/** @fn obj::msg @section Use */
Type(s) Description
@ref page_type_18, @ref page_type_31 This text will be displayed to the player in the exact moment when the altar is activated.
@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 This text describes the item's "story". Every decent artifact should have such a description.
@ref page_type_8 This is the text that appears "written" in the book.
@ref page_type_92, @ref page_type_30 This text may describe the item. You can use this message to explain the button's purpose to the player.
@ref page_type_9 This text may describe the item
@ref page_type_122 This text may contain a description of the container.
@ref page_type_103 This text may contain a description of the converter.
@ref page_type_158 This text is displayed to the player every time the symptoms strike.
@ref page_type_66 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 dragonscales...". Well, my English is poor, but you get the point. =)
@ref page_type_72 This text may describe the item.
@ref page_type_211, @ref page_type_67, @ref page_type_60 This text may describe the object.
@ref page_type_93, @ref page_type_27 This text may describe the item. You can use this message to explain the handle's purpose to the player.
@ref page_type_35 This text may contain a description of the horn.
@ref page_type_163 This text may contain a description of the item transformer.
@ref page_type_20 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.
@ref page_type_29 This text field contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". 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!
@ref page_type_55, @ref page_type_52 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.
@ref page_type_212, @ref page_type_28 (no description)
@ref page_type_13 This text may describe the projectile. This could be nice for very special ones.
@ref page_type_3 This text may contain a description of the rod.
@ref page_type_154 When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)
@ref page_type_14, @ref page_type_15 This text describes the weapons' "story". Every decent artifact weapon should have such a description.
@ref page_type_98 This text will be displayed to the player.
@ref page_type_21 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.
@ref page_type_85 This text may contain a nice description of the spellbook's cover or something.
@ref page_type_155 When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)
@ref page_type_109 This text may contain a description of the wand.