<?xml version="1.0" encoding="UTF-8"?>
<dtypes>
 <!-- Leave "normal" at the top, as this is the damage type used as a fallback. -->
 <dtype name="normal">
  <shield>1</shield>
  <armour>1</armour>
  <knockback>0</knockback>
 </dtype>
 <!--
    Any shield or armour element can specify a stat property, which will be
    used as a multiplier for received damage. The stats must be doubles.

   For example, a ship with a nebu_absorb_shield stat of 40 will take 40%
   less shield damage when in volatile nebulae.
 -->
 <dtype name="nebula">
  <shield stat="nebu_absorb_shield">0.15</shield>
  <armour stat="nebu_absorb_armour">1</armour>
  <knockback>0</knockback>
 </dtype>
 <dtype name="explosion_splash">
  <shield>1</shield>
  <armour>1</armour>
  <knockback>2</knockback>
 </dtype>
 <dtype name="impact">
  <shield>1</shield>
  <armour>1.15</armour>
  <knockback>1</knockback>
 </dtype>
 <dtype name="shieldbreaker">
  <shield>1.5</shield>
  <armour>0.05</armour>
  <knockback>0</knockback>
 </dtype>
 <dtype name="armourbreaker">
  <shield>0.5</shield>
  <armour>1.5</armour>
  <knockback>0.5</knockback>
 </dtype>
 <dtype name="ion">
  <shield>1.3</shield>
  <armour>1</armour>
  <knockback>0</knockback>
 </dtype>
 <dtype name="emp">
  <shield>2</shield>
  <armour>0</armour>
  <knockback>0</knockback>
 </dtype>
</dtypes>
