# name [icon | none] row [script | none] type subtype compose flags tick pc dc v1 v2 v3 v4 v5 v6
#
#
# name name of the effect (single word, also used as localized stringId)
# icon icon to use for screen display, or the keyword 'none'
# row the row the icon has to be displayed on (0 = disciplines, 1 = others)
# script script to use for the visual/sound of the effect, or the keyword 'none'
# type type of effect (see list)
# subtype subtype of effect inside each type (see list)
# compose how this effect is composed with others of same type and subtype (see list)
# flags flags altering the behavior of the effect (see list)
# tick tick rate for over time effects in milliseconds
# pc permanent cost (how much to add to the cost of an object with this effect as permanent)
# dc duration cost (how much to add to the cost of an object with this effect, per second of duration, per charge)
# valN a preset value for the effect at level N
#
#
# Effect Types:
#
# 0 NONE
# 1 *BSTI base stat, instant
# 2 *BSTOT base stat, over time
# 3 *STAT modified stat
# 4 *BSOI base soak, instant
# 5 *BSOOT base soak, over time
# 6 *SOAK modified soak
# 7 *DI damage, instant
# 8 *DOT damage, over time
# 9 HI heal, instant
# 10 HOT heal, over time
# 11 XOFFENSE additional offense bonus, added to the offense formula [hit if random(Adex + weaponAccuracy) + Axoffense > random(Ddex) + Dxdefense]
# 12 XDEFENSE additional defense bonus added to the defense formula
# 13 XDAMAGE additional damage bonus (same type as the damage being computed) added to the damage formula [dam is random(Astr + weaponDamage) + Apotence + Axdamage - random(Dsoak [+ Dstamina]) [-Dfortitude] - Dxsoak]
# 14 XSOAK additional soaking bonus (all damage types) added to the damage formula
# 15 POTENCE potence (used in combat system, and certain checks)
# 16 FORTITUDE fortitude (used in combat system)
# 17 MOVESPEED multiplier for movement speed
# 18 ATTACKSPEED multiplier for attack speed
# 19 HIDE how well you are "hidden"
# 20 SENSE how well you sense "hidden" things
# 21 STAKEPROT a protection against staking
# 22 WANTED wanted by the law!
# 23 MESMERIZED mesmerized
# 24 FRENZY frenzy (this is a system effect type, this is *NOT* meant to start frenzy)
# 25 AFRAID afraid
# 26 DAZED dazed
# 27 PET becomes pet of someone else
# 28 POSSESSING possessing someone else
# 29 MODELALPHA changing the model's alpha
# 30 MODELSCALE changing the model's scale
# 31 BLOODCOST alters the cost in blood of using a discipline
# 32 MAJESTY under the spell of 'majesty' (i.e. stands in place looking at the majestic thing)
# 33 IMMOBILIZE immobilized
# 34 FEEDPROT a protection against feeding
# 35 TEAMFRIENDLY friendly to another team than his own (or more exactly, on top of his own)
#
# n+1 USERMULT1 n = the last number above. You MUST use one of these to create your own MULTIPLICATIVE (compose = 6) user effect.
# n+2 USERMULT2 Use any other number for any other compose type, but MULTIPLICATIVE effects have a default of 1.0 instead of 0.0
# n+3 USERMULT3 and there is no higher level data structure for the effects to store that in (and a bit late to rework that :-))
# n+4 USERMULT4
# n+5 USERMULT5
#
#
# Effect SubTypes:
#
# The above Type marked with * have subtypes.
#
# STAT
#
# 0 STRENGTH
# 1 DEXTERITY
# 2 STAMINA
# 3 PERCEPTION
# 4 INTELLIGENCE
# 5 WITS
# 6 BLOOD
# 7 HUMANITY
# 8 FRENZY
# 9 GENERATION
# 10 FAITH
# 11 CHARISMA
# 12 MANIPULATION
# 13 APPEARANCE
# 14 FRENZYRATING
# 15 BLOODRATING
# 16 BLOODPOOLSIZE
# 17 MANA
# 18 MANAPOOLSIZE
#
# SOAK, DAMAGE, DOT
#
# 0 NORMAL
# 1 LETHAL
# 2 AGGRAVATED
# 3 ELECTRIC
# 4 FIRE
# 5 SUN
# 6 FAITH
# 7 COLD
# 8 POISON
# 9 DISEASE
#
#
#
# Compose types:
#
# 0 NONE
# 1 FIRST
# 2 LAST
# 3 MIN
# 4 MAX
# 5 ADD
# 6 MUL
# 7 AVG
#
# Note: only the compose of the FIRST effect of that type and subtype will be considered...
#
#
#
# Effect Flags:
#
# 0x1 no blink
# 0x2 keep (and display in rollover as) float value
# 0x4 effect negator (actually KILLS any effect of the same type/subtype with a lesser of equal value -- no instance is created, so this cannot have a script)
# 0x8 effect is NOT used in the rollover description (assuming a SPECIALDESCRIPTION has been set in the template)
# 0x10 effect will be removed when its creator dies
# 0x20 display as a percentage in rollover (only valid when 0x2 is set too)
# 0x40 this effect is synced only for the "owner" of the effect