FOnline: Ashes of Phoenix
		General section => Game Tips & Guides => Topic started by: cirn0 on May 10, 2016, 04:14:53 AM
		
			
			- 
				// 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
 
- 
				what do the numbers mean?
			
- 
				what do the numbers mean?
 
 
 It's black magic...don't touch it...
- 
				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/)
- 
				// 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?
- 
				 :o Critical Plasma Torso hits don't have any additional effects? is that correct?
 
 yes but they deal more dmg then other torso shots
- 
				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