From the NannyMUD documentation
2000-12-15
NAME
sensitivities - Damage sensitivity in livings.LOCATION
/obj/sensitivities.cDESCRIPTION
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. The system enforces limits, defined in /obj/sensitivity, on how low and high a sensitivity for a certain damage type can get. 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/sensitivitySEE ALSO
add_sensitivity in lfun/living/add_sensitivitySEE ALSO
remove_sensitivity in lfun/living/remove_sensitivitySEE ALSO
query_sensitivity in lfun/living/query_sensitivity