MAD Tank Style Relative Damage¶
This logic is inspired by the MAD Tank known from the Red Alert mission disk The Aftermath, where it was used as a large area of effect weapon that damaged each victim by taking away a share of its health.
Instead of using a fixed damage value, a value relative to the victim’s
Strength
or current health can be dealt by a warhead. Country armor
multipliers and veterancy bonuses are still applied, as well as Verses
.
Relative Damage is not supported on special weapon logics like Temporal
or Psychedelic
warheads, and also doesn’t support ProneDamage
and
DeployedDamage
for infantry. Suppressing parasites is also not supported.
[Warhead]►RelativeDamage=
(boolean)Deal damage relative to
Strength
or current health instead of dealing conventional damage. If set to yes, the tags below are used depending on target type. If a tag is not defined, no damage is dealt. Defaults to no.Note
A dummy
Damage
is needed on this warhead for targeting, even though the value ultimately is not used. IfDamage
is negative (like for healing weapons), the Relative Damage will be negative also.
[Warhead]►RelativeDamage.Buildings=
(integer - percent)
[Warhead]►RelativeDamage.Aircraft=
(integer - percent)
[Warhead]►RelativeDamage.Infantry=
(integer - percent)
[Warhead]►RelativeDamage.Vehicles=
(integer - percent)
[Warhead]►RelativeDamage.Terrain=
(integer - percent)- The damage defined as percentage from either
Strength
, if positive, or current health, if negative. Supported values range from -100 to 100. A value of 0 deals no damage. Defaults to 0.
Relative Damage considers Organic=yes
vehicles as infantry and
ConsideredAircraft=yes
vehicles as aircraft.
New in version 0.E.
Changed in version 3.0.