EFFORT 5
A line of "ACTION" followed by a number starts an action definition block and
-sets the action's id for internal use to 1. The number after "EFFORT" determines
-how many turns this action takes for the actor performing it. The string after
-"NAME" names the action. Furthermore, if it is one of "move", "pick_up", "drop"
-or "use", it matches internal functions described by these strings to this
-action. All other names (including "wait") currently are matched to a do-nothing
-wait function.
+sets the action's id (must be > 0) for internal use to 1. The number after
+"EFFORT" determines how many turns this action takes for the actor performing
+it. The string after "NAME" names the action. Furthermore, if it is one of
+"move", "pick_up", "drop" or "use", it matches internal functions described by
+these strings to this action. All other names (including "wait") currently are
+matched to a do-nothing wait function.
Here's a typical map object type definition block:
LIFEPOINTS 3
CORPSE_ID 5
CONSUMABLE 0
+START_NUMBER 9
A line of "OBJECT" followed by a number starts it, and the number sets the
object type's internal id. The number after "CONSUMABLE" defines the object
hitpoints drop to zero if they start out as inanimate (what is not implemented
yet: or if they are inanimate, but are otherwise crushed). Note that the
"CORPSE_ID" must match the id of an object type defined in the file (before or
-after, it may even be the same).
+after, it may even be the same). "START_NUMBER" sets the number of objects that
+are to appear of the given type on the map on game start.
All these definition block members must be present within their blocks, but only
"ACTION" / "OBJECT" / "MAP_TYPE" must be positioned at their respective blocks'