- fix drop item
- crack item reengineering:
- renamed to it_crack_i, it_crack_s, it_crack_m, it_crack_l
- state attribute with values INVISIBLE, SMALL, MEDIUM, LARGE
- attribute "fragility" as probability to crack, floor attribute "fragility"
as default, global attribute "Fragility" as backup which defaults itself
to 0.5
- message "crack" and and actor entering do crack with the given probability
in case the floor is destructable (water, abyss are not)
- message "toggle" cracks unconditional
- attribute "spreading" with default of global attribute "CrackSpreading"
(0.5) as probability that an actor entering a crack will cause direct
neighboring floors to start cracking with an it_crack_i, too.
- spreaded cracks do inherit fragility and spreading attributes