public void addMovementDamage(int level){
switch (level) {
case 1:
    if (!minorMovementDamage) {
      minorMovementDamage=true;
      motivePenalty+=level;
    }
  break;
case 2:
if (!moderateMovementDamage) {
  moderateMovementDamage=true;
  motivePenalty+=level;
}
motiveDamage++;
break;
case 3:
if (!heavyMovementDamage) {
heavyMovementDamage=true;
motivePenalty+=level;
}
int nMP=getOriginalWalkMP() - motiveDamage;
if (nMP > 0) {
motiveDamage=getOriginalWalkMP() - (int)Math.ceil(nMP / 2.0);
}
break;
case 4:
motiveDamage=getOriginalWalkMP();
immobilize();
}
}

public void addMovementDamage ( int level ) { switch ( level ) { case 1 : if ( ! minorMovementDamage ) { minorMovementDamage = true ; motivePenalty += level ; } break ; case 2 : if ( ! moderateMovementDamage ) { moderateMovementDamage = true ; motivePenalty += level ; } motiveDamage ++ ; break ; case 3 : if ( ! heavyMovementDamage ) { heavyMovementDamage = true ; motivePenalty += level ; } int nMP = getOriginalWalkMP ( ) - motiveDamage ; if ( nMP > 0 ) { motiveDamage = getOriginalWalkMP ( ) - ( int ) Math . ceil ( nMP / 2.0 ) ; } break ; case 4 : motiveDamage = getOriginalWalkMP ( ) ; immobilize ( ) ; } }
adds minor , moderate or heavy movement system damage
