/**
@var TREASURE
See @ref page_type_4
*/

/**
@page page_type_4 Treasure


@section Description
            A treasure-object turns into certain randomitems when the map is
            loaded into the game. 



Type defined by:
- @ref object::type = 4


@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>auto-generate</td>
		<td>@ref FLAG_AUTO_APPLY</td>
		<td>            "Auto-generate" must be set in order to have the treasure be created
            when the map is loaded. If you want to create a random treasure
            chest, you unset this flag. That way, the player has to apply the
            object (the chest), then the treasure is generated.
		</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>create number</td>
		<td>@ref liv::hp</td>
		<td>            "Create number" specifies how many pieces of the given treasurelist
            will appear. Note that for every piece there is a chance that
            nothing is generated. Also, sometimes there can be stacks of items
            generated, like for gems/money.
		</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>no bad/cursed items</td>
		<td>@ref FLAG_BLESSED</td>
		<td>            If checked, no bad or cursed items will be generated.
		</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>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>quality level</td>
		<td>@ref liv::exp</td>
		<td>            The &lt;quality level&gt; will be used for the quality of the
            generated treasure instead of the map difficulty (as was done with
            shops). If zero/unset, the map difficulty will instead be used.
            (Example for comparison: Shop floors generate treasure of &lt;quality
            level&gt; 5 per default).
		</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>treasurelist</td>
		<td>@ref obj::randomitems</td>
		<td>            This entry determines what kind of treasure will appear. Look into
            /crossfire/share/crossfire/treasures for details about existing
            treasurelists.
		</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>
</table>
*/
