/**
@fn obj::msg
@section Use
<table>
	<tr>
		<th>Type(s)</th>
		<th>Description</th>
	</tr>	<tr>
		<td>
@ref page_type_18, @ref page_type_31
		</td><td>            This text will be displayed to the player in the exact moment when
            the altar is activated.</td>
	</tr>
	<tr>
		<td>
@ref page_type_39, @ref page_type_99, @ref page_type_104, @ref page_type_16, @ref page_type_87, @ref page_type_113, @ref page_type_100, @ref page_type_34, @ref page_type_70, @ref page_type_33
		</td><td>            This text describes the item's "story". Every decent artifact should
            have such a description.</td>
	</tr>
	<tr>
		<td>
@ref page_type_8
		</td><td>            This is the text that appears "written" in the book.</td>
	</tr>
	<tr>
		<td>
@ref page_type_92, @ref page_type_30
		</td><td>            This text may describe the item. You can use this message to explain
            the button's purpose to the player.</td>
	</tr>
	<tr>
		<td>
@ref page_type_9
		</td><td>            This text may describe the item</td>
	</tr>
	<tr>
		<td>
@ref page_type_122
		</td><td>            This text may contain a description of the container.</td>
	</tr>
	<tr>
		<td>
@ref page_type_103
		</td><td>            This text may contain a description of the converter.</td>
	</tr>
	<tr>
		<td>
@ref page_type_158
		</td><td>            This text is displayed to the player every time the symptoms strike.</td>
	</tr>
	<tr>
		<td>
@ref page_type_66
		</td><td>            If set, this message will be displayed to the player when he applies
            the exit. This is quite useful to throw in some "role-play feeling":
            "As you enter the dark cave you hear the sound of rustling dragon
            scales...". Well, my English is poor, but you get the point. =)</td>
	</tr>
	<tr>
		<td>
@ref page_type_72
		</td><td>            This text may describe the item.</td>
	</tr>
	<tr>
		<td>
@ref page_type_212, @ref page_type_67, @ref page_type_60
		</td><td>            This text may describe the object.</td>
	</tr>
	<tr>
		<td>
@ref page_type_93, @ref page_type_27
		</td><td>            This text may describe the item. You can use this message to explain
            the handle's purpose to the player.</td>
	</tr>
	<tr>
		<td>
@ref page_type_35
		</td><td>            This text may contain a description of the horn.</td>
	</tr>
	<tr>
		<td>
@ref page_type_163
		</td><td>            This text may contain a description of the item transformer.</td>
	</tr>
	<tr>
		<td>
@ref page_type_20
		</td><td>            When a player is trying to open the door without carrying the
            appropriate key, this text is displayed to the player. This is a
            good opportunity to place hints about the special key needed to
            unlock the door.</td>
	</tr>
	<tr>
		<td>
@ref page_type_29
		</td><td>            This text field contains the keyword-matching-syntax. The text
            should have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|...".
            Any number of keywords from one to infinite is allowed. Make sure
            they are separated by a '|'.

            Examples: "@match yes", "@match gold|treasure". The connected value
            will be triggered when the player speaks any of the given keywords
            within a two-square radius. IMPORTANT: Upper/lower case does not
            make a difference!</td>
	</tr>
	<tr>
		<td>
@ref page_type_55, @ref page_type_52
		</td><td>            In the moment when the player gets marked, this text is displayed to
            him. You should really set a message in any marker you create,
            because it's the only way for the player to notice what's going on.</td>
	</tr>
	<tr>
		<td>
@ref page_type_213, @ref page_type_28
		</td><td>            This text field contains the keyword-matching-syntax. The text
            should have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|...
            ". Any number of keywords from one to infinite is allowed. Make sure
            they are separated by a '|'.

            Examples: "@match yes", "@match gold|treasure". The monster or NPC
            will respond when the player speaks any of the given keywords within
            a two-square radius. IMPORTANT: Upper/lower case does not make a
            difference!</td>
	</tr>
	<tr>
		<td>
@ref page_type_13
		</td><td>            This text may describe the projectile. This could be nice for very
            special ones.</td>
	</tr>
	<tr>
		<td>
@ref page_type_3
		</td><td>            This text may contain a description of the rod.</td>
	</tr>
	<tr>
		<td>
@ref page_type_154
		</td><td>            When the rune detonates, this text is displayed to the victim. For
            especially powerful runes, create an appropriate thrilling
            description. ;)</td>
	</tr>
	<tr>
		<td>
@ref page_type_14, @ref page_type_15
		</td><td>            This text describes the weapons' "story". Every decent artifact
            weapon should have such a description.</td>
	</tr>
	<tr>
		<td>
@ref page_type_98
		</td><td>            This text will be displayed to the player.</td>
	</tr>
	<tr>
		<td>
@ref page_type_21
		</td><td>            This will add a description to the object. The player can read this
            text by clicking on the item in his inventory. Use this message to
            describe what the key/passport is good for. A player might have 50
            different keys on his key-ring. Don't expect players to recall their
            purpose just by their names.</td>
	</tr>
	<tr>
		<td>
@ref page_type_85
		</td><td>            This text may contain a nice description of the spellbook's cover or
            something.</td>
	</tr>
	<tr>
		<td>
@ref page_type_155
		</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>
@ref page_type_109
		</td><td>            This text may contain a description of the wand.</td>
	</tr>

*/
