; ; Damage Table File ; ; Format: ; ; DeclareOffenses() ; { ; _list_of_offense_categories_ ; } ; ; ; DefineVulnerability( _DefenseClass_ _DefaultVulnerability%_ _DefaultVariation%_ _CriticalHit%_ ) ; { ; _Offense_ _Vulnerability%_ _Variation%_ _CriticalHit%_ ; ... ; } ; ; NOTE: If Offense has no category (ie. Z instead of Z1), the defense entries ; apply to all categories of that offense ; ; ; A1 is the air defence laser, used on ImpMAD and AntiAircraftSite ; ; B1 is the suicide bomber's bomb ; B2 is the artillery shell ; ; C1 is the Construction MAD's chaff attack ; ; E1 is the rail gun ; E2 is the laser rifle/pistol ; E3 is the plasma cannon ; E4 is the tachyon cannon ; E5 is the electro shock ; ; G1 is the neutron weapons ; ; H1 is the medic's healing weapon ; H2 is the mechanic's repairing weapon ; ; K1 is the normal grenade ; K2 is the Artillery Blast ; ; M1 is the air to ground missile ; M2 is the air to air missile ; M3 is the PolyAcid ; M4 is the ground to air missile ; ; R1 is the mechanic's repair ; R2 is the construction crew's repair ; ; S1 is the sniper rifle ; S2 is the shredder ; ; V1 is the offense for the vortex (temporal rift) ; W1 is the offense for the Seismic Wave DeclareOffenses() { A1 B1 B2 C1 E1 E2 E3 E4 E5 F1 G1 G2 G3 H1 K1 K2 M1 M2 M3 M4 R1 R2 S1 S2 V1 W1 Z0 } DefineVulnerability(ToughHuman 100 10 0) { A1 50 10 0 B1 100 0 0 C1 0 0 0 E1 100 10 0 E2 100 10 0 E3 100 10 0 E4 100 10 0 E5 100 10 0 S1 100 10 0 F 100 30 0 G1 100 10 0 G2 80 10 3 M1 100 10 0 M2 100 10 0 M3 100 10 0 M4 100 10 0 K1 90 5 2 K2 100 10 0 R2 0 0 0 Z0 0 0 0 } DefineVulnerability(ToughHumanWet 100 10 0) { A1 50 10 0 B1 100 0 0 C1 0 0 0 E1 100 10 0 E2 100 10 0 E3 100 10 0 E4 100 10 0 E5 100 10 0 S1 100 10 0 F 100 30 0 G1 100 10 0 G2 80 10 3 M1 100 10 0 M2 100 10 0 M3 100 10 0 M4 100 10 0 K1 90 5 2 K2 100 10 0 R2 0 0 0 Z0 80 0 0 } DefineVulnerability(PowerHuman 100 10 0) { A1 50 10 0 B1 100 0 0 C1 0 0 0 E1 100 10 0 E2 100 10 0 E3 100 10 0 E4 100 10 0 E5 100 10 0 S1 100 10 0 F 100 30 0 G1 100 10 0 G2 80 10 3 M1 100 10 0 M2 100 10 0 M3 100 10 0 M4 100 10 0 K1 90 5 2 K2 100 10 0 R2 0 0 0 Z0 0 0 0 } DefineVulnerability(PowerHumanWet 100 10 0) { A1 50 10 0 B1 100 0 0 C1 0 0 0 E1 100 10 0 E2 100 10 0 E3 100 10 0 E4 100 10 0 E5 100 10 0 S1 100 10 0 F 100 30 0 G1 100 10 0 G2 80 10 3 M1 100 10 0 M2 100 10 0 M3 100 10 0 M4 100 10 0 K1 90 5 2 K2 100 10 0 R2 0 0 0 Z 80 0 0 } DefineVulnerability(FlyingArmour 100 10 0) { G1 100 10 0 C1 100 10 0 M2 100 10 0 E2 50 10 0 E3 50 10 0 A1 100 10 0 R2 0 0 0 S2 0 0 0 Z0 0 0 0 } DefineVulnerability(TankPlating 100 10 0) { A1 50 10 0 B1 100 0 0 C1 0 0 0 E1 200 10 0 E2 50 10 0 E3 75 10 0 E4 100 10 0 E5 150 10 0 S1 10 10 0 F 100 30 0 G1 150 10 0 G2 80 10 3 M1 100 10 0 M2 100 10 0 M3 250 10 0 M4 100 10 0 K1 90 5 2 K2 75 10 0 R2 0 0 0 S2 0 0 0 Z0 0 0 0 } DefineVulnerability(TankPlatingWet 100 10 0) { A1 50 10 0 B1 100 0 0 C1 0 0 0 E1 200 10 0 E2 50 10 0 E3 75 10 0 E4 100 10 0 E5 150 10 0 S1 10 10 0 F 100 30 0 G1 150 10 0 G2 80 10 3 M1 100 10 0 M2 100 10 0 M3 250 10 0 M4 100 10 0 K1 90 5 2 K2 75 10 0 R2 0 0 0 S2 0 0 0 Z 80 0 10 } DefineVulnerability(BuildingArmour 50 10 0) { C1 0 0 0 R2 0 0 0 S2 0 0 0 S1 10 10 0 A1 25 10 0 B1 50 0 0 B2 65 0 0 E1 70 10 0 E2 50 10 0 E3 40 10 0 E4 40 10 0 E5 40 10 0 F 50 30 0 G1 50 10 0 G2 40 10 3 M1 50 10 0 M2 50 10 0 M3 50 10 0 M4 50 10 0 K1 45 5 2 K2 50 10 0 Z0 0 0 0 } DefineVulnerability(SuperArmour 0 0 0) { C1 0 0 0 R2 100 0 0 S2 0 0 0 Z0 0 0 0 } DefineVulnerability(SuperArmour2 0 0 0) { C1 0 0 0 R2 0 0 0 S2 0 0 0 Z0 0 0 0 }