/**
@var TRAP
See @ref page_type_155
*/

/**
@page page_type_155 Trap


@section Description
            A trap is a object that can either do damage or trigger another
            connected object when detonated. Traps are like runes except they
            are not magical in nature, and generally have either a physical
            attack or trigger a reaction.
            <br>
            <br>
            Traps hit any monster or person who steps on them for 'dam' damage
            in 'attack type' attacktype and/or trigger a reaction.
            <br>
            <br>
            Many traps are already defined in the archetypes. 



Type defined by:
- @ref object::type = 155


@section Attributes

<table>
	<tr>
		<th>Attribute</th>
		<th>Field</th>
		<th>Description</th>
	</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>attack type</td>
		<td>@ref obj::attacktype</td>
		<td>            This attribute defines what attack type to use for direct damage
            when the trap detonates.
		</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>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>            When the trap is detonated, all objects with the same connection
            value get activated.
		</td>
	</tr>
	<tr>
		<td>detonation text</td>
		<td>@ref obj::msg</td>
		<td>            When the trap detonates, this text is displayed to the victim. For
            especially powerful or complex traps, create an appropriate and
            thrilling description. ;)
		</td>
	</tr>
	<tr>
		<td>direct damage</td>
		<td>@ref liv::dam</td>
		<td>            &lt;direct damage&gt; specifies how much damage is done by the trap.
            This should be set in reasonable relation to the trap's level.
		</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>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>name</td>
		<td>@ref obj::name</td>
		<td>            This is the name of the object, displayed to the player.
		</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>number of charges</td>
		<td>@ref liv::hp</td>
		<td>            The rune will detonate &lt;number of charges&gt; times before
            disappearing.

            Should be not 0 if 'unlimited charges' is set.
		</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>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>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>trap level</td>
		<td>@ref obj::level</td>
		<td>            Level effects how easily a trap may be found and disarmed, and how
            much experience the player gets for doing so. Beware: High level
            traps can be quite a cheap source of experience! So either make them
            tough, or keep the level low.
		</td>
	</tr>
	<tr>
		<td>unlimited charges</td>
		<td>@ref FLAG_LIFESAVE</td>
		<td>            If set, then the rune will detonate forever if the number of charges
            is not 0.
		</td>
	</tr>
	<tr>
		<td>visibility</td>
		<td>@ref liv::Cha</td>
		<td>            This value determines what fraction of the time the trap is visible:
            It'll be randomly visible 1/&lt;visibility&gt; of the time. Also
            effects how easily the trap may be found.
		</td>
	</tr>
</table>
*/
