This receptron causes the target object to loose hit points equal to the intensity of the incoming stimulus. If the Player is CulpableFor the agent object, he is considered to be responsible for the damage (or death) of the taget object, with everything that this entails, such as Don’t Kill Anyone objectives.
Target Object: The object to be damaged.
Agent Object: The object culpable for the damage.
Damage Type: This specifies the type of damage to deal. This is used for the schemas..
Use stimulus as type: If checked, the stimulus name is used as the damage type.
Multiply By: The damage is multiplied by this value. A negative amount will inverse the number, and heal the target.
Then Add: This value is added to the damage after the stim has been multiplied.