/**
@var GIRDLE
See @ref page_type_113
*/

/**
@page page_type_113 Girdle


@section Description
            Wearing a girdle, the object's stats will directly be inherited to
            the player. Girdles usually provide stats- or damage bonuses and no
            defense. 



Type defined by:
- @ref object::type = 113


@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>            This value defines the amount of armor-class bonus for wearing this
            item. &lt;Armor class&gt; lessens the chance of being hit. Lower
            values are better. It should usually be set only for armor-like
            equipment.
		</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>attuned paths</td>
		<td>@ref obj::path_attuned</td>
		<td>                Click on the &lt;attuned paths&gt; button to select spellpaths.
                The player will get attuned to the specified spellpaths while
                wearing this item.
		</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>charisma</td>
		<td>@ref liv::Cha</td>
		<td>                The player's charisma will rise/fall by the given value while
                wearing this piece of equipment.
		</td>
	</tr>
	<tr>
		<td>constitution</td>
		<td>@ref liv::Con</td>
		<td>                The player's constitution will rise/fall by the given value
                while wearing this piece of equipment.
		</td>
	</tr>
	<tr>
		<td>curse</td>
		<td>@ref FLAG_CURSED</td>
		<td>            A cursed piece of equipment cannot be unwielded unless the curse is
            removed.
		</td>
	</tr>
	<tr>
		<td>damnation</td>
		<td>@ref FLAG_DAMNED</td>
		<td>            A damned piece of equipment cannot be unwielded unless the curse is
            removed. Removing damnations is a tick harder than removing curses.
		</td>
	</tr>
	<tr>
		<td>denied paths</td>
		<td>@ref obj::path_denied</td>
		<td>                Click on the &lt;denied paths&gt; button to select spellpaths.
                The specified spellpaths will be denied to the player while
                wearing this item.
		</td>
	</tr>
	<tr>
		<td>description</td>
		<td>@ref obj::msg</td>
		<td>            This text describes the item's "story". Every decent artifact should
            have such a description.
		</td>
	</tr>
	<tr>
		<td>dexterity</td>
		<td>@ref liv::Dex</td>
		<td>                The player's dexterity will rise/fall by the given value while
                wearing this piece of equipment.
		</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>food bonus</td>
		<td>@ref liv::food</td>
		<td>                Positive &lt;food bonus&gt; slows down the player's digestion,
                thus he consumes less food. Negative values speed it up.

                Note that food is consumed not only for "being alive", but also
                for healing and mana-regeneration. &lt;food bonus&gt; only
                affects the amount of food consumed for "being alive". Hence,
                even with high &lt;food bonus&gt;, during a fight a player can
                run out of food quickly.
		</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>godgiven item</td>
		<td>@ref FLAG_STARTEQUIP</td>
		<td>            A godgiven item vanishes as soon as the player drops it to the
            ground.
		</td>
	</tr>
	<tr>
		<td>grace regen.</td>
		<td>@ref liv::grace</td>
		<td>                Positive &lt;grace regen.&gt; bonus speeds up the player's grace
                regeneration. Negative values slow it down. Since grace can be
                regenerated rather easy with praying, additional &lt;grace
                regen.&gt; bonus should be VERY RARE!!
		</td>
	</tr>
	<tr>
		<td>granted movement</td>
		<td>@ref obj::move_type</td>
		<td>                As soon as the player applies a piece of equipment, the player
                will start using the granted movement types.
		</td>
	</tr>
	<tr>
		<td>health regen.</td>
		<td>@ref liv::hp</td>
		<td>                Positive &lt;health regen.&gt; bonus speeds up the player's
                healing process. Negative values slow it down.
		</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>intelligence</td>
		<td>@ref liv::Int</td>
		<td>                The player's intelligence will rise/fall by the given value
                while wearing this piece of equipment.
		</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 applied</td>
		<td>@ref FLAG_APPLIED</td>
		<td>            If you put this item into the inventory of a monster, and you want
            the monster to use/wear the item - you must set &lt;is applied&gt;.
            Enabling this flag doesn't make any sense if the item is NOT in a
            monster's inventory.
		</td>
	</tr>
	<tr>
		<td>item power</td>
		<td>@ref obj::item_power</td>
		<td>            The &lt;item power&gt; value measures how "powerful" an artifact is.
            Players will only be able to wear equipment with a certain total
            amount of &lt;item power&gt;, depending on their own level. This is
            the only way to prevent low level players to wear "undeserved"
            equipment (like gifts from other players or cheated items).

            It is very important to adjust the &lt;item power&gt; value
            carefully for every artifact you create! If zero/unset, the CF
            server will calculate a provisional value at runtime, but this is
            never going to be an accurate measurement of &lt;item power&gt;.
		</td>
	</tr>
	<tr>
		<td>luck bonus</td>
		<td>@ref liv::luck</td>
		<td>                With positive luck bonus, the player is more likely to succeed
                in all sorts of things (spell-casting, praying,...). Unless the
                &lt;luck bonus&gt; is very high, the effect will be barely
                visible in-game. Luck bonus on one piece of equipment should
                never exceed 3, and such bonus should not be too frequently
                available.
		</td>
	</tr>
	<tr>
		<td>magic bonus</td>
		<td>@ref obj::magic</td>
		<td>            &lt;magic bonus&gt; works just like ac, except that it can be
            improved by "scrolls of Enchant Armour" or reduced by acid. It is
            less useful than direct armor-class bonus on the helmet.

            Important: &lt;magic bonus&gt; on girdles has no effect if there is
            no &lt;armor class&gt; set. Girdles shouldn't have &lt;armor class&gt;,
            thus &lt;magic bonus&gt; is pointless here.
		</td>
	</tr>
	<tr>
		<td>mana regen.</td>
		<td>@ref liv::sp</td>
		<td>                Positive &lt;mana regen.&gt; bonus speeds up the player's mana
                regeneration. Negative values slow it down.
		</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>name</td>
		<td>@ref obj::name</td>
		<td>            This is the name of the object, displayed to the player.
		</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>power</td>
		<td>@ref liv::Pow</td>
		<td>                The player's power will rise/fall by the given value while
                wearing this piece of equipment.
		</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>race restriction</td>
		<td>@ref page_custom_attribute_race_restriction "race_restriction"</td>
		<td>            If this is set to a : separated (with leading and trailing :) list
            of races, only players of this race will be able to apply the item.
		</td>
	</tr>
	<tr>
		<td>reflect missiles</td>
		<td>@ref FLAG_REFL_MISSILE</td>
		<td>                If a player is wearing any piece of equipment with the ability
                to &lt;reflect missiles&gt;, all kinds of projectiles (e.g.
                arrows, bolts, boulders) will bounce off him. This works only
                about 90% of all times, to avoid players being completely immune
                to certain types of attacks.
		</td>
	</tr>
	<tr>
		<td>reflect spells</td>
		<td>@ref FLAG_REFL_SPELL</td>
		<td>                If a player is wearing any piece of equipment with the ability
                to &lt;reflect spells&gt;, all kinds of spell-bullets and -beams
                will bounce off him. This works only about 90% of all times, to
                avoid players being completely immune to certain types of
                attacks.

                This is a very powerful ability and it shouldn't be handed out
                cheap!
		</td>
	</tr>
	<tr>
		<td>repelled paths</td>
		<td>@ref obj::path_repelled</td>
		<td>                Click on the &lt;repelled paths&gt; button to select spellpaths.
                The player will get repelled to the specified spellpaths while
                wearing this item.
		</td>
	</tr>
	<tr>
		<td>resist acid %</td>
		<td>@ref obj::resist</td>
		<td>                This adds acid resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact.
		</td>
	</tr>
	<tr>
		<td>resist blinding %</td>
		<td>@ref obj::resist</td>
		<td>                This adds blinding resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact.
		</td>
	</tr>
	<tr>
		<td>resist chaos %</td>
		<td>@ref obj::resist</td>
		<td>                This adds chaos resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact. Note that chaos is not a stand-alone attack type.
                Chaos "contains" a combination of other attack types.
		</td>
	</tr>
	<tr>
		<td>resist cold %</td>
		<td>@ref obj::resist</td>
		<td>                This adds fire resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact.
		</td>
	</tr>
	<tr>
		<td>resist confusion %</td>
		<td>@ref obj::resist</td>
		<td>                This adds confusion resistance to the item. The number is a
                percent-value in the range 0-100. Confusion resistance is not
                very effective unless the value comes close to 100 (= perfect
                immunity).
		</td>
	</tr>
	<tr>
		<td>resist death-attack %</td>
		<td>@ref obj::resist</td>
		<td>                This adds death-attack resistance to the item. The number is a
                percent-value in the range 0-100. Death-attack resistance is
                little effective unless the value is 100 (= perfect immunity).
                Generally, resistance to death-attack is not supposed to be
                available to players!
		</td>
	</tr>
	<tr>
		<td>resist depletion %</td>
		<td>@ref obj::resist</td>
		<td>                This adds depletion resistance to the item. The number is a
                percent-value in the range 0-100. Depletion resistance is little
                effective unless the value is 100 (= perfect immunity).
		</td>
	</tr>
	<tr>
		<td>resist draining %</td>
		<td>@ref obj::resist</td>
		<td>                This adds draining resistance to the item. The number is a
                percent-value in the range 0-100. Draining resistance is little
                effective unless the value is 100 (= perfect immunity).
		</td>
	</tr>
	<tr>
		<td>resist electricity %</td>
		<td>@ref obj::resist</td>
		<td>                This adds electricity resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact.
		</td>
	</tr>
	<tr>
		<td>resist fear %</td>
		<td>@ref obj::resist</td>
		<td>                This adds fear resistance to the item. The number is a
                percent-value in the range 0-100. Resistance to fear is pretty
                useless.
		</td>
	</tr>
	<tr>
		<td>resist fire %</td>
		<td>@ref obj::resist</td>
		<td>                This adds fire resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact.
		</td>
	</tr>
	<tr>
		<td>resist ghosthit %</td>
		<td>@ref obj::resist</td>
		<td>                This adds ghosthit resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact.
		</td>
	</tr>
	<tr>
		<td>resist holy power %</td>
		<td>@ref obj::resist</td>
		<td>                This adds holy power resistance to the item. The number is a
                percent-value in the range 0-100. Holy power is the attack type
                that holyword-type spells use to hurt undead creatures. This
                kind of resistance is only reasonable for undead players (wraith
                or devourer cult). Generally, resistance to holy word should not
                be available for players.
		</td>
	</tr>
	<tr>
		<td>resist magic %</td>
		<td>@ref obj::resist</td>
		<td>                This adds magic resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact.
		</td>
	</tr>
	<tr>
		<td>resist paralyze %</td>
		<td>@ref obj::resist</td>
		<td>                This adds paralyze resistance to the item. The number is a
                percent-value in the range 0-100. Paralyze resistance is little
                effective unless the value is 100 (= perfect immunity).
		</td>
	</tr>
	<tr>
		<td>resist physical %</td>
		<td>@ref obj::resist</td>
		<td>                This adds physical resistance to the item (= armor value). The
                number is a percent-value in the range 0-100. Treat this with
                CARE. Look at other maps and what they require to do for getting
                this-and-that artifact.
		</td>
	</tr>
	<tr>
		<td>resist poison %</td>
		<td>@ref obj::resist</td>
		<td>                This adds poison resistance to the item. The number is a
                percent-value in the range 0-100. Treat this with CARE. Look at
                other maps and what they require to do for getting this-and-that
                artifact.
		</td>
	</tr>
	<tr>
		<td>resist slow %</td>
		<td>@ref obj::resist</td>
		<td>                This adds fear resistance to the item. The number is a
                percent-value in the range 0-100. Resistance to fear is pretty
                useless.
		</td>
	</tr>
	<tr>
		<td>resist turn undead %</td>
		<td>@ref obj::resist</td>
		<td>                This adds turn undead resistance to the weapon. The number is a
                percent-value in the range 0-100. This is mostly useful for
                undead monsters or players.
		</td>
	</tr>
	<tr>
		<td>resist weaponmagic %</td>
		<td>@ref obj::resist</td>
		<td>                This adds weaponmagic resistance to the item. The number is a
                percent-value in the range 0-100. Weaponmagic resistance
                generally should not exist on equipment at all. Spells/Monsters
                doing weaponmagic damage (e.g. comet spell) are not meant to be
                easily resisted.
		</td>
	</tr>
	<tr>
		<td>save life</td>
		<td>@ref FLAG_LIFESAVE</td>
		<td>            An item with this flag enabled will save the players life for one
            time: When the player is wearing this item and his health points
            reach zero, the item disappears, replenishing half of the player's
            health.

            An item with &lt;save life&gt; should not have any decent additional
            bonuses!
		</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>stealth</td>
		<td>@ref FLAG_STEALTH</td>
		<td>                Stealth allows the player to move silently. This comes to effect
                if a player turns himself invisible and tries to sneak around
                monsters. (At least that was the idea behind it)
		</td>
	</tr>
	<tr>
		<td>strength</td>
		<td>@ref liv::Str</td>
		<td>                The player's strength will rise/fall by the given value while
                wearing this piece of equipment.
		</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>unique item</td>
		<td>@ref FLAG_UNIQUE</td>
		<td>            Unique items exist only one time on a server. If the item is taken,
            lost or destroyed - it's gone for good.
		</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>weapon class</td>
		<td>@ref liv::wc</td>
		<td>            The &lt;weapon class&gt; value adds to the overall weapon class of
            the wielder's melee attacks. Weapon class improves the chance of
            hitting the opponent. Weapon class is the "counter piece" of &lt;armor
            class&gt;. It should usually be set only for weapon-like items.
            Lower values are better.
		</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>
	<tr>
		<td>wisdom</td>
		<td>@ref liv::Wis</td>
		<td>                The player's wisdom will rise/fall by the given value while
                wearing this piece of equipment.
		</td>
	</tr>
	<tr>
		<td>xray vision</td>
		<td>@ref FLAG_XRAYS</td>
		<td>                Xray vision allows the player to see through obstacles in a
                two-square-wide radius. This is extremely helpful and desirable,
                so don't give it away for cheap on equipment.
		</td>
	</tr>
</table>
*/
