From the NannyMUD documentation

LAST CHANGE

2000-12-15

TOPIC

NAME

        sensitivities - damage sensitivity in livings.

LOCATION

	/obj/sensitivities.c

DESCRIPTION

	The sensitivity system as implemented by /obj/sensitivity is a
	replacement for the sensitivity properties. The object is
	inherited by living_functions, and thus the functionality is
	available in both players and monsters.

	+ The sensitivities are stored on a per-object basis.
	+ An object can contribute more than one sensitivity type.
	+ Any number of	objects can contribute to a sensitivity type.
	+ An object can only make one contribution to the same type of
	  sensitivity.

	Values are centered around zero. At zero sensitivity, damage
	is not affected at all.  A negative sensitivity will reduce
	the damage taken, and a positive will increase it.

	From the individual sensitivities, a total for each damage
	type is computed. This is then used to influence the damage a
	player/monster takes.

NOTE

	The sensitivities are simply summed. Thus, the order they were
	added does not matter.

NOTE

	You should no longer be using sensitivity properties. This
	system over-rides the properties; if both has been set on the
	monster/player, the properties are simply ignored.

EXAMPLE

	// Decrease the sensitivity to fire by 5%.
	this_player() -> add_sensitivity("fire");

EXAMPLE

	// Increase the sensitivity to fire by 5%.
	this_player() -> add_sensitivity("fire", 5);

SEE ALSO

        sensitivities in lfun/living/sensitivities
        sensitivities in lfun/living/sensitivity

SEE ALSO

        add_sensitivity in lfun/living/add_sensitivity

SEE ALSO

        remove_sensitivity in lfun/living/remove_sensitivity

SEE ALSO

        query_sensitivity in lfun/living/query_sensitivity