FOnline: Ashes of Phoenix
General section => Game Tips & Guides => Topic started by: cirn0 on May 10, 2016, 04:14:53 AM
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// define DAMAGE_NORMAL
/*Head*/
20, HF_BYPASS_ARMOR | HF_KNOCKDOWN, 6500,
25, HF_BYPASS_ARMOR | HF_KNOCKDOWN, 6538,
30, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKDOWN, 6541,
35, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6529,
40, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6503,
50, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6504,
/*LArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
/*RArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
/*Torso*/
5, 0x00000000, 6512,
10, 0x00000000, 6512,
15, 0x00000000, 6508,
20, HF_KNOCKDOWN, 6503,
25, HF_WINDED | HF_KNOCKDOWN , 6503,
30, HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6503,
/*RLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6517,
/*LLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6517,
/*Eyes*/
20, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
25, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
30, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6501,
35, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6520,
40, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6521,
50, HF_BLINDED | HF_KNOCKOUT | HF_BYPASS_ARMOR, 6522,
/*Groin*/
20, HF_KNOCKDOWN | HF_WINDED, 6523,
25, HF_KNOCKDOWN | HF_WINDED, 6523,
30, HF_KNOCKDOWN | HF_WINDED, 6524,
35, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
40, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
50, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6526,
/*Uncalled*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, HF_WINDED | HF_KNOCKDOWN, 6503,
40, HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6503,
50, HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6503,
},
{
// define DAMAGE_LASER
/*Head*/
20, HF_BYPASS_ARMOR | HF_DISORIENTED, 6500,
25, HF_BYPASS_ARMOR | HF_DISORIENTED, 6538,
30, HF_DISORIENTED | HF_BYPASS_ARMOR , 6541,
35, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6529,
40, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6503,
50, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6504,
/*LArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
/*RArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
/*Torso*/
5, 0x00000000, 6512,
10, 0x00000000, 6512,
15, 0x00000000, 6508,
20, HF_BYPASS_ARMOR, 6503,
25, HF_BYPASS_ARMOR, 6503,
30, HF_BYPASS_ARMOR, 6503,
/*RLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6517,
/*LLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6517,
/*Eyes*/
20, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
25, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
30, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6501,
35, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6520,
40, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6521,
50, HF_BLINDED | HF_KNOCKOUT | HF_BYPASS_ARMOR, 6522,
/*Groin*/
20, HF_KNOCKDOWN | HF_WINDED, 6523,
25, HF_KNOCKDOWN | HF_WINDED, 6523,
30, HF_KNOCKDOWN | HF_WINDED, 6524,
35, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
40, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
50, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6526,
/*Uncalled*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, 0x00000000, 6503,
40, 0x00000000, 6503,
50, 0x00000000, 6503
},
{
// define DAMAGE_FIRE
/*Head*/
20, HF_BYPASS_ARMOR | HF_DISORIENTED, 6500,
25, HF_BYPASS_ARMOR | HF_DISORIENTED, 6538,
30, HF_DISORIENTED | HF_BYPASS_ARMOR , 6541,
35, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6529,
40, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6503,
50, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6504,
/*LArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
/*RArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
/*Torso*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, HF_WINDED | HF_KNOCKDOWN, 6503,
40, HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6503,
50, HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6503,
/*RLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6517,
/*LLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6517,
/*Eyes*/
20, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
25, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
30, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6501,
35, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6520,
40, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6521,
50, HF_BLINDED | HF_KNOCKOUT | HF_BYPASS_ARMOR, 6522,
/*Groin*/
20, HF_KNOCKDOWN | HF_WINDED, 6523,
25, HF_KNOCKDOWN | HF_WINDED, 6523,
30, HF_KNOCKDOWN | HF_WINDED, 6524,
35, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
40, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
50, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6526,
/*Uncalled*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, 0x00000000, 6503,
40, 0x00000000, 6503,
50, 0x00000000, 6503
},
{
// define DAMAGE_PLASMA
/*Head*/
20, HF_BYPASS_ARMOR , 6500,
25, HF_BYPASS_ARMOR , 6538,
30, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKDOWN, 6541,
35, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKDOWN, 6529,
40, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6503,
50, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6504,
/*LArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
/*RArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
/*Torso*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, 0x00000000, 6503,
40, 0x00000000, 6503,
50, 0x00000000, 6503,
/*RLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6517,
/*LLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6517,
/*Eyes*/
20, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
25, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
30, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6501,
35, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6520,
40, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6521,
50, HF_BLINDED | HF_KNOCKOUT | HF_BYPASS_ARMOR, 6522,
/*Groin*/
20, HF_KNOCKDOWN | HF_WINDED, 6523,
25, HF_KNOCKDOWN | HF_WINDED, 6523,
30, HF_KNOCKDOWN | HF_WINDED, 6524,
35, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
40, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
50, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6526,
/*Uncalled*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, 0x00000000, 6503,
40, 0x00000000, 6503,
50, 0x00000000, 6503
},
{
// define DAMAGE_ELECTR
/*Head*/
20, HF_BYPASS_ARMOR | HF_DISORIENTED, 6500,
25, HF_BYPASS_ARMOR | HF_DISORIENTED, 6538,
30, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_AP_DRAIN, 6541,
35, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_AP_DRAIN , 6529,
40, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_AP_DRAIN, 6503,
50, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_AP_DRAIN , 6504,
/*LArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
/*RArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
/*Torso*/
10, 0x00000000, 6512,
15, 0x00000000, 6512,
20, 0x00000000, 6508,
25, HF_WINDED | HF_AP_DRAIN, 6503,
30, HF_WINDED | HF_BYPASS_ARMOR | HF_AP_DRAIN, 6503,
35, HF_WINDED | HF_BYPASS_ARMOR | HF_AP_DRAIN, 6503,
/*RLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6517,
/*LLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6517,
/*Eyes*/
20, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
25, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
30, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6501,
35, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6520,
40, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6521,
50, HF_BLINDED | HF_KNOCKOUT | HF_BYPASS_ARMOR, 6522,
/*Groin*/
20, HF_KNOCKDOWN | HF_WINDED, 6523,
25, HF_KNOCKDOWN | HF_WINDED, 6523,
30, HF_KNOCKDOWN | HF_WINDED, 6524,
35, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
40, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
50, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6526,
/*Uncalled*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, 0x00000000, 6503,
40, 0x00000000, 6503,
50, 0x00000000, 6503
},
{
// define DAMAGE_EXPLODE
/*Head*/
20, HF_BYPASS_ARMOR | HF_DISORIENTED, 6500,
25, HF_BYPASS_ARMOR | HF_DISORIENTED, 6538,
30, HF_DISORIENTED | HF_BYPASS_ARMOR , 6541,
35, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6529,
40, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6503,
50, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED, 6504,
/*LArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM, 6510,
/*RArm*/
20, HF_DROPPED_WEAPON , 6510,
25, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,
30, HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,
35, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,
40, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
50, HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,
/*Torso*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, HF_WINDED | HF_KNOCKDOWN, 6503,
40, HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6503,
50, HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6503,
/*RLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG, 6517,
/*LLeg*/
20, HF_KNOCKDOWN | HF_WINDED, 6512,
25, HF_KNOCKDOWN | HF_WINDED, 6514,
30, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6514,
35, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
40, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6516,
50, HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG, 6517,
/*Eyes*/
20, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
25, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6518,
30, HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6501,
35, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6520,
40, HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR, 6521,
50, HF_BLINDED | HF_KNOCKOUT | HF_BYPASS_ARMOR, 6522,
/*Groin*/
20, HF_KNOCKDOWN | HF_WINDED, 6523,
25, HF_KNOCKDOWN | HF_WINDED, 6523,
30, HF_KNOCKDOWN | HF_WINDED, 6524,
35, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
40, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6524,
50, HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT, 6526,
/*Uncalled*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, 0x00000000, 6503,
40, 0x00000000, 6503,
50, 0x00000000, 6503
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what do the numbers mean?
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what do the numbers mean?
It's black magic...don't touch it...
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left side is bonus % dmg, not crit roll required, chance for rolls you can find on wiki, they are depending on LK
(http://s32.postimg.org/hnh3u3hht/crit.jpg) (http://postimg.org/image/hnh3u3hht/)
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// define DAMAGE_PLASMA
/*Torso*/
20, 0x00000000, 6512,
25, 0x00000000, 6512,
30, 0x00000000, 6508,
35, 0x00000000, 6503,
40, 0x00000000, 6503,
50, 0x00000000, 6503,
:o Critical Plasma Torso hits don't have any additional effects? is that correct?
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:o Critical Plasma Torso hits don't have any additional effects? is that correct?
yes but they deal more dmg then other torso shots
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nice unaimed spamming nerfs , what happened to critical failures also ?
for every non german: torsocrit dmg multiplier is nerfed from x1.5 dmg to x1.3 dmg ; winded was removed from 3rd roll and bypass was removed from 4th roll on most dmg types. lazer torso effects seems untouched (still dmg multiply nerf applies). oh yeah and plasma winded was removed from last 3 rolls on torsoshots to being empty like fire one on torso shots o/
>>>> if you wanna aim use lazer , if you want to spam use normal damage \o
oh yeah some unaimed serious pro tip if u dont want to use normal dmg gun to spam use yk pistol and have fun