/**
@var BOW
See @ref page_type_14
*/

/**
@page page_type_14 Shooting Weapon


@section Description
            Shooting weapons like bows/crossbows are used to shoot projectiles
            (arrows/bolts). Shooting weapons and normal (melee) weapons can be
            wielded both at the same time. Like with any other equipment,
            stats/bonuses from shooting weapons are directly inherited to the
            player.
            <br>
            <br>
            It's very easy to add new pairs of weapons &amp; projectiles. Just
            set matching &lt;ammunition class&gt; both for shooting weapon and
            projectile. 



Type defined by:
- @ref object::type = 14


@section Attributes

<table>
	<tr>
		<th>Attribute</th>
		<th>Field</th>
		<th>Description</th>
	</tr>
	<tr>
		<td>ammunition class</td>
		<td>@ref obj::race</td>
		<td>            Only projectiles with matching &lt;ammunition class&gt; can be fired
            with this weapon. For normal bows set "arrows", for normal crossbows
            set "crossbow bolts".

            In certain cases, the ammunition class is displayed in the game.
            Hence, when you create a new ammunition class, choose an intuitive
            name like "missiles", "spirit bolts" - whatever.
		</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>base damage</td>
		<td>@ref liv::dam</td>
		<td>            The &lt;base damage&gt; significantly affects the damage done by
            using this weapon. This damage is added to the projectile damage and
            then (if &lt;ignore strength&gt; disabled) a bonus according to the
            player's strength is added.
		</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 shooting weapon.
		</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 shooting weapon.
		</td>
	</tr>
	<tr>
		<td>curse</td>
		<td>@ref FLAG_CURSED</td>
		<td>            A cursed shooting weapon cannot be unwielded unless the curse is
            removed.
		</td>
	</tr>
	<tr>
		<td>damnation</td>
		<td>@ref FLAG_DAMNED</td>
		<td>            A damned shooting weapon cannot be unwielded unless the curse is
            removed. Removing damnations is a tick harder than removing curses.
		</td>
	</tr>
	<tr>
		<td>description</td>
		<td>@ref obj::msg</td>
		<td>            This text describes the weapons' "story". Every decent artifact
            weapon 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 shooting weapon.
		</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>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>ignore strength</td>
		<td>@ref FLAG_NO_STRENGTH</td>
		<td>            Usually the player's strength takes effect on the damage done by the
            shooting weapon. If &lt;ignore strength&gt; is set, the player's
            strength is ignored.
		</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 shooting weapon.
		</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>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; improves the quality of the shooting weapon.
                I'm not sure what exactly is increased - maybe weapon class?
                However, &lt;magic bonus&gt; seems to have a little bit of
                positive influence on your chance to hit.
		</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 shooting weapon.
		</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>shooting speed</td>
		<td>@ref liv::sp</td>
		<td>            After shooting a projectile, the player is frozen for a short period
            of time (to prevent shooting arrows machine-gun-like). The greater
            &lt;shooting speed&gt;, the shorter this period of time. 1 is
            minimum (=worst) and 100 is maximum (=best) value.

            You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
            SET IT TO ZERO! (That would freeze the player for eternity).
		</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>strength</td>
		<td>@ref liv::Str</td>
		<td>                The player's strength will rise/fall by the given value while
                wearing this shooting weapon.
		</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>            This value is supposed to be the base &lt;weapon class&gt;, but it
            seems to have rather little effect. High values are good here, low
            values bad.
		</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 shooting weapon.
		</td>
	</tr>
</table>
*/
