/** @fn liv::hp @section Use */
Type(s) Description
@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, @ref page_type_15 Positive <health regen.> bonus speeds up the player's healing process. Negative values slow it down.
@ref page_type_58 The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.
@ref page_type_42 The creator can be triggered <number of uses> times, thus creating that many objects, before it disappears. Default is <number of uses> 1 (-> one-time usage).
@ref page_type_158 This value increases the player's healing rate. Negative values decrease it.
@ref page_type_23 The more <hitpoints> the door has, the longer it takes to be broken.
@ref page_type_66 The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.
@ref page_type_35 This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.
@ref page_type_64 This value specifies the object we are looking for: We have a match if the player does/don't carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inventory checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)
@ref page_type_62 The more <hitpoints> the wall has, the longer it takes to be destroyed.
@ref page_type_212, @ref page_type_28 The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.
@ref page_type_40 This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).
@ref page_type_94 The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!
@ref page_type_3 This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.
@ref page_type_154 The rune will detonate <number of charges> times before disappearing.
@ref page_type_41 The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.
@ref page_type_26 Defines the duration the gate remains closed. This only takes effect if the gate is not connected.
@ref page_type_155 The trap will detonate <number of charges> times before disappearing.
@ref page_type_95 The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!
@ref page_type_4 "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.
@ref page_type_214 The <health points> of a weak wall define how long it takes to tear it down. With every successful hit from an opponent, <health points> get drained.