval_variance_percent = 0.000000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 0.5
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 1.5
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.150000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_fighter_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_fighter_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_fighter_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_fighter_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_fighter_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_fighter_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_military_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_military_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_military_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_military_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_military_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_military_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_bh_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_bh_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_bh_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.500000
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_bh_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_bh_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_bh_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_outcast_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_outcast_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_outcast_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.500000
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_outcast_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_outcast_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_outcast_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_corsair_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 4

[GunBlock]
nickname = gun_corsair_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 4

[GunBlock]
nickname = gun_corsair_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.500000
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 4

[GunBlock]
nickname = gun_corsair_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 4

[GunBlock]
nickname = gun_corsair_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 4

[GunBlock]
nickname = gun_corsair_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 4

[GunBlock]
nickname = gun_xeno_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_xeno_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_xeno_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.5000000
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_xeno_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_xeno_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_xeno_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2.000000
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_company_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_company_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_company_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_company_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_company_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_company_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_pirate_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_pirate_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_pirate_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_pirate_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 3
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_pirate_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 4
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_pirate_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[GunBlock]
nickname = gun_transport_special_easy
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 5
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 1.500000
auto_turret_burst_interval_variance_percent = 0.200000
gun_fire_accuracy_power_npc = 1

[GunBlock]
nickname = gun_easy_npc
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 2

[GunBlock]
nickname = gun_easiest_npc
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.500000
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 1

[GunBlock]
nickname = gun_story_hit_player
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 1
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 0.500000

[GunBlock]
nickname = gun_story_bad_shot
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2.500000
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 0.300000

[GunBlock]
nickname = gun_story_med_shot
gun_fire_interval_time = 0.300000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2.500000
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 0.700000

[GunBlock]
nickname = gun_story_fighter_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 0.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 0.700000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_story_fighter_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 0.750000
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 0.700000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_story_fighter_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 0.700000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_story_fighter_med_style_a
gun_fire_interval_time = 0.100000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 0.700000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_story_fighter_easy_style_a
gun_fire_interval_time = 0.200000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 0.700000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_story_fighter_easiest_style_a
gun_fire_interval_time = 0.200000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.500000
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 0.700000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_rm_solar_ace_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 0.500000
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_rm_solar_hard2_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 0.750000
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_rm_solar_hard_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_rm_solar_med_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 1.500000
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.300000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_rm_solar_easy_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.500000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[GunBlock]
nickname = gun_rm_solar_easiest_style_a
gun_fire_interval_time = 0.125000
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.500000
gun_fire_no_burst_interval_time = 2.500000
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.100000
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.750000
fire_style = multiple
auto_turret_interval_time = 0.200000
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.500000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6

[MineBlock]
nickname = mine_fighter_test
mine_launch_interval = 10
mine_launch_cone_angle = 30
mine_launch_range = 250

[MineBlock]
nickname = mine_light_fighter_a
mine_launch_interval = 10
mine_launch_cone_angle = 30
mine_launch_range = 250

[MineBlock]
nickname = mine_gunboat_a
mine_launch_interval = 10
mine_launch_cone_angle = 30
mine_launch_range = 250

[MissileBlock]
nickname = missile_fighter_test
missile_launch_interval_time = 45
missile_launch_interval_variance_percent = 0.500000
missile_launch_range = 3000
missile_launch_cone_angle = 22.500000
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_interceptor
missile_launch_interval_time = 4
missile_launch_interval_variance_percent = 0.500000
missile_launch_range = 3000
missile_launch_cone_angle = 30.000000
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_light_fighter_a
missile_launch_interval_time = 2
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 1500
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_gunboat_a
missile_launch_interval_time = 2
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_cruiser_a
missile_launch_interval_time = 2
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_fighter_hard_style_a
missile_launch_interval_time = 2
missile_launch_interval_variance_percent = 0.500000
missile_launch_range = 3000
missile_launch_cone_angle = 5
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_fighter_med_style_a
missile_launch_interval_time = 3
missile_launch_interval_variance_percent = 0.400000
missile_launch_range = 1500
missile_launch_cone_angle = 10
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_fighter_easy_style_a
missile_launch_interval_time = 4
missile_launch_interval_variance_percent = 0.300000
missile_launch_range = 1500
missile_launch_cone_angle = 15
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_solar_a
missile_launch_interval_time = 2
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 10
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_solar_fast
missile_launch_interval_time = 1
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 10
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_solar_med
missile_launch_interval_time = 2
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 10
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_solar_slow
missile_launch_interval_time = 10
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 10
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_rm_solar_fast
missile_launch_interval_time = 1
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 10
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_rm_solar_med
missile_launch_interval_time = 5
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 10
missile_launch_allow_out_of_range = False

[MissileBlock]
nickname = missile_rm_solar_slow
missile_launch_interval_time = 20
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 2500
missile_launch_cone_angle = 10
missile_launch_allow_out_of_range = False

[DamageReactionBlock]
nickname = damage_reaction_test
evade_break_damage_trigger_percent = 0.200000
evade_dodge_more_damage_trigger_percent = 0.300000
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.100000
roll_damage_trigger_time = 1
afterburner_damage_trigger_percent = 0.100000
afterburner_damage_trigger_time = 0.500000
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.250000
drop_mines_damage_trigger_time = 0.100000
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1

[DamageReactionBlock]
nickname = damage_reaction_capship
evade_dodge_more_damage_trigger_percent = 0.300000
engine_kill_face_damage_trigger_percent = 0
engine_kill_face_damage_trigger_time = 0
roll_damage_trigger_percent = 0.100000
roll_damage_trigger_time = 0.100000
afterburner_damage_trigger_percent = 0
afterburner_damage_trigger_time = 0
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.250000
drop_mines_damage_trigger_time = 0.100000
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1

[DamageReactionBlock]
nickname = damage_reaction_light_fighter_a
evade_break_damage_trigger_percent = 1
evade_dodge_more_damage_trigger_percent = 0.250000
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.300000
roll_damage_trigger_time = 1
afterburner_damage_trigger_percent = 0.200000
afterburner_damage_trigger_time = 0.500000
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.250000
drop_mines_damage_trigger_time = 0.100000
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1

[DamageReactionBlock]
nickname = damage_reaction_fighter_style_a
evade_break_damage_trigger_percent = 1
evade_dodge_more_damage_trigger_percent = 0.250000
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.100000
roll_damage_trigger_time = 0.500000
afterburner_damage_trigger_percent = 0.200000
afterburner_damage_trigger_time = 0.500000
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.250000
drop_mines_damage_trigger_time = 0.100000
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1

[DamageReactionBlock]
nickname = damage_reaction_fighter_style_b
evade_break_damage_trigger_percent = 1
evade_dodge_more_damage_trigger_percent = 0.250000
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.100000
roll_damage_trigger_time = 0.500000
afterburner_damage_trigger_percent = 0.200000
afterburner_damage_trigger_time = 0.500000
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.250000
drop_mines_damage_trigger_time = 0.100000
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1

[DamageReactionBlock]
nickname = damage_reaction_fighter_style_c
evade_break_damage_trigger_percent = 1
evade_dodge_more_damage_trigger_percent = 0.250000
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.100000
roll_damage_trigger_time = 0.500000
afterburner_damage_trigger_percent = 0.200000
afterburner_damage_trigger_time = 0.500000
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.250000
drop_mines_damage_trigger_time = 0.100000
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1

[DamageReactionBlock]
nickname = damage_reaction_fighter_lsf
evade_break_damage_trigger_percent = 0.500000
evade_dodge_more_damage_trigger_percent = 0.250000
engine_kill_face_damage_trigger_percent = 0.500000
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.100000
roll_damage_trigger_time = 0.500000
afterburner_damage_trigger_percent = 0.200000
afterburner_damage_trigger_time = 0.500000
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.250000
drop_mines_damage_trigger_time = 0.100000
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1

[MissileReactionBlock]
nickname = missile_reaction_test
evade_missile_distance = 1000
evade_break_missile_reaction_time = 1
evade_slide_missile_reaction_time = 0
evade_afterburn_missile_reaction_time = 1

[MissileReactionBlock]
nickname = missile_reaction_light_fighter_a
evade_missile_distance = 1000

[MissileReactionBlock]
nickname = missile_reaction_fighter_style_a
evade_missile_distance = 1000
evade_break_missile_reaction_time = 0
evade_slide_missile_reaction_time = 1
evade_afterburn_missile_reaction_time = 1

[CountermeasureBlock]
nickname = countermeasure_test
countermeasure_active_time = 3
countermeasure_unactive_time = 0

[CountermeasureBlock]
nickname = countermeasure_a
countermeasure_active_time = 3
countermeasure_unactive_time = 3

[CountermeasureBlock]
nickname = countermeasure_handicap_3
countermeasure_active_time = 3
countermeasure_unactive_time = 3

[CountermeasureBlock]
nickname = countermeasure_handicap_2
countermeasure_active_time = 3
countermeasure_unactive_time = 2

[CountermeasureBlock]
nickname = countermeasure_handicap_1
countermeasure_active_time = 3
countermeasure_unactive_time = 1

[CountermeasureBlock]
nickname = countermeasure_handicap_0
countermeasure_active_time = 3
countermeasure_unactive_time = 0

[FormationBlock]
nickname = formation_fighter_test
force_attack_formation_active_time = 5
force_attack_formation_unactive_time = 10
break_formation_damage_trigger_percent = 0.200000
break_formation_damage_trigger_time = 0
break_formation_missile_reaction_time = 10
break_apart_formation_missile_reaction_time = 2
break_apart_formation_on_evade_break = False
break_formation_on_evade_break_time = 0
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 10

[FormationBlock]
nickname = formation_light_fighter_a
force_attack_formation_active_time = 20
force_attack_formation_unactive_time = 0
break_formation_damage_trigger_percent = 0.300000
break_formation_damage_trigger_time = 10

[FormationBlock]
nickname = formation_fighter_style_a
force_attack_formation_active_time = 20
force_attack_formation_unactive_time = 0
break_formation_damage_trigger_percent = 0.300000
break_formation_damage_trigger_time = 10
break_formation_missile_reaction_time = 2
break_apart_formation_missile_reaction_time = 0
break_apart_formation_on_evade_break = False
break_formation_on_evade_break_time = 1
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 15

[FormationBlock]
nickname = formation_fighter_style_b
force_attack_formation_active_time = 20
force_attack_formation_unactive_time = 30
break_formation_damage_trigger_percent = 0.300000
break_formation_damage_trigger_time = 10

[FormationBlock]
nickname = formation_fighter_style_c
force_attack_formation_active_time = 0
force_attack_formation_unactive_time = 30
break_formation_damage_trigger_percent = 0.300000
break_formation_damage_trigger_time = 10

[FormationBlock]
nickname = formation_fighter_style_d
force_attack_formation_active_time = 5
force_attack_formation_unactive_time = 10
break_formation_damage_trigger_percent = 0.200000
break_formation_damage_trigger_time = 0
break_formation_missile_reaction_time = 10
break_apart_formation_missile_reaction_time = 2
break_apart_formation_on_evade_break = False
break_formation_on_evade_break_time = 0
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 10

[FormationBlock]
nickname = formation_swarm
force_attack_formation_active_time = 10
force_attack_formation_unactive_time = 10
break_formation_damage_trigger_percent = 0.150000
break_formation_damage_trigger_time = 10
break_formation_missile_reaction_time = 1
break_apart_formation_missile_reaction_time = 0.750000
break_apart_formation_on_evade_break = True
break_formation_on_evade_break_time = 10
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 10

[FormationBlock]
nickname = formation_stay
force_attack_formation_active_time = 30
force_attack_formation_unactive_time = 5
break_formation_damage_trigger_percent = 0.150000
break_formation_damage_trigger_time = 5
break_formation_missile_reaction_time = 1
break_apart_formation_missile_reaction_time = 0.250000
break_apart_formation_on_evade_break = True
break_formation_on_evade_break_time = 1
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 2

[FormationBlock]
nickname = formation_never
force_attack_formation_active_time = 0
force_attack_formation_unactive_time = 30
break_formation_damage_trigger_percent = 0.250000
break_formation_damage_trigger_time = 5
break_formation_missile_reaction_time = 2
break_apart_formation_missile_reaction_time = 2
break_apart_formation_on_evade_break = True
break_formation_on_evade_break_time = 1
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 0
formation_exit_max_time = 5

[FormationBlock]
nickname = formation_bund_hf
force_attack_formation_active_time = 30
force_attack_formation_unactive_time = 0
break_formation_damage_trigger_percent = 0.050000
break_formation_damage_trigger_time = 10
break_formation_missile_reaction_time = 0
break_apart_formation_missile_reaction_time = 0
break_apart_formation_on_evade_break = True
break_formation_on_evade_break_time = 10
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 10

[FormationBlock]
nickname = formation_lsf_hf
force_attack_formation_active_time = 30
force_attack_formation_unactive_time = 0
break_formation_damage_trigger_percent = 0.050000
break_formation_damage_trigger_time = 10
break_formation_missile_reaction_time = 0
break_apart_formation_missile_reaction_time = 0
break_apart_formation_on_evade_break = True
break_formation_on_evade_break_time = 10
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 10

[JobBlock]
nickname = job_test
wait_for_leader_target = True
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_potions
force_attack_formation = True
combat_drift_distance = 2000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = weapons_platform, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = job_light_fighter_a
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided

[JobBlock]
nickname = job_mission_fighter_a
force_attack_formation = False
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = job_mission_fighter_b
force_attack_formation = False
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = job_mission_fighter_c
force_attack_formation = False
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = job_mission_fighter_d
force_attack_formation = True
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = weapons_platform, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided

[JobBlock]
nickname = job_gunboat_a
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.500000
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = job_escort_a
force_attack_formation = False
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided

[JobBlock]
nickname = job_gunboat_b
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.200000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = job_battleship
force_attack_formation = False
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided

[JobBlock]
nickname = job_escort_b
force_attack_formation = False
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = armored_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = easy
flee_scene_threat_style = equal
flee_when_hull_damaged_percent = 0.500000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_none
combat_drift_distance = 20000
attack_preference = fighter, 2500, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = anything, 2500, guns | guided | unguided

[JobBlock]
nickname = prisoner_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = easy
flee_scene_threat_style = equal
flee_when_hull_damaged_percent = 0.500000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_none
combat_drift_distance = 20000
attack_preference = fighter, 2500, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = anything, 2500, guns | guided | unguided

[JobBlock]
nickname = assault_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.250000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_potions
combat_drift_distance = 25000
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = weapons_platform, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = assault_job
wait_for_leader_target = True
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.200000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_potions
combat_drift_distance = 25000
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = weapons_platform, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = defend_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_potions
combat_drift_distance = 5000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = defend_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_potions
combat_drift_distance = 5000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = trader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = easy
flee_scene_threat_style = easy
flee_when_hull_damaged_percent = 0.500000
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = low_density
loot_preference = lt_all
combat_drift_distance = 50000
attack_preference = fighter, 2500, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = anything, 2500, guns | guided | unguided

[JobBlock]
nickname = smuggler_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = equal
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.250000
flee_no_weapons_style = True
loot_flee_threshold = easiest
attack_subtarget_order = anything
field_targeting = low_density
loot_preference = lt_all
combat_drift_distance = 50000
attack_preference = fighter, 2500, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = anything, 2500, guns | guided | unguided

[JobBlock]
nickname = scavenger_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = equal
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.330000
flee_no_weapons_style = True
loot_flee_threshold = easiest
attack_subtarget_order = anything
field_targeting = low_density
loot_preference = lt_all
combat_drift_distance = 50000
attack_preference = fighter, 2500, guns | guided | unguided
attack_preference = weapons_platform, 2500, guns | guided | unguided
attack_preference = destroyable_depot, 2500, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = transport, 2500, guns | guided | unguided

[JobBlock]
nickname = tradelane_attack_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = tradelane, 5000, guns | guided | unguided
attack_preference = weapons_platform, 5000, guns | guided | unguided
attack_preference = destroyable_depot, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = tradelane_attack_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.150000
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = tradelane, 5000, guns | guided | unguided
attack_preference = weapons_platform, 5000, guns | guided | unguided
attack_preference = destroyable_depot, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = bountyhunter_patrol_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_potions
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = gunboat, 5000, guns | guided | unguided
attack_preference = cruiser, 5000, guns | guided | unguided
attack_preference = weapons_platform, 5000, guns | guided | unguided
attack_preference = capital, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = pirate_defender_job
wait_for_leader_target = True
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.150000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_potions
combat_drift_distance = 15000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = xeno_defender_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_potions
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = xeno_assault_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_potions
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = xeno_assault_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_potions
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = solar, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = freighter_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.500000
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
force_attack_formation = True
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = freighter_smuggler_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = equal
flee_scene_threat_style = easy
flee_when_hull_damaged_percent = 0.500000
flee_no_weapons_style = True
loot_flee_threshold = easy
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_commodities
force_attack_formation = False
combat_drift_distance = 20000
attack_preference = fighter, 2500, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = anything, 2500, guns | guided | unguided

[JobBlock]
nickname = transport_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.500000
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_none
force_attack_formation = False
combat_drift_distance = 10000
attack_preference = fighter, 2500, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = anything, 2500, guns | guided | unguided

[JobBlock]
nickname = escort_leader_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_none
force_attack_formation = False
combat_drift_distance = 5000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = gunboat, 2500, guns | guided | unguided
attack_preference = cruiser, 2500, guns | guided | unguided
attack_preference = capital, 2500, guns | guided | unguided
attack_preference = weapons_platform, 2500, guns | guided | unguided
attack_preference = transport, 2500, guns | guided | unguided

[JobBlock]
nickname = escort_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = lt_none
force_attack_formation = False
combat_drift_distance = 5000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 2500, guns | guided | unguided
attack_preference = gunboat, 2500, guns | guided | unguided
attack_preference = cruiser, 2500, guns | guided | unguided
attack_preference = capital, 2500, guns | guided | unguided
attack_preference = weapons_platform, 2500, guns | guided | unguided
attack_preference = transport, 2500, guns | guided | unguided

[JobBlock]
nickname = intercept_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_none
combat_drift_distance = 15000
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = fighter, 5000, guided | guns | unguided
attack_preference = anything, 5000, guided | guns | unguided

[JobBlock]
nickname = patrol_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = patrol_leader_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = repair_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = lifter_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = scout_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = prisoner_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_all
combat_drift_distance = 10000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = basic_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
force_attack_formation = False
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = basic_job_formation
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
force_attack_formation = True
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = basic_job_no_formation
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
force_attack_formation = False
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = basic_job_formation_real
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
force_attack_formation = True
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = basic_job_no_formation_real
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
force_attack_formation = False
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = basic_job_formation_no_flee
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = False
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_none
force_attack_formation = True
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[JobBlock]
nickname = basic_job_no_formation_no_flee
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.100000
flee_no_weapons_style = False
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = lt_none
force_attack_formation = False
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns | guided | unguided
attack_preference = freighter, 5000, guns | guided | unguided
attack_preference = transport, 5000, guns | guided | unguided
attack_preference = anything, 5000, guns | guided | unguided

[Pilot]
nickname = test
gun_id = gun_fighter_test
missile_id = missile_fighter_test
evade_dodge_id = evade_dodge_test
evade_break_id = evade_break_test
buzz_head_toward_id = buzz_head_toward_test
buzz_pass_by_id = buzz_pass_by_fighter_test
trail_id = trail_fighter_test
strafe_id = strafe_fighter_test
engine_kill_id = engine_kill_fighter_test
mine_id = mine_fighter_test
countermeasure_id = countermeasure_test
damage_reaction_id = damage_reaction_test
missile_reaction_id = missile_reaction_test
formation_id = formation_fighter_test
repair_id = repair_fighter_test
job_id = job_test

[Pilot]
nickname = light_fighter_default
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_style_a
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_style_b
buzz_pass_by_id = buzz_pass_by_fighter_style_b
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_light_fighter_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_fighter_style_a
repair_id = repair_fighter_never
job_id = job_light_fighter_a

[Pilot]
nickname = heavy_fighter_default
inherit = light_fighter_default

[Pilot]
nickname = freighter_default
inherit = light_fighter_default

[Pilot]
nickname = transport_default
gun_id = gun_transport_a

[Pilot]
nickname = utility_default
inherit = transport_default

[Pilot]
nickname = gunboat_default
gun_id = gun_gunboat_a
missile_id = missile_gunboat_a
buzz_head_toward_id = buzz_head_toward_gunboat_a
buzz_pass_by_id = buzz_pass_by_gunboat_a
trail_id = trail_gunboat_a
strafe_id = strafe_gunboat_a
mine_id = mine_gunboat_a
countermeasure_id = countermeasure_a
job_id = job_gunboat_a

[Pilot]
nickname = cruiser_default
inherit = transport_default
gun_id = gun_cruiser_a
missile_id = missile_cruiser_a

[Pilot]
nickname = battleship_default
inherit = cruiser_default
job_id = job_battleship

[Pilot]
nickname = station_default
inherit = battleship_default

[Pilot]
nickname = pilot_ai_sandbox
inherit = light_fighter_default

[Pilot]
nickname = pilot_military_easy
gun_id = gun_military_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_stay
repair_id = repair_fighter_never
job_id = basic_job_formation

[Pilot]
nickname = pilot_military_med
inherit = pilot_military_easy
gun_id = gun_military_med_style_a
evade_dodge_id = evade_dodge_fighter_horiz_med

[Pilot]
nickname = pilot_military_hard
inherit = pilot_military_med
gun_id = gun_military_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz_hard

[Pilot]
nickname = pilot_military_ace
inherit = pilot_military_hard
gun_id = gun_military_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz_ace

[Pilot]
nickname = pilot_police_easy
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz2
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_stay
repair_id = repair_fighter_never
job_id = basic_job_formation

[Pilot]
nickname = pilot_police_med
inherit = pilot_police_easy
gun_id = gun_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_med

[Pilot]
nickname = pilot_police_hard
inherit = pilot_police_med
gun_id = gun_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_hard

[Pilot]
nickname = pilot_police_ace
inherit = pilot_police_hard
gun_id = gun_fighter_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_hard

[Pilot]
nickname = pilot_bh_easy
gun_id = gun_bh_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_slide_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_slide
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_never
repair_id = repair_fighter_never
job_id = basic_job_no_formation

[Pilot]
nickname = pilot_bh_med
inherit = pilot_bh_easy
gun_id = gun_bh_med_style_a
evade_dodge_id = evade_dodge_fighter_slide_med

[Pilot]
nickname = pilot_bh_hard
inherit = pilot_bh_med
gun_id = gun_bh_hard_style_a
evade_dodge_id = evade_dodge_fighter_slide_hard

[Pilot]
nickname = pilot_bh_ace
inherit = pilot_bh_hard
gun_id = gun_bh_ace_style_a
evade_dodge_id = evade_dodge_fighter_slide_hard

[Pilot]
nickname = pilot_xenos_easy
gun_id = gun_xeno_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_vert_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_xeno
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation

[Pilot]
nickname = pilot_xenos_med
inherit = pilot_xenos_easy
gun_id = gun_xeno_med_style_a
evade_dodge_id = evade_dodge_fighter_vert_med
repair_id = repair_easy

[Pilot]
nickname = pilot_xenos_hard
inherit = pilot_xenos_med
gun_id = gun_xeno_hard_style_a
evade_dodge_id = evade_dodge_fighter_vert_hard
repair_id = repair_med

[Pilot]
nickname = pilot_xenos_ace
inherit = pilot_xenos_hard
gun_id = gun_xeno_ace_style_a
evade_dodge_id = evade_dodge_fighter_vert_hard
repair_id = repair_hard

[Pilot]
nickname = pilot_outcast_easy
gun_id = gun_outcast_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_chaos_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_chaos
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation

[Pilot]
nickname = pilot_outcast_med
inherit = pilot_outcast_easy
gun_id = gun_outcast_med_style_a
evade_dodge_id = evade_dodge_fighter_chaos_med

[Pilot]
nickname = pilot_outcast_hard
inherit = pilot_outcast_med
gun_id = gun_outcast_hard_style_a
evade_dodge_id = evade_dodge_fighter_chaos_hard

[Pilot]
nickname = pilot_outcast_ace
inherit = pilot_outcast_hard
gun_id = gun_outcast_ace_style_a
evade_dodge_id = evade_dodge_fighter_chaos_ace

[Pilot]
nickname = pilot_corsair_easy
gun_id = gun_corsair_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation

[Pilot]
nickname = pilot_corsair_med
inherit = pilot_corsair_easy
gun_id = gun_corsair_med_style_a
evade_dodge_id = evade_dodge_fighter_horiz_med

[Pilot]
nickname = pilot_corsair_hard
inherit = pilot_corsair_med
gun_id = gun_corsair_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz_hard

[Pilot]
nickname = pilot_corsair_ace
inherit = pilot_corsair_hard
gun_id = gun_corsair_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz_ace

[Pilot]
nickname = pilot_company_easy
gun_id = gun_company_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_headon
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation

[Pilot]
nickname = pilot_company_med
inherit = pilot_company_easy
gun_id = gun_company_med_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_med

[Pilot]
nickname = pilot_company_hard
inherit = pilot_company_med
gun_id = gun_company_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_hard

[Pilot]
nickname = pilot_company_ace
inherit = pilot_company_hard
gun_id = gun_company_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_hard

[Pilot]
nickname = pilot_pirate_easy
gun_id = gun_pirate_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_easy
evade_break_id = evade_break_fighter_style_e
buzz_head_toward_id = buzz_head_toward_fighter_corkscrew
buzz_pass_by_id = buzz_pass_by_fighter_style_c
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_never
repair_id = repair_fighter_never
job_id = basic_job_no_formation

[Pilot]
nickname = pilot_pirate_med
inherit = pilot_pirate_easy
gun_id = gun_pirate_med_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_med

[Pilot]
nickname = pilot_pirate_hard
inherit = pilot_pirate_med
gun_id = gun_pirate_hard_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard

[Pilot]
nickname = pilot_pirate_ace
inherit = pilot_pirate_hard
gun_id = gun_pirate_ace_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard

[Pilot]
nickname = freighter_easy
inherit = transport_default
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
job_id = basic_job_no_formation

[Pilot]
nickname = freighter_med
inherit = freighter_easy
gun_id = gun_fighter_med_style_a

[Pilot]
nickname = freighter_hard
inherit = freighter_med
gun_id = gun_fighter_hard_style_a

[Pilot]
nickname = freighter_ace
inherit = freighter_hard
gun_id = gun_fighter_ace_style_a

[Pilot]
nickname = transport_easiest
inherit = transport_default
gun_id = gun_transport_a
missile_id = missile_fighter_easy_style_a
buzz_head_toward_id = buzz_head_toward_gunboat_a
buzz_pass_by_id = buzz_pass_by_gunboat_a
trail_id = trail_gunboat_a
strafe_id = strafe_gunboat_a
mine_id = mine_gunboat_a
repair_id = repair_capship_easy
evade_dodge_id = evade_dodge_capship
damage_reaction_id = damage_reaction_capship
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
job_id = basic_job_formation

[Pilot]
nickname = transport_easy
inherit = transport_easiest
repair_id = repair_capship_easy

[Pilot]
nickname = transport_med
inherit = transport_easy
gun_id = gun_fighter_med_style_a
repair_id = repair_capship_med

[Pilot]
nickname = transport_hard
inherit = transport_med
gun_id = gun_fighter_hard_style_a

[Pilot]
nickname = transport_ace
inherit = transport_hard
gun_id = gun_fighter_ace_style_a
repair_id = repair_capship_hard

[Pilot]
nickname = pilot_solar_easiest
gun_id = gun_solar_easy_style_a
missile_id = missile_solar_slow

[Pilot]
nickname = pilot_solar_easy
gun_id = gun_solar_med_style_a
missile_id = missile_solar_med

[Pilot]
nickname = pilot_solar_hard
gun_id = gun_solar_hard_style_a
missile_id = missile_solar_med

[Pilot]
nickname = pilot_solar_hardest
gun_id = gun_solar_ace_style_a
missile_id = missile_solar_fast

[Pilot]
nickname = pilot_lrogue_easy
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_easy
evade_break_id = evade_break_fighter_style_e
buzz_head_toward_id = buzz_head_toward_fighter_corkscrew
buzz_pass_by_id = buzz_pass_by_fighter_style_c
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_light_fighter_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_never
repair_id = repair_fighter_never
job_id = basic_job_no_formation

[Pilot]
nickname = pilot_lrogue_med
inherit = pilot_lrogue_easy
gun_id = gun_fighter_med_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_med

[Pilot]
nickname = pilot_lrogue_hard
inherit = pilot_lrogue_med
gun_id = gun_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard

[Pilot]
nickname = pilot_lrogue_ace
inherit = pilot_lrogue_hard
gun_id = gun_fighter_ace_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard

[Pilot]
nickname = pilot_rm_solar_easiest
gun_id = gun_rm_solar_easy_style_a
missile_id = missile_rm_solar_slow

[Pilot]
nickname = pilot_rm_solar_easy
gun_id = gun_rm_solar_med_style_a
missile_id = missile_rm_solar_slow

[Pilot]
nickname = pilot_rm_solar_hard
gun_id = gun_rm_solar_hard_style_a
missile_id = missile_rm_solar_med

[Pilot]
nickname = pilot_rm_solar_hardest
gun_id = gun_rm_solar_ace_style_a
missile_id = missile_rm_solar_fast

[Pilot]
nickname = pilot_lsf_lf_easy
gun_id = gun_military_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_lsf
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_b
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_lsf
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_formation

[Pilot]
nickname = pilot_lsf_lf_med
inherit = pilot_lsf_lf_easy
gun_id = gun_military_med_style_a
missile_id = missile_fighter_med_style_a
evade_dodge_id = evade_dodge_fighter_horiz_med
repair_id = repair_easy

[Pilot]
nickname = pilot_lsf_lf_hard
inherit = pilot_lsf_lf_med
gun_id = gun_military_hard_style_a
missile_id = missile_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz_hard
evade_break_id = evade_break_fighter_style_e
repair_id = repair_med

[Pilot]
nickname = pilot_lsf_lf_ace
inherit = pilot_lsf_lf_hard
gun_id = gun_military_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz_ace
repair_id = repair_hard

[Pilot]
nickname = pilot_lsf_lf_superace
inherit = pilot_lsf_lf_hard
gun_id = gun_mission_superace
evade_dodge_id = evade_dodge_fighter_horiz_ace
repair_id = repair_hard

[Pilot]
nickname = pilot_lsf_hf_easy
gun_id = gun_military_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_lsf
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_b
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_lsf
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_lsf_hf
repair_id = repair_fighter_never
job_id = basic_job_formation

[Pilot]
nickname = pilot_lsf_hf_med
inherit = pilot_lsf_hf_easy
gun_id = gun_military_med_style_a
missile_id = missile_fighter_med_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_med
repair_id = repair_easy

[Pilot]
nickname = pilot_lsf_hf_hard
inherit = pilot_lsf_hf_med
gun_id = gun_military_hard_style_a
missile_id = missile_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard
evade_break_id = evade_break_fighter_style_e
repair_id = repair_med

[Pilot]
nickname = pilot_lsf_hf_ace
inherit = pilot_lsf_hf_hard
gun_id = gun_military_ace_style_a
repair_id = repair_hard

[Pilot]
nickname = pilot_lsf_hf_superace
inherit = pilot_lsf_hf_hard
gun_id = gun_mission_superace
repair_id = repair_hard

[Pilot]
nickname = pilot_bund_lf_easy
gun_id = gun_military_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_chaos_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_vert
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_lsf
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_b
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_formation

[Pilot]
nickname = pilot_bund_lf_med
inherit = pilot_bund_lf_easy
gun_id = gun_military_med_style_a
missile_id = missile_fighter_med_style_a
evade_dodge_id = evade_dodge_fighter_chaos_med
repair_id = repair_easy

[Pilot]
nickname = pilot_bund_lf_hard
inherit = pilot_bund_lf_med
gun_id = gun_military_hard_style_a
missile_id = missile_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_chaos_hard
evade_break_id = evade_break_fighter_style_e
repair_id = repair_med

[Pilot]
nickname = pilot_bund_lf_ace
inherit = pilot_bund_lf_hard
gun_id = gun_military_ace_style_a
repair_id = repair_hard

[Pilot]
nickname = pilot_bund_lf_superace
inherit = pilot_bund_lf_hard
gun_id = gun_mission_superace
repair_id = repair_hard

[Pilot]
nickname = pilot_bund_hf_easy
gun_id = gun_military_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_vert
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_lsf
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_b
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_bund_hf
repair_id = repair_fighter_never
job_id = basic_job_formation

[Pilot]
nickname = pilot_bund_hf_med
inherit = pilot_bund_hf_easy
gun_id = gun_military_med_style_a
missile_id = missile_fighter_med_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_med
repair_id = repair_easy

[Pilot]
nickname = pilot_bund_hf_hard
inherit = pilot_bund_hf_med
gun_id = gun_military_hard_style_a
missile_id = missile_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard
evade_break_id = evade_break_fighter_style_e
repair_id = repair_med

[Pilot]
nickname = pilot_bund_hf_ace
inherit = pilot_bund_hf_hard
gun_id = gun_military_ace_style_a
repair_id = repair_hard

[Pilot]
nickname = pilot_bund_hf_superace
inherit = pilot_bund_hf_hard
gun_id = gun_mission_superace
repair_id = repair_hard