/**
@var FIREWALL
See @ref page_type_62
*/

/**
@page page_type_62 Magic Wall


@section Description
            Magic walls fire spells in a given direction, in regular intervals.
            Magic walls can contain any spell. However, some spells do not
            operate very successfully in them. The only way to know is to test
            the spell you want to use with a wall.
            <br>
            <br>
            Several types of magical walls are predefined for you in the
            archetypes, and can be found on the "connected" Pickmap. 



Type defined by:
- @ref object::type = 62


@section Attributes

<table>
	<tr>
		<th>Attribute</th>
		<th>Field</th>
		<th>Description</th>
	</tr>
	<tr>
		<td>armor class</td>
		<td>@ref liv::ac</td>
		<td>                A magic wall of high &lt;armor class&gt; is less likely to get
                hit from an opponent. &lt;armor class&gt; can be considered the
                "counter piece" to &lt;weapon class&gt;.
		</td>
	</tr>
	<tr>
		<td>artifact</td>
		<td>@ref obj::artifact</td>
		<td>            If defined, refers to an artifact to get values from.
		</td>
	</tr>
	<tr>
		<td>block view</td>
		<td>@ref FLAG_BLOCKSVIEW</td>
		<td>            If an item is set to block view, players (and monsters) cannot see
            beyond it unless they cross it or manage to stand on top.
		</td>
	</tr>
	<tr>
		<td>blocked movement</td>
		<td>@ref obj::move_block</td>
		<td>            If set, the object cannot be passed by players nor monsters.
		</td>
	</tr>
	<tr>
		<td>casting speed</td>
		<td>@ref obj::speed</td>
		<td>            The &lt;casting speed&gt; defines the spell-casting speed of the
            wall. You can fine-tune how long the duration between two casts
            shall be. If you want to create a wall that can be activated (cast
            per trigger) via connected lever/button/etc, you must set "speed 0".
		</td>
	</tr>
	<tr>
		<td>changing</td>
		<td>@ref FLAG_CHANGING</td>
		<td>            A &lt;changing&gt; object converts to &lt;food&gt; &lt;other_arch&gt;
            objects; when it's animation is done. For non-living objects &lt;food&gt;
            is checked: if it is zero, the change happens; otherwise &lt;food&gt;
            is decreased by one. I suggest you don't mess with this value -
            leave the default in place.
		</td>
	</tr>
	<tr>
		<td>connection</td>
		<td>@ref page_connected "connection value"</td>
		<td>            Every time the &lt;connection&gt; value is triggered, the wall will
            cast it's spell. You should set &lt;casting speed&gt; to zero, or
            this won't have much visible effect.
		</td>
	</tr>
	<tr>
		<td>direction</td>
		<td>@ref liv::sp</td>
		<td>            The magic wall will cast it's spells always in the specified &lt;direction&gt;.
            A magic wall with direction set to &lt;none&gt; will always fire in
            a random direction.
		</td>
	</tr>
	<tr>
		<td>elevation</td>
		<td>@ref page_custom_attribute_elevation "elevation"</td>
		<td>            The elevation (height above sea level) of this square. It is used
            for weather calculations and should be in the range -32000..32000.
            The elevation of a tile must be set in the bottom-most game object;
            elevation values for non-bottom-most game objects are ignored by the
            Crossfire server.
		</td>
	</tr>
	<tr>
		<td>glow radius</td>
		<td>@ref obj::glow_radius</td>
		<td>            If &lt;glow radius&gt; is set to a value greater zero, the object
            appears lit up on dark maps. &lt;glow radius&gt; can be a value
            between 0 and 4, the higher, the more light does the object emit.
		</td>
	</tr>
	<tr>
		<td>hitpoints</td>
		<td>@ref liv::hp</td>
		<td>                The more &lt;hitpoints&gt; the wall has, the longer it takes to
                be destroyed.
		</td>
	</tr>
	<tr>
		<td>identified</td>
		<td>@ref FLAG_IDENTIFIED</td>
		<td>            If an item is identified, the player has full knowledge about it.
		</td>
	</tr>
	<tr>
		<td>identified animation</td>
		<td>@ref page_custom_attribute_identified_animation "identified_animation"</td>
		<td>            If defined, then the object will take this animation when
            identified.
		</td>
	</tr>
	<tr>
		<td>identified animation speed</td>
		<td>@ref page_custom_attribute_identified_anim_speed "identified_anim_speed"</td>
		<td>            If defined, then the object will have this animation speed when
            identified.
		</td>
	</tr>
	<tr>
		<td>identified image</td>
		<td>@ref page_custom_attribute_identified_face "identified_face"</td>
		<td>            If defined, then the object will take this appareance when
            identified.
		</td>
	</tr>
	<tr>
		<td>identified random animation?</td>
		<td>@ref page_custom_attribute_identified_anim_random "identified_anim_random"</td>
		<td>            If defined, then the object's animation is in a random sequence when
            identified.
		</td>
	</tr>
	<tr>
		<td>identified_name</td>
		<td>@ref page_custom_attribute_identified_name "identified_name"</td>
		<td>            If defined, then the object will take this name when identified.
		</td>
	</tr>
	<tr>
		<td>identified_name_pl</td>
		<td>@ref page_custom_attribute_identified_name_pl "identified_name_pl"</td>
		<td>            If defined, then the object will take this plural name when
            identified.
		</td>
	</tr>
	<tr>
		<td>image</td>
		<td>@ref obj::face</td>
		<td>            The image-name defines what image is displayed for this object
            in-game.
		</td>
	</tr>
	<tr>
		<td>invisible</td>
		<td>@ref obj::invisible</td>
		<td>            Generally makes the object invisible. Depending on the object-type,
            some can be made visible by the show_invisible spell. If in doubt,
            test it. Putting an invisible object under the floor always prevents
            it from being shown.
		</td>
	</tr>
	<tr>
		<td>is destroyable</td>
		<td>@ref FLAG_ALIVE</td>
		<td>                Walls with &lt;is destroyable&gt; enabled can be attacked and
                (eventually) destroyed by the player. If disabled, all other
                attributes on this tab, as well as resistances, are meaningless.
		</td>
	</tr>
	<tr>
		<td>material</td>
		<td>@ref obj::material</td>
		<td>            This bitmask-value informs the player of which material(s) the
            object consists. Material does also affect how likely the object can
            be destroyed by hazardous spell-effects.
		</td>
	</tr>
	<tr>
		<td>max hitpoints</td>
		<td>@ref liv::maxhp</td>
		<td>                &lt;max hitpoints&gt; are the maximum amount of hitpoints the
                wall can have. This only makes sense if the wall can regain
                health.
		</td>
	</tr>
	<tr>
		<td>name</td>
		<td>@ref obj::name</td>
		<td>            This is the name of the object, displayed to the player.
		</td>
	</tr>
	<tr>
		<td>no damage</td>
		<td>@ref FLAG_NO_DAMAGE</td>
		<td>                If set to non-zero, the wall cannot be destroyed by attacking
                it.
		</td>
	</tr>
	<tr>
		<td>non-pickable</td>
		<td>@ref FLAG_NO_PICK</td>
		<td>            If set, the object cannot be picked up (Neither by players nor
            monsters).
		</td>
	</tr>
	<tr>
		<td>number</td>
		<td>@ref obj::nrof</td>
		<td>            This value determines the number of objects in one stack (for
            example: 100 gold coins =&gt; "number = 100"). You should set this
            at least to one, for any pickable object - otherwise it won't be
            mergeable into a stack.
		</td>
	</tr>
	<tr>
		<td>plural name</td>
		<td>@ref obj::name_pl</td>
		<td>            This is the plural name of the object. A plural name must be set for
            all items that can be picked up and collected by the player.
		</td>
	</tr>
	<tr>
		<td>price adjustment</td>
		<td>@ref page_custom_attribute_price_adjustment "price_adjustment"</td>
		<td>            If set, this is the buy and sell price adjustment ratio for the
            item.
		</td>
	</tr>
	<tr>
		<td>price adjustment for buying</td>
		<td>@ref page_custom_attribute_price_adjustment_buy "price_adjustment_buy"</td>
		<td>            If set, this is the adjustment ratio when buying the item. Ignored
            if &lt;price&gt; adjustment is set.
		</td>
	</tr>
	<tr>
		<td>price adjustment for selling</td>
		<td>@ref page_custom_attribute_price_adjustment_sell "price_adjustment_sell"</td>
		<td>            If set, this is the adjustment ratio when selling the item. Ignored
            if &lt;price&gt; adjustment is set.
		</td>
	</tr>
	<tr>
		<td>resist acid %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist blinding %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist chaos %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist cold %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist confusion %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist death-attack %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist depletion %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist draining %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist electricity %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist fear %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist fire %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist ghosthit %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist godpower %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist holy power %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist magic %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist paralyze %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist physical %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist poison %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist slow %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist turn undead %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist weaponmagic %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>smooth level</td>
		<td>@ref obj::smoothlevel</td>
		<td>            If &lt;smooth level&gt; is set to a value greater zero, the object
            will be drawn partially over adjacent squares having a lower &lt;smooth
            level&gt; value. The value must be between 0 and 255 (inclusive); 0
            means &quot;never overlap adjacent squares&quot;.
		</td>
	</tr>
	<tr>
		<td>spell level</td>
		<td>@ref obj::level</td>
		<td>            The wall will cast it's spells at level &lt;spell level&gt;. "level
            1" walls cast spells at minimal strength. "level 100" walls cast
            deadly spells. Arch default is level 1 - you should always set this
            value to meet the overall difficulty of your map.
		</td>
	</tr>
	<tr>
		<td>splitting</td>
		<td>@ref FLAG_SPLITTING</td>
		<td>            A &lt;splitting&gt; object converts to &lt;food&gt; &lt;other_arch&gt;
            objects; when it is hit physically. For non-living objects &lt;food&gt;
            is checked: if it is zero, the change happens; otherwise &lt;food&gt;
            is decreased by one. I suggest you don't mess with this value -
            leave the default in place.
		</td>
	</tr>
	<tr>
		<td>title</td>
		<td>@ref obj::title</td>
		<td>            This is the object's title. Once an object is identified the title
            is attached to the name. Typical titles are "of Mostrai", "of xray
            vision" etc.
		</td>
	</tr>
	<tr>
		<td>unpaid</td>
		<td>@ref FLAG_UNPAID</td>
		<td>            An &lt;unpaid&gt; item cannot be used unless a player carried it
            over a shop mat, paying the demanded price. Setting this flag makes
            sense only for pickable items inside shops.
		</td>
	</tr>
	<tr>
		<td>value</td>
		<td>@ref obj::value</td>
		<td>            Adds a certain value to the object: It will be worth that many times
            the default value from it's archetype (E.g. "value = 3" means three
            times worth the default value). Value for buying/selling will be
            further modified by various factors. Hence, testing values in-game
            is usually inevitable.
		</td>
	</tr>
	<tr>
		<td>weight</td>
		<td>@ref obj::weight</td>
		<td>            This value defines the object's weight in grams (1000g is 1kg).
            Objects with zero weight are not pickable for players. Still, set
            the "non-pickable"-flag for explicitly non-pickable objects (hey,
            this is open source.. you never know ;) ).
		</td>
	</tr>
</table>
*/
