/**
@var FLESH
See @ref page_type_72
*/

/**
@page page_type_72 Flesh


@section Description
            Just like with food, the player can fill his stomach and gain a
            little health by eating flesh-objects.
            <br>
            For dragon players, flesh plays a very special role though: If the
            flesh has resistances set, a dragon player has a chance to gain
            resistance in those categories. The only constraint to this process
            is the &lt;flesh level&gt;. Don't forget that flesh items with
            resistances have to be balanced according to map/monster difficulty.
            



Type defined by:
- @ref object::type = 72


@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>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>description</td>
		<td>@ref obj::msg</td>
		<td>            This text may describe the item.
		</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>flesh level</td>
		<td>@ref obj::level</td>
		<td>            The &lt;flesh level&gt; is not visible to the players and it affects
            only dragon players. Normally this value reflects the level of the
            monster from which the flesh item originates. Dragon players always
            search for flesh of highest level possible, because it bears the
            best chance to gain high resistances.
		</td>
	</tr>
	<tr>
		<td>food points</td>
		<td>@ref liv::food</td>
		<td>            The player's stomach will get filled with this amount of food
            points. The player's health will increase by &lt;food points&gt;/50
            hp.
		</td>
	</tr>
	<tr>
		<td>garbage generated when eaten</td>
		<td>@ref page_custom_attribute_on_use_yield "on_use_yield"</td>
		<td>            If set to an archetype, this archetype will replace the eaten item.
		</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>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>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>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>resist acid %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist blinding %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist chaos %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist cold %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist confusion %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist death-attack %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist depletion %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist draining %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist electricity %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist fear %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist fire %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist ghosthit %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist magic %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist paralyze %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist physical %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist poison %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist slow %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist turn undead %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</td>
	</tr>
	<tr>
		<td>resist weaponmagic %</td>
		<td>@ref obj::resist</td>
		<td>                Resistances on flesh items make them more durable against
                spellcraft of the appropriate kind. It also allows dragon
                players to eventually gain resistance by eating it. Usually
                resistance should only be set for flesh items in a monster's
                inventory.
		</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>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>
*/
