MaxDamage: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|ini=rules}} | |||
|values={{values|unsigned integers}} | |||
|special=None | |||
|default=0 | |||
|types={{Categ|CombatDamage}} | |||
|ra=yes | |||
|co=yes | |||
|cs=yes | |||
|am=yes | |||
|td=yes | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
Maximum amount of damage inflicted per shot after all adjustments. | Maximum amount of damage inflicted per shot after all adjustments. | ||
For example, if it is set to 0, conventional weapons will not be able to cause damage. | |||
Revision as of 13:27, 17 August 2023
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| Flag: | MaxDamage |
| File(s): | rules(md).ini |
| Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
| Special Values: | None |
| Default: | 0 |
| Applicable to: | CombatDamage |
Maximum amount of damage inflicted per shot after all adjustments. For example, if it is set to 0, conventional weapons will not be able to cause damage.





