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		<id>https://drl.chaosforge.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rabinowitz</id>
		<title>DRL Wiki - User contributions [en]</title>
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		<updated>2026-05-28T01:40:43Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://drl.chaosforge.org/wiki/User:Rabinowitz</id>
		<title>User:Rabinowitz</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:Rabinowitz"/>
				<updated>2013-09-01T16:52:13Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We had two shell-box, seventy-five energy cells, high-powered railgun, a spitter full of acid, and a whole galaxy of multicolored mod packs... and also green armor, blue armor, red armor, two nuclear plasma rifle and dozen of large med-packs. Not that we needed all that for the trip, but once you get locked into a serious stuff collection, the tendency is to push it as far as you can.&lt;br /&gt;
&lt;br /&gt;
The only thing that really worried me was the nuclear plasma rifles. There is nothing in the world more helpless and irresponsible and depraved than a doomguy waiting for weapon recharge, and I knew we'd get into that rotten stuff pretty soon.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Constants</id>
		<title>Modding:Constants</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Constants"/>
				<updated>2013-07-18T16:42:01Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Constants and Enumerations are common in any game and DoomRL is no exception.  Internally, as most programmers are aware, these are integers.  But to modders they are all important magic values, looked up here.&lt;br /&gt;
&lt;br /&gt;
== Engine Enums ==&lt;br /&gt;
&lt;br /&gt;
==== ItemType ====&lt;br /&gt;
&lt;br /&gt;
Every item has a type that determines how the engine treats it.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TItemType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_RANGED&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NRANGED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_MELEE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMO&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_PACK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_POWER&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_TELE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_LEVER&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMOPACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BodyTarget ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TBodyTarget'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_INTERNAL&lt;br /&gt;
|Protection from boots and armor will be ignored.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_TORSO&lt;br /&gt;
|Protection from armor counts but protection from boots does not.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_FEET&lt;br /&gt;
|Protection from boots counts but protection from armor does not.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== EqSlot ====&lt;br /&gt;
&lt;br /&gt;
It is preferred to use the (equivalent) [[#Equip Slots|slot]] constants.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TEqSlot'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFTORSO&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFBOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== StatusEffect ====&lt;br /&gt;
&lt;br /&gt;
[[Modding:Affects|Affects]] specify one of these status effects that will apply a color scheme to all the tiles on the HUD.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TStatusEffect'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSNORMAL&lt;br /&gt;
|No affects&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSINVERT&lt;br /&gt;
|Berserk (sic!)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSRED&lt;br /&gt;
|Invincibility (sic!)&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGREEN&lt;br /&gt;
|Environsuit&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSBLUE&lt;br /&gt;
|Light-Amp Goggle effect&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSMAGENTA&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSYELLOW&lt;br /&gt;
|Unused&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGRAY&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSWHITE&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DamageType ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look [[Damage type|here]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TDamageType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_BULLET &amp;lt;!-- 0 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_MELEE &amp;lt;!-- 1 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SHARPNEL [sic] &amp;lt;!-- 2 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_ACID &amp;lt;!-- 3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_FIRE &amp;lt;!-- 4 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_PLASMA &amp;lt;!-- 5 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SPLASMA &amp;lt;!-- 6 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_IGNOREARMOR &amp;lt;!-- 7 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltFire ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltFire'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_CHAIN&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_THROW&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_AIMED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltReload ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltReload'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_FULL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_DUAL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ExplosionFlag ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TExplosionFlag'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFHALF&lt;br /&gt;
|Deals half damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFKNOCKBACK&lt;br /&gt;
|Gives extra knockback to the active being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFSAFE&lt;br /&gt;
|Deals no damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFAFTERBLINK&lt;br /&gt;
|Blinks the screen after the explosion finishes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFCHAIN&lt;br /&gt;
|Causes secondary explosions (as the [[BFG 9000]]).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFHALFKNOCK&lt;br /&gt;
|Causes half the usual knockback.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFNOKNOCK&lt;br /&gt;
|Doesn't cause knockback.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFRANDOMCONTENT&lt;br /&gt;
|Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFNODISTANCEDROP&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Level Flag====&lt;br /&gt;
{{Template:Level_Flags}}&lt;br /&gt;
&lt;br /&gt;
====Light Flag====&lt;br /&gt;
{{Template:Light_Flags}}&lt;br /&gt;
&lt;br /&gt;
== Constants ==&lt;br /&gt;
&lt;br /&gt;
==== Maximums ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Maximums'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXX || 78&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXY || 20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|BOSS_LEVEL || 25&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXDEPTH || 26&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXAFFECT || 12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_INV_SIZE || 22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_EQ_SIZE || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cellsets ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Cellsets'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_WALLS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_FLOORS&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_CORPSES&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Challenges'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_BERSERK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MARKSMANSHIP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_SHOTGUNNERY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_LIGHTTRAVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_IMPATIENCE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HASTE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PURITY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_REDALERT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_CARNAGE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MASOCHISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_100&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PACIFISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HUMANITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Difficulty ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Difficulty'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_EASY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_MEDIUM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_HARD&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_VERYHARD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_NIGHTMARE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PlayerRank ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''PlayerRank'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKEXP&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKSKILL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Player Statistics ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Player Statistics'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLTOTAL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLMELEE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLPISTOL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_BADGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Equip Slots ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Equip Slots'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_ARMOR&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_PREPARED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Colors ====&lt;br /&gt;
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants.  See [[Modding:Color]] for details.&lt;br /&gt;
&lt;br /&gt;
Also, note that the exact color the end-user sees may depend on his system settings.&lt;br /&gt;
For the basic 16 colors, the valkyrie string coloring escape is noted.&lt;br /&gt;
{{Template:Color}}&lt;br /&gt;
{{Template:Special_Color}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
==== Item Flags ====&lt;br /&gt;
{{Template:Item_Flags}}&lt;br /&gt;
&lt;br /&gt;
==== Being Flags ====&lt;br /&gt;
{{Template:Being_Flags}}&lt;br /&gt;
&lt;br /&gt;
Some flags have no effect on non-player beings.  Most trait flags are that way.&lt;br /&gt;
&lt;br /&gt;
==== Cell Flags ====&lt;br /&gt;
{{Template:Cell_Flags}}&lt;br /&gt;
&lt;br /&gt;
==== Generic Flags ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Generic Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|F_OVERLAY&lt;br /&gt;
|This flag is related to the graphical version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Empty Flags ====&lt;br /&gt;
Empty flags are used with various functions to control the selection of random coords.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Empty Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOITEMS&lt;br /&gt;
|Excludes cells that contain an item.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBEINGS&lt;br /&gt;
|Excludes cells that contain a being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBLOCK&lt;br /&gt;
|Excludes cells that block movement (CF_BLOCKMOVE).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOVISION&lt;br /&gt;
|Excludes cells that block vision (CF_BLOCKLOS).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSTAIRS&lt;br /&gt;
|Excludes stairs (cells with an OnExit hook).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOTELE&lt;br /&gt;
|Excludes cells with a teleporter (an item with ITEMTYPE_TELE).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOHARM&lt;br /&gt;
|Excludes hazardous cells (CF_HAZARD).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSAFE&lt;br /&gt;
|Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSPAWN&lt;br /&gt;
|Excludes cells with LF_NOSPAWN.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Light_Flags_(0.9.9.7)</id>
		<title>Template:Light Flags (0.9.9.7)</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Light_Flags_(0.9.9.7)"/>
				<updated>2013-07-18T16:30:56Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{drltable|Light Flags|2|{{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-family:monospace; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |LFEXPLORED|This flag is set for explored cells. It can be modified to create computer map-like effects or Angel of Darkness-like effects.&lt;br /&gt;
  |LFVISIBLE|This flag is set for cells in the player's current LOS. This flag is automatically recalculated on every player action. It may be useful to manually modify this flag if LOS needs to be updated more often.&lt;br /&gt;
  |LFLIGHTED|This flag is always set on the same cells as LFVISIBLE; both flags must be set for a cell to be visible.&lt;br /&gt;
  |LFDAMAGE|This is a bookkeeping flag for shotgun area-of-effect. Cells are set with this flag if they are calculated as in the shotgun blast but haven't yet been processed.&lt;br /&gt;
  |LFFRESH|This is a bookkeeping flag for explosions. New corpses are set with this flag to keep them from being immediately destroyed. This flag can also be set to make any cell indestructible, but it may be cleared by the engine.&lt;br /&gt;
  |LFPERMANENT|This flag marks a cell as being indestructible.&lt;br /&gt;
  |LFCORNER|This flag only exists in debug builds of DoomRL.  It identifies a cell that is visible but that enemies will not return fire from, ie, corner shooting.&lt;br /&gt;
  |LFBLOOD|This flag marks a cell as being bloody.  Bloody cells can only have cosmetic differences.&lt;br /&gt;
  |LFNOSPAWN|&lt;br /&gt;
  |LFMARKER1|&lt;br /&gt;
  |LFMARKER2| &lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Constants</id>
		<title>Modding:Constants</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Constants"/>
				<updated>2013-07-18T16:23:07Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Constants and Enumerations are common in any game and DoomRL is no exception.  Internally, as most programmers are aware, these are integers.  But to modders they are all important magic values, looked up here.&lt;br /&gt;
&lt;br /&gt;
== Engine Enums ==&lt;br /&gt;
&lt;br /&gt;
==== ItemType ====&lt;br /&gt;
&lt;br /&gt;
Every item has a type that determines how the engine treats it.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TItemType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_RANGED&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NRANGED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_MELEE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMO&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_PACK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_POWER&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_TELE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_LEVER&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMOPACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BodyTarget ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TBodyTarget'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_INTERNAL&lt;br /&gt;
|Protection from boots and armor will be ignored.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_TORSO&lt;br /&gt;
|Protection from armor counts but protection from boots does not.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_FEET&lt;br /&gt;
|Protection from boots counts but protection from armor does not.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== EqSlot ====&lt;br /&gt;
&lt;br /&gt;
It is preferred to use the (equivalent) [[#Equip Slots|slot]] constants.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TEqSlot'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFTORSO&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFBOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== StatusEffect ====&lt;br /&gt;
&lt;br /&gt;
[[Modding:Affects|Affects]] specify one of these status effects that will apply a color scheme to all the tiles on the HUD.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TStatusEffect'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSNORMAL&lt;br /&gt;
|No affects&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSINVERT&lt;br /&gt;
|Berserk (sic!)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSRED&lt;br /&gt;
|Invincibility (sic!)&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGREEN&lt;br /&gt;
|Environsuit&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSBLUE&lt;br /&gt;
|Light-Amp Goggle effect&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSMAGENTA&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSYELLOW&lt;br /&gt;
|Unused&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGRAY&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSWHITE&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DamageType ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look [[Damage type|here]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TDamageType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_BULLET &amp;lt;!-- 0 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_MELEE &amp;lt;!-- 1 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SHARPNEL [sic] &amp;lt;!-- 2 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_ACID &amp;lt;!-- 3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_FIRE &amp;lt;!-- 4 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_PLASMA &amp;lt;!-- 5 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SPLASMA &amp;lt;!-- 6 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_IGNOREARMOR &amp;lt;!-- 7 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltFire ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltFire'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_CHAIN&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_THROW&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_AIMED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltReload ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltReload'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_FULL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_DUAL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ExplosionFlag ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TExplosionFlag'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFHALF&lt;br /&gt;
|Deals half damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFKNOCKBACK&lt;br /&gt;
|Gives extra knockback to the active being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFSAFE&lt;br /&gt;
|Deals no damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFAFTERBLINK&lt;br /&gt;
|Blinks the screen after the explosion finishes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFCHAIN&lt;br /&gt;
|Causes secondary explosions (as the [[BFG 9000]]).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFHALFKNOCK&lt;br /&gt;
|Causes half the usual knockback.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFNOKNOCK&lt;br /&gt;
|Doesn't cause knockback.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFRANDOMCONTENT&lt;br /&gt;
|Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Level Flag====&lt;br /&gt;
{{Template:Level_Flags}}&lt;br /&gt;
&lt;br /&gt;
====Light Flag====&lt;br /&gt;
{{Template:Light_Flags}}&lt;br /&gt;
&lt;br /&gt;
== Constants ==&lt;br /&gt;
&lt;br /&gt;
==== Maximums ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Maximums'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXX || 78&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXY || 20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|BOSS_LEVEL || 25&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXDEPTH || 26&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXAFFECT || 5&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_INV_SIZE || 22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_EQ_SIZE || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cellsets ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Cellsets'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_WALLS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_FLOORS&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_CORPSES&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Challenges'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_BERSERK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MARKSMANSHIP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_SHOTGUNNERY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_LIGHTTRAVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_IMPATIENCE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HASTE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PURITY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_REDALERT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_CARNAGE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MASOCHISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_100&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PACIFISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HUMANITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Difficulty ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Difficulty'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_EASY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_MEDIUM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_HARD&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_VERYHARD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_NIGHTMARE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PlayerRank ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''PlayerRank'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKEXP&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKSKILL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Player Statistics ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Player Statistics'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLTOTAL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLMELEE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLPISTOL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_BADGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Equip Slots ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Equip Slots'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_ARMOR&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_PREPARED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Colors ====&lt;br /&gt;
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants.  See [[Modding:Color]] for details.&lt;br /&gt;
&lt;br /&gt;
Also, note that the exact color the end-user sees may depend on his system settings.&lt;br /&gt;
For the basic 16 colors, the valkyrie string coloring escape is noted.&lt;br /&gt;
{{Template:Color}}&lt;br /&gt;
{{Template:Special_Color}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
==== Item Flags ====&lt;br /&gt;
{{Template:Item_Flags}}&lt;br /&gt;
&lt;br /&gt;
==== Being Flags ====&lt;br /&gt;
{{Template:Being_Flags}}&lt;br /&gt;
&lt;br /&gt;
Some flags have no effect on non-player beings.  Most trait flags are that way.&lt;br /&gt;
&lt;br /&gt;
==== Cell Flags ====&lt;br /&gt;
{{Template:Cell_Flags}}&lt;br /&gt;
&lt;br /&gt;
==== Generic Flags ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Generic Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|F_OVERLAY&lt;br /&gt;
|This flag is related to the graphical version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Empty Flags ====&lt;br /&gt;
Empty flags are used with various functions to control the selection of random coords.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Empty Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOITEMS&lt;br /&gt;
|Excludes cells that contain an item.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBEINGS&lt;br /&gt;
|Excludes cells that contain a being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBLOCK&lt;br /&gt;
|Excludes cells that block movement (CF_BLOCKMOVE).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOVISION&lt;br /&gt;
|Excludes cells that block vision (CF_BLOCKLOS).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSTAIRS&lt;br /&gt;
|Excludes stairs (cells with an OnExit hook).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOTELE&lt;br /&gt;
|Excludes cells with a teleporter (an item with ITEMTYPE_TELE).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOHARM&lt;br /&gt;
|Excludes hazardous cells (CF_HAZARD).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSAFE&lt;br /&gt;
|Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSPAWN&lt;br /&gt;
|Excludes cells with LF_NOSPAWN.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Cell</id>
		<title>Modding:Cell</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Cell"/>
				<updated>2013-07-18T16:21:08Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cells are what make up the game world. You walk over them, open them, travel down their stairs, and blow up their barrels. Unlinke [[Modding:Being|beings]] and [[Modding:Item|items]], cells aren't instantiated. All cells of a given type are exactly the same except for hp and light flags both of which must be accessed through the [[Modding:Level#API|Level API]].&lt;br /&gt;
&lt;br /&gt;
== Prototype ==&lt;br /&gt;
Once a cell is registered, changing the lua object will have no effect on how the cell operates (although it can affect some of the APIs). The exception to this is that hooks can be redefined (although which hooks are present can't be changed). Cell prototypes are declared by passing a table with the desired properties and hooks to the global Cells function. Required properties are underlined. Cells prototypes are stored in a global table called cells that can be indexed by string id or numeric id.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|Cell Prototype&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |'''string'''|&amp;lt;u&amp;gt;name&amp;lt;/u&amp;gt;|This is the name of the cell that is displayed in game messages.&lt;br /&gt;
  |'''string'''|id|This is the string id that is used to reference the cell prototype internally. (A numeric id called nid is generated automatically.) The default is the first word of the name in all lowercase.&lt;br /&gt;
  |'''string'''|&amp;lt;u&amp;gt;ascii&amp;lt;/u&amp;gt;|This should be a single character string. It is used to display cells on the map.&lt;br /&gt;
  |'''string'''|asciilow|If the ascii property is not once of the standard visible ASCII characters, then asciilow should be one of these standard characters to accomodate players that don't have support for an extended character selection. Whether or not to use asciilow is configurable by the player in config.lua.&lt;br /&gt;
  |'''integer'''|&amp;lt;u&amp;gt;sprite&amp;lt;/u&amp;gt;|This indicates the sprite used to represent the cell in the graphical version. Use 0 to indicate no sprite.&lt;br /&gt;
  |[[Modding:Constants#Colors|Color]]|color|This is the color used to draw the cell when it is in the player's line-of-sight. The default is LIGHTGRAY.&lt;br /&gt;
  |[[Modding:Constants#Colors|Color]]|color_dark|This is the color used to draw the cell when it has been explored, but is not in the player's line-of-sight. The default is DARKGRAY.&lt;br /&gt;
  |'''string'''|color_id|If this is defined, then for the purposes of user color configuration, this is the cell's ID. Use this to force several cells to have the same color even if the user tries to redefine them.&lt;br /&gt;
  |'''integer'''|effect|This is a multi-purpose cell property. Currently it is only used to specify the corresponding being ID for corpses (as 100 plus the being ID). As most corpses are [[Modding:Being#Prototype|generated automatically]], most modders won't need to worry about this. The default is 0.&lt;br /&gt;
  |'''integer'''|armor|This is the amount of armor the cell has. All damage to the cell is reduced by this value (regardless of damage type, although some damage types may not affect the cell at all; see CF_FRAGILE). This can reduce damage to 0. If the cell's armor is 0, then it cannot be destroyed by damage. The default is 0.&lt;br /&gt;
  |'''integer'''|hp|This is the initial amount of hp for the cell. If the cell is damaged, the hp for that particular cell (not the prototype) is reduced, and the cell isn't destroyed until it drops to 0. Cells with 0 hp must still be damaged to be destroyed. Be careful: changing cells after the beginning of the level doesn't usually update cells' current hp. The default is 0.&lt;br /&gt;
  |[[Modding:Constants#Flags|Cell Flag '''list''']]|flags|The flags in this list will be included in the cell's flag set. A property called flag_set is automatically created containing these flags in set format. The default is an empty list.&lt;br /&gt;
  |[[Modding:Cell|Cell ID]]|bloodto|If defined, then the cell will transmute to the given new cell when it is affected by blood. This must be a string id.&lt;br /&gt;
  |[[Modding:Cell|Cell ID]]|destroyto|If the cell is destroyed, it will transmute to the given new cell. This must be a string id. The default is &amp;quot;floor&amp;quot;.&lt;br /&gt;
  |[[Modding:Constants#Cellsets|Cellset]]|set|The cellsets are groupings for cells. They aren't used very much. Most notably, beings will only leave corpses on cells in CELLSET_FLOORS. By default, the cell won't be included in a set.&lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cell Flags ==&lt;br /&gt;
{{Template:Cell_Flags}}&lt;br /&gt;
&lt;br /&gt;
== Engine Hooks ==&lt;br /&gt;
Although these hooks should be defined with a coord as the first argument, they are immediately translated into a new function that has x and y as its first two arguments. This is important when replacing the hooks after the fact or calling the hooks manually. For all hooks, the first argument is the coord of the cell that caused the hook.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|Cell Hooks&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |'''void'''|[[#cell_OnEnter|OnEnter]]([[Modding:Coord|Coord]] c, [[Modding:Being|Being]] enterer) &lt;br /&gt;
  |'''void'''|[[#cell_OnExit|OnExit]]([[Modding:Coord|Coord]] c) &lt;br /&gt;
  |'''void'''|[[#cell_OnAct|OnAct]]([[Modding:Coord|Coord]] c, [[Modding:Being|Being]] actor) &lt;br /&gt;
  |'''string'''|[[#cell_OnDescribe|OnDescribe]]([[Modding:Coord|Coord]] c) &lt;br /&gt;
  |'''void'''|[[#cell_OnDestroy|OnDestroy]]([[Modding:Coord|Coord]] c)&lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|cell_OnEnter}}&lt;br /&gt;
;OnEnter([[Modding:Coord|Coord]] c, [[Modding:Being|Being]] enterer) &lt;br /&gt;
:This hooks is called at the beginning of a being's turn if it is standing on the cell. (This triggers even if the being hasn't moved since its last turn.)&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|cell_OnExit}}&lt;br /&gt;
;OnExit([[Modding:Coord|Coord]] c) &lt;br /&gt;
:This hook is called if the player uses the descend stairs action on the cell. That action is only allowed if this hook is defined. This hook also allows saving which is designed to work it the hook moves the player to the next level.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|cell_OnAct}}&lt;br /&gt;
;OnAct([[Modding:Coord|Coord]] c, [[Modding:Being|Being]] actor) &lt;br /&gt;
:This hook is called when a being opens or closes a cell. Opening and closing must be allowed by the CF_OPENABLE and CF_CLOSEABLE flags respectively.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|cell_OnDescribe}}&lt;br /&gt;
;OnDescribe([[Modding:Coord|Coord]] c) &amp;amp;rarr; '''string'''&lt;br /&gt;
:If this hook is defined, then it is used instead of the cell name for in game messages.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|cell_OnDestroy}}&lt;br /&gt;
;OnDestroy([[Modding:Coord|Coord]] c) &lt;br /&gt;
:This hook is called after a cell is destroyed. (The hook for the previous cell is used even though the cell has already been transmuted to the destroyto value.)&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Cell_Flags</id>
		<title>Template:Cell Flags</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Cell_Flags"/>
				<updated>2013-07-18T16:13:29Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: Redirected page to Template:Cell Flags (0.9.9.7)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Cell_Flags_(0.9.9.7)]]&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Cell_Flags_(0.9.9.7)</id>
		<title>Template:Cell Flags (0.9.9.7)</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Cell_Flags_(0.9.9.7)"/>
				<updated>2013-07-18T16:12:47Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: Created page with &amp;quot;{{drltable|Cell Flags|2|{{Table2Col   |es=background: #333;   |c1=font-family:monospace; text-align:right; vertical-align:top; padding:0px 2px;   |c2=padding:0px 2px;   |CF_BLOCK...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{drltable|Cell Flags|2|{{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-family:monospace; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |CF_BLOCKMOVE|Cells with this flag block movement and projectiles.&lt;br /&gt;
  |CF_BLOCKLOS|Cells with this flag block vision.&lt;br /&gt;
  |CF_CORPSE|This flag is set for autogenerated corpses. Only cells with this flag can be ressurected. The being created by resurrection can be specified by setting the cell's effect parameter to 100 + being.id. Note that the &amp;quot;corpse&amp;quot; cell does not have this flag. To include this cell, use Level.is_corpse.&lt;br /&gt;
  |CF_NOCHANGE|Currently, this flag is only checked by the map powerups. The map powerups reveal cells with this flag (as well as CF_BLOCKMOVE cells).&lt;br /&gt;
  |CF_NORUN|The run command (not the run tactic) will stop the player before he steps on a cell with this flag.&lt;br /&gt;
  |CF_PUSHABLE|Cells with this flag can be pushed (like barrels in DoomRL). Pushing is mostly hard-coded.&lt;br /&gt;
  |CF_FRAGILE|Cells with this flag can be destroyed by any damage type (assuming they have HP or armor) whereas cells cannot usually be damaged by bullet, melee, shrapnel, or piercing damage.&lt;br /&gt;
  |CF_HAZARD|This flag should be set for cells that are dangerous to step on. The AI will usually avoid these tiles. This flag is also used with the EF_NOHARM empty flag.&lt;br /&gt;
  |CF_OVERLAY|This flag is related to the graphical version. Overlays are drawn OVER a base tile.&lt;br /&gt;
  |CF_MULTISPRITE|This flag is related to the graphical version. Cells which have rotations (walls being the main example) need this flag.&lt;br /&gt;
  |CF_STICKWALL|This flag is related to the graphical version. When a multisprite wall is calculating its rotations it takes stickwalls into account. That way wall-like cells (such as doors) will be attached to the multisprite walls correctly.&lt;br /&gt;
  |CF_LIQUID|This flag is used to mark liquid cells (water, acid, lava). Currently, it is only checked by Level.flood which will flood over CELLSET_FLOORS cells and CF_LIQUID cells.&lt;br /&gt;
  |CF_OPENABLE|This flag indicates that the cell can be opened. What happens when the cells is opened is determined by the cell's OnAct hook.&lt;br /&gt;
  |CF_CLOSABLE|As CF_OPENABLE, but for the close command.&lt;br /&gt;
  |CF_RUNSTOP|Cells with this flag will stop the player's run when the player is orthogonally adjacent. Contrast with CF_NORUN.&lt;br /&gt;
  |CF_NUKABLE|Cells with this flag will be destroyed be a nuke even if they are normally not destructible.&lt;br /&gt;
  |CF_CRITICAL|Cells with this flag should usually not be altered or destroyed be the game. It is currently only checked by the flooding level event. Stairs have this flag.&lt;br /&gt;
  |CF_HIGHLIGHT|This flag determines whether the light or dark color variant is used when a StatusEffect overlay is being applied.&lt;br /&gt;
  |CF_BLOODY|When a being walks on one of these cells, its feet won't become less bloody. (See CF_BLOODY.)&lt;br /&gt;
  |CF_VBLOODY|When a being walks on one of these cells, its feet will become bloody and it will temporarily leave a trail of blood.&lt;br /&gt;
  |CF_STAIRS|Stairs are marked with this flag. (New stairs cells should include this.)&lt;br /&gt;
  |CF_RAISABLE|&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Item</id>
		<title>Modding:Item</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Item"/>
				<updated>2013-07-18T16:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DoomRL has many kinds of items. Weapons, powerups, levers, and other things are all items. Items inherit from the [[Modding:Thing|Thing]] class which handles some basic properties in common with beings.&lt;br /&gt;
&lt;br /&gt;
== Prototype ==&lt;br /&gt;
New items are created from item prototypes. Think of an item prototype as a recipe for creating new items. There can be multiple pistols, but they all came from the same prototype. Prototypes are declared by passing a table with the desired properties to the Items function. The available properties depend on the item type. [[#Engine Hooks|Engine hooks]] may also be included in the prototype. Mostly, the prototype's properties just describe items' initial properties (occasionally with different names). Items' properties can also mostly be changed after they are instantiated. Required fields are underlined. Sometimes required fields can safely be omitted, but this will generate a message in the log file. All item prototypes are stored in a global table called items. This table can be indexed by id or nid.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Item Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;name&amp;lt;/u&amp;gt;|This is the item's name.&lt;br /&gt;
  |{{modarg|string}}|id|This is the item's sid. It must be distinct from other string ids. (The numeric id is automatically generated and stored in the nid field of the prototype.) It defaults to the first word of the name in all lowercase.&lt;br /&gt;
  |{{modarg|value list}}|overlay|This describes of color transformation of the item's sprite. It is only used in the graphical version. This will create overlay_red, overlay_blue, overlay_green, and overlay_alpha attributes for the prototype.&lt;br /&gt;
  |{{modarg|Color}}|color|This is the item's color. The default is LIGHTGRAY.&lt;br /&gt;
  |{{modarg|string}}|color_id|For the purpose of custom color bindings, this id will be used for the item. Multiple items (like levers) can have the same color_id to prevent them from being distinguished.&lt;br /&gt;
  |{{modarg|integer}}|level|This is an [[Item Generation|item generation]] parameter. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;weight&amp;lt;/u&amp;gt;|This is an [[Item Generation|item generation]] parameter.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;sprite&amp;lt;/u&amp;gt;|This is the item's sprite. This field is only relevant to the graphical version; use 0 for no sprite.&lt;br /&gt;
  |{{modarg|value list}}|coscolor|Some sprites (such as armor and boots) are color-neutral to begin: ''coscolor'' determines the color of the sprite in these cases. The list must be written in this form: {red,green,blue,alpha}, where all of these values range from 0.0 to 1.0.&lt;br /&gt;
  |{{modarg|value list}}|glow|Creates a customized &amp;quot;glow&amp;quot; effect around the sprite. See ''coscolor'' for table specifications.&lt;br /&gt;
  |{{modarg|Item Flag List}}|flags|The flags in this list will automatically be included in the item's flag set. The default is an empty list. Some flags may be added automatically. The prototype will automatically be given a flagSet property containing the flags in set format.&lt;br /&gt;
  |{{modarg|ItemSet ID}}|set|If included, this item will belong to the given item set. This will modify the item's OnEquip and OnRemove hooks.&lt;br /&gt;
  |{{modarg|string}}|firstmsg|If included, this message will be displayed when the an item with this prototype is picked up for the first time. This will modify the item's OnFirstPickup hook.&lt;br /&gt;
  |{{modarg|integer}}|res_bullet|This is the item's res_bullet. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_melee|This is the item's res_melee. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_shrapnel|This is the item's res_shrapnel. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_acid|This is the item's res_acid. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_fire|This is the item's res_fire. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_plasma|This is the item's res_plasma. The default is 0.&lt;br /&gt;
  |{{modarg|ItemType}}|&amp;lt;u&amp;gt;type&amp;lt;/u&amp;gt;|This is the item's itype. It also determines which other properties can be used in the prototype.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Armor or Boots ===&lt;br /&gt;
These are the fields used by ITEMTYPE_ARMOR and ITEMTYPE_BOOTS. &lt;br /&gt;
&lt;br /&gt;
{{drltable|Armor or Boots Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the armor's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;armor&amp;lt;/u&amp;gt;|This is the armor's armor property.&lt;br /&gt;
  |{{modarg|integer}}|durability|This is the armor's maxdurability as well as its initial durability. The default is 100. (This should still be 100 for armors with no durability, as no durability is achieved by a flag.)&lt;br /&gt;
  |{{modarg|integer}}|knockmod|This is the armor's knockmod. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|movemod|This is the armor's movemod. The default is 0.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the armor's picture. It should be a length one string. The default is &amp;quot;[&amp;quot; for body armor and &amp;quot;;&amp;quot; for boots.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Consumable ===&lt;br /&gt;
These are the fields used by ITEMTYPE_PACK. This includes mods and relics.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Consumable Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the pack's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|string}}|mod_letter|This is the shorthand letter by which the pack will be recognized as a mod. Do not fill this value unless this item is meant to be a mod pack.&lt;br /&gt;
  |{{modarg|function}}|&amp;lt;u&amp;gt;OnUse&amp;lt;/u&amp;gt;|Packs must provide an OnUse hook.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the pack's picture. It should be a length one string. The default is &amp;quot;+&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Powerup ===&lt;br /&gt;
These are the fields used by ITEMTYPE_POWER.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Powerup Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|function}}|&amp;lt;u&amp;gt;OnPickup&amp;lt;/u&amp;gt;|Powerups must provide an OnPickup hook.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the powerup's picture. It should be a length one string. The default is &amp;quot;^&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
These are the fields used by ITEMTYPE_AMMO.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Ammo Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the ammo's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammo&amp;lt;/u&amp;gt;|This is the ammo's initial ammo property.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammomax&amp;lt;/u&amp;gt;|This is the ammo's ammomax property.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the ammo's picture. It should be a length one string. The default is &amp;quot;&amp;amp;#124;&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ammo Pack ===&lt;br /&gt;
These are the fields used by ITEMTYPE_AMMOPACK.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Ammo Pack Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the ammo pack's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammo&amp;lt;/u&amp;gt;|This is the ammo pack's initial ammo property.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammomax&amp;lt;/u&amp;gt;|This is the ammo pack's ammomax property.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;ammo_id&amp;lt;/u&amp;gt;|This is the ammo pack's ammoid property.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the ammo pack's picture. It should be a length one string. The default is &amp;quot;!&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapon ===&lt;br /&gt;
These fields are used by ITEMTYPE_RANGED.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Ranged Weapon Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the weapon's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;damage&amp;lt;/u&amp;gt;|This should be a string like &amp;quot;2d4&amp;quot;; the weapon's damage_dice and damage_sides will be parsed from this.&lt;br /&gt;
  |{{modarg|DamageType}}|&amp;lt;u&amp;gt;damagetype&amp;lt;/u&amp;gt;|This is the weapon's damagetype.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;psprite&amp;lt;/u&amp;gt;|This is the sprite used to represent the player when this weapon is equipped. It is only relevant in the graphical version.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;group&amp;lt;/u&amp;gt;|This is the weapon's group for purposes of kill counting. The used weapon groups are &amp;quot;weapon-melee&amp;quot;, &amp;quot;weapon-pistol&amp;quot;, &amp;quot;weapon-shotgun&amp;quot;, &amp;quot;weapon-chain&amp;quot;, &amp;quot;weapon-rocket&amp;quot;, &amp;quot;weapon-plasma&amp;quot;, and &amp;quot;weapon-bfg&amp;quot;. The default is &amp;quot;weapon-other&amp;quot;.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;ammo_id&amp;lt;/u&amp;gt;|This is the weapon's ammoID.&lt;br /&gt;
  |{{modarg|integer}}|fire|This is the weapon's usetime. The default is 10.&lt;br /&gt;
  |{{modarg|integer}}|acc|This is the weapon's acc. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammomax&amp;lt;/u&amp;gt;|This is the weapon's ammomax and the weapon's initial ammo.&lt;br /&gt;
  |{{modarg|integer}}|radius|This is the weapon's blastradius. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|shots|This is the weapon's shots. The default is 0 (which will still give one shot).&lt;br /&gt;
  |{{modarg|integer}}|shotcost|This is the weapon's shotcost. The default is 0 (which will still require one ammo).&lt;br /&gt;
  |{{modarg|AltFire}}|altfire|This is the weapon's altfire. The default is ALT_NONE.&lt;br /&gt;
  |{{modarg|AltReload}}|altreload|This is the weapon's altreload. The default is RELOAD_NONE.&lt;br /&gt;
  |{{modarg|string}}|altfirename|This is the name the game uses for the weapon's alternate fire mode. Most of the AltFire constants provide defaults.&lt;br /&gt;
  |{{modarg|string}}|altreloadname|This is the name the game uses for the weapon's alternate reload mode. Most of the AltReload constants provide defaults.&lt;br /&gt;
  |{{modarg|string}}|sound_id|The sound_id will be used to look up sounds if there are no sounds defined for the weapon's actual id. By convention, this is set as the usual wielder's id when applicable.&lt;br /&gt;
  |{{modarg|Missile ID}}|overcharge|This field is currently unused.&lt;br /&gt;
  |{{modarg|Missile ID}} or {{modarg|Missile Prototype}}|&amp;lt;u&amp;gt;missile&amp;lt;/u&amp;gt;|This is the weapon's missile. (It will be translated into an nid. To use a shotgun missile, the weapon must have the IF_SHOTGUN flag.) If this property is a table, it will be used to declare a new missile with the same id as the weapon.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the weapon's picture. It should be a length one string. The default is &amp;quot;}&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Natural Ranged Weapon ===&lt;br /&gt;
These fields are used by ITEMTYPE_NRANGED. Natural ranged weapons are usually defined inline in a {{modarg|Being}} definition.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Natural Ranged Weapon Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;damage&amp;lt;/u&amp;gt;|This should be a string like &amp;quot;2d4&amp;quot;; the weapon's damage_dice and damage_sides will be parsed from this.&lt;br /&gt;
  |{{modarg|DamageType}}|&amp;lt;u&amp;gt;damagetype&amp;lt;/u&amp;gt;|This is the weapon's damagetype.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;group&amp;lt;/u&amp;gt;|This is the weapon's group for purposes of kill counting. The used weapon groups are &amp;quot;weapon-melee&amp;quot;, &amp;quot;weapon-pistol&amp;quot;, &amp;quot;weapon-shotgun&amp;quot;, &amp;quot;weapon-chain&amp;quot;, &amp;quot;weapon-rocket&amp;quot;, &amp;quot;weapon-plasma&amp;quot;, and &amp;quot;weapon-bfg&amp;quot;. The default is &amp;quot;weapon-other&amp;quot;.&lt;br /&gt;
  |{{modarg|integer}}|fire|This is the weapon's usetime. The default is 10.&lt;br /&gt;
  |{{modarg|integer}}|acc|This is the weapon's acc. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|radius|This is the weapon's blastradius. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|shots|This is the weapon's shots. The default is 0 (which will still give one shot).&lt;br /&gt;
  |{{modarg|string}}|sound_id|The sound_id will be used to look up sounds if there are no sounds defined for the weapon's actual id. By convention, a natural weapon's soundID is the usual wielder's id.&lt;br /&gt;
  |{{modarg|Missile ID}} or {{modarg|Missile Prototype}}|&amp;lt;u&amp;gt;missile&amp;lt;/u&amp;gt;|This is the weapon's missile. (It will be translated into an nid. To use a shotgun missile, the weapon must have the IF_SHOTGUN flag.) If this property is a table, it will be used to declare a new missile with the same id as the weapon.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the weapon's picture. It should be a length one string. The default is &amp;quot;?&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapon ===&lt;br /&gt;
These fields are used by ITEMTYPE_MELEE.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Melee Weapon Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the weapon's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;damage&amp;lt;/u&amp;gt;|This should be a string like &amp;quot;2d4&amp;quot;; the weapon's damage_dice and damage_sides will be parsed from this.&lt;br /&gt;
  |{{modarg|DamageType}}|&amp;lt;u&amp;gt;damagetype&amp;lt;/u&amp;gt;|This is the weapon's damagetype.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;psprite&amp;lt;/u&amp;gt;|This is the projectile sprite used with the weapon. It is only relevant in the graphical version.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;group&amp;lt;/u&amp;gt;|This is the weapon's group for purposes of kill counting. The used weapon groups are &amp;quot;weapon-melee&amp;quot;, &amp;quot;weapon-pistol&amp;quot;, &amp;quot;weapon-shotgun&amp;quot;, &amp;quot;weapon-chain&amp;quot;, &amp;quot;weapon-rocket&amp;quot;, &amp;quot;weapon-plasma&amp;quot;, and &amp;quot;weapon-bfg&amp;quot;. The default is &amp;quot;weapon-other&amp;quot;.&lt;br /&gt;
  |{{modarg|integer}}|fire|This is the weapon's usetime. The default is 10.&lt;br /&gt;
  |{{modarg|integer}}|acc|This is the weapon's acc. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|shotcost|This is the weapon's shotcost. The default is 0 (which will still require one ammo).&lt;br /&gt;
  |{{modarg|AltFire}}|altfire|This is the weapon's altfire. The default is ALT_NONE.&lt;br /&gt;
  |{{modarg|string}}|altfirename|This is the name the game uses for the weapon's alternate fire mode. Most of the AltFire constants provide defaults.&lt;br /&gt;
  |{{modarg|Missile ID}} or {{modarg|Missile Prototype}}|missile|This is the missile used if for the throw alternate fire mode.&lt;br /&gt;
  |{{modarg|Item ID}}|throw_id|In the case where the melee weapon can be thrown, this is the item that appears after the item is thrown. It defaults to the item itself.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the weapon's picture. It should be a length one string. The default is &amp;quot;\&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lever ===&lt;br /&gt;
These fields are used by ITEMTYPE_LEVER. DoomRL levers usually also have a target_area custom property.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Lever Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the full description of the lever used if the player has BF_LEVERSENSE2.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;good&amp;lt;/u&amp;gt;|This is the qualitative description of the lever used if the player has BF_LEVERSENSE1. By convention, this should be &amp;quot;beneficial&amp;quot;, &amp;quot;neutral&amp;quot;, or &amp;quot;dangerous&amp;quot;.&lt;br /&gt;
  |{{modarg|integer}}|fullchance|The level generation code will set the lever's target_area to the full map fullchance percent of the time. The default is 0. (To be fair, the level generation code won't generate custom levers.)&lt;br /&gt;
  |{{modarg|string}}|warning|This message will be displayed by the level generation code if the fullchance roll succeeds.&lt;br /&gt;
  |null|&amp;lt;u&amp;gt;color_id&amp;lt;/u&amp;gt;|This field is required for levers. By convention, it is set to &amp;quot;lever&amp;quot;.&lt;br /&gt;
  |null|sound_id|If the particular lever doesn't have sound bindings, the game will use the sound ID to look for sound bindings. By default, this is &amp;quot;lever&amp;quot;.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the lever's picture. It should be a length one string. The default is &amp;quot;&amp;amp;&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Teleporter ===&lt;br /&gt;
These fields are used by ITEMTYPE_TELE. The built-in teleport item has a custom target property. This can be set to any coord to control the destination.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Teleporter Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|function}}|&amp;lt;u&amp;gt;OnEnter&amp;lt;/u&amp;gt;|This hook is required for teleporters.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the teleporter's picture. It should be a length one string. The default is &amp;quot;*&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Flags ===&lt;br /&gt;
{{Template:Item_Flags}}&lt;br /&gt;
&lt;br /&gt;
== Engine Hooks ==&lt;br /&gt;
These hooks can give greater flexibility for how items work. For some item types, a hook provides the primary function. Sometimes, the engine will add to explicitly defined hooks, but this shouldn't interfere with a modder's use of the hooks. However, modders should be careful when changing hooks.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|Item Hooks&lt;br /&gt;
{{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnCreate|OnCreate]]({{modarg|Item}} self) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnPickup|OnPickup]]({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnFirstPickup|OnFirstPickup]]({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnPickupCheck|OnPickupCheck]]({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnUse|OnUse]]({{modarg|Item}} self, {{modarg|Being}} user) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnUseCheck|OnUseCheck]]({{modarg|Item}} self, {{modarg|Being}} user) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnReload|OnReload]]({{modarg|Item}} self, {{modarg|Being}} reloader) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnAltFire|OnAltFire]]({{modarg|Item}} self, {{modarg|Being}} firer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnAltReload|OnAltReload]]({{modarg|Item}} self, {{modarg|Being}} reloader) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnEquip|OnEquip]]({{modarg|Item}} self, {{modarg|Being}} equipper) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnEquipTick|OnEquipTick]]({{modarg|Item}} self, {{modarg|Being}} wearer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnEquipCheck|OnEquipCheck]]({{modarg|Item}} self, {{modarg|Being}} equipper) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnRemove|OnRemove]]({{modarg|Item}} self, {{modarg|Being}} wearer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnKill|OnKill]]({{modarg|Item}} self, {{modarg|Being}} dier, {{modarg|Being}} wearer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnHitBeing|OnHitBeing]]({{modarg|Item}} self, {{modarg|Being}} attacker, {{modarg|Being}} target) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnEnter|OnEnter]]({{modarg|Item}} self, {{modarg|Being}} enterer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnFire|OnFire]]({{modarg|Item}} self, {{modarg|Being}} firer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnFired|OnFired]]({{modarg|Item}} self, {{modarg|Being}} firer) &lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|item_OnCreate}}&lt;br /&gt;
;OnCreate({{modarg|Item}} self) &lt;br /&gt;
:This hook is called when the item is created. For ammo, beware: the game creates and destroys ammo items liberally as a normal part of ammo management.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnPickup}}&lt;br /&gt;
;OnPickup({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
:When an item is picked up, this hook is called with the being that is picking the item up. This is most commonly used to implement powerups.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnFirstPickup}}&lt;br /&gt;
;OnFirstPickup({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
:When an item with a given id is picked up for the first time, the function is called. This only works for items that go into the inventory.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnPickupCheck}}&lt;br /&gt;
;OnPickupCheck({{modarg|Item}} self, {{modarg|Being}} getter) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:When a being tries to pick up an item, this function is called with the being that is trying to pick it up. If the return value is true, then the being is allowed to pick the item up, otherwise the being can't. For the player, both cases include the item in the player's previously found items. (This can affect OnFirstPickup.)&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnUse}}&lt;br /&gt;
;OnUse({{modarg|Item}} self, {{modarg|Being}} user) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This hook is called when levers are used and when packs are used with the being that it using the item. For packs, if the return value is true, the item is consumed, otherwise it is left in the inventory. For levers, the return value is ignored and it is safe not to have a return value.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnUseCheck}}&lt;br /&gt;
;OnUseCheck({{modarg|Item}} self, {{modarg|Being}} user) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This hook is called called before OnUse for levers and packs. If the return value is false, then the being can't use the item, otherwise it can. For levers, this can control whether the lever statistic is increased.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnReload}}&lt;br /&gt;
;OnReload({{modarg|Item}} self, {{modarg|Being}} reloader) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:If it is declared, this hook is called when a weapon is reloaded. If the return value is false, then the normal reload procedure is aborted. This can be used to prevent reloading or to implement a custom reloading mechanism (like for the [[Acid Spitter]]). If true is returned, the weapon is reloaded normally afterwards.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnAltFire}}&lt;br /&gt;
;OnAltFire({{modarg|Item}} self, {{modarg|Being}} firer) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This hook works exactly like the OnFire hook, except it is called when the weapon's alternate fire mode is used for weapons with ALT_SCRIPT altfire.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnAltReload}}&lt;br /&gt;
;OnAltReload({{modarg|Item}} self, {{modarg|Being}} reloader) &lt;br /&gt;
:If the weapon's altreload is RELOAD_SCRIPT, then this hook is called with when the weapon's alternate reload mode is used.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnEquip}}&lt;br /&gt;
;OnEquip({{modarg|Item}} self, {{modarg|Being}} equipper) &lt;br /&gt;
:This hook is called when the item is equipped in any equipment slot. Due to a bug, equipper is the active being. This is always correct during normal play, but modders must be careful when manually equipping items with this hook. &lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnEquipTick}}&lt;br /&gt;
;OnEquipTick({{modarg|Item}} self, {{modarg|Being}} wearer) &lt;br /&gt;
:While this item is equipped in any slot (including the prepared slot), this function is called on each of the being's actions. (Despite the name, it probably won't be called on every tick; it depends on the being's speed.)&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnEquipCheck}}&lt;br /&gt;
;OnEquipCheck({{modarg|Item}} self, {{modarg|Being}} equipper) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This function is called (before OnEquip) when the player tries to equip an item. If the return value is true, then the player is allowed to equip the item; otherwise the player isn't allowed to equip the item.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnRemove}}&lt;br /&gt;
;OnRemove({{modarg|Item}} self, {{modarg|Being}} wearer) &lt;br /&gt;
:This hook is called when a being unequips the item, or when the item is otherwise removed from the being's equipment. This includes armor being destroyed by damage. Like OnEquip, this is called with the active being which can cause problems especially if this hook is called for armor destruction.  &lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnKill}}&lt;br /&gt;
;OnKill({{modarg|Item}} self, {{modarg|Being}} dier, {{modarg|Being}} wearer) &lt;br /&gt;
:When a being dies, this hook is called on all of the active being's equipment. This includes the prepared slot. (Weapons can check what slot they are in inside of this hook.)&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnHitBeing}}&lt;br /&gt;
;OnHitBeing({{modarg|Item}} self, {{modarg|Being}} attacker, {{modarg|Being}} target) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:For weapons with no blastradius, this hook is called whenever a being is hit with the weapon. This hook is called before applying damage. If the return value is true, damage is applied as usual. Otherwise, the damage phase is skipped.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnEnter}}&lt;br /&gt;
;OnEnter({{modarg|Item}} self, {{modarg|Being}} enterer) &lt;br /&gt;
:This function is called whenever a being enters a cell that has the item lying on the floor. For the player, this supresses the usual &amp;quot;There is an item lying here&amp;quot; message. This is used in DoomRL to implement teleports.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnFire}}&lt;br /&gt;
;OnFire({{modarg|Item}} self, {{modarg|Being}} firer) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This hook is called when a weapon is fired. This only works for normal firing, not alternative firing (see OnAltFire). This hook is called before a target is selected. If the return value is true, then the rest of the normal firing operation is aborted. If the return value is false, then it continues as usual. &lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnFired}}&lt;br /&gt;
;OnFired({{modarg|Item}} self, {{modarg|Being}} firer) &lt;br /&gt;
:This hook is called after a weapon is fired. This is after the entire usual firing procedure including damage, etc. Currently, this only works for the player.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
Items also have all the [[Modding:Thing|Thing]] properties in addition to those listed below. For items, the meaning of the resistance fields vary depending on the item type. For armor and boots, the resistances are applied only to attacks to the corresponding target. For other equipment, the resistance applies to all attacks. For non-equipment, the resistances aren't used. Also, some properties are only valid for armor, and some are only valid for weapons. For these purposes, armor are items with itype ITEMTYPE_ARMOR and ITEMTYPE_BOOTS and weapons are items with itype ITEMTYPE_AMMO, ITEMTYPE_MELEE, ITEMTYPE_NRANGED, ITEMTYPE_RANGED, and ITEMTYPE_AMMOPACK. Properties of the incorrect type are always indexable, but they may share a memory address with properties of the opposite type, so modders should only use this feature very carefully. The type of such properties is noted. Also, the meaning of many fields is slightly different depending on the itype; these differences are also described.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Item|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|ItemType}}|itype|This determines the basic features of the item. ITEMTYPE_NONE has no features; it can't be picked up or used. ITEMTYPE_RANGED can be picked up and wielded as a ranged weapon. ITEMTYPE_NRANGED is like ITEMTYPE_RANGED, but it isn't designed to exist on the map. ITEMTYPE_ARMOR can be picked up and equipped as armor. ITEMTYPE_MELEE can be picked up and wielded as a melee weapon. ITEMTYPE_AMMO is always a new ammo type that can be picked up and stacked. ITEMTYPE_PACK items can be picked up and used. ITEMTYPE_POWER items are consumed when they are picked up. ITEMTYPE_BOOTS can be picked up and worn as boots. ITEMTYPE_TELE have no special features, but by convention they interact with OnEnter. ITEMTYPE_LEVER have special description routines, and they can be used while on the floor. ITEMTYPE_AMMOPACK can be picked up and wielded in the prepared slot. They provide reloading benefits. While it is possible to change an item's itype, this should almost never be done. If it is done, care must be taken to account for overlapping weapon and armor properties.&lt;br /&gt;
  |{{modarg|byte}}|armor|For armor and boots, this is the amount of [[protection]] provided at full durability. Weapons in the main slot may also provide a (universal) protection bonus with this field.&lt;br /&gt;
  |{{modarg|word}}|durability|For armor and boots, this is the current amount of durability of the item. This property is armor-specific.&lt;br /&gt;
  |{{modarg|word}}|maxdurability|For armor and boots, this is the maximum amount of durability. Most effects won't raise the durability above maxdurability. This property is armor-specific.&lt;br /&gt;
  |{{modarg|integer}}|movemod|For armor and boots, this percentage movement speed modifier is applied while the item is equipped. This property is armor-specific.&lt;br /&gt;
  |{{modarg|integer}}|knockmod|For armor and boots, this percentage [[knockback]] modifier is applied while the item is equipped. This property is armor-specific.&lt;br /&gt;
  |[[Modding:Item|Item ID]]|ammoid|This must always be a number id. For ranged weapons, this is the item id of the kind of ammo the weapon uses. For ammo packs, this is the kind of ammo provided by the pack. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|word}}|ammo|For ranged weapons, this is the amount of currently-loaded ammo. For ammo packs and ammo stacks, this is the amount of ammo inside. This property is weapon-specific. &lt;br /&gt;
  |{{modarg|word}}|ammomax|For ranged weapons, this is the size of the magazine. For ammo stacks, this is the maximum stack size (unaffected by BF_BACKPACK). For ammo packs, this is the initial amount of ammo. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|word}}|acc|For ranged and melee weapons, this is an [[accuracy]] modifier applied to attacks with the weapon. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|word}}|damage_sides|For weapons, this is the number of dice rolled for damage (e.g. the X of XdY). This property is weapon-specific.&lt;br /&gt;
  |{{modarg|word}}|damage_dice|For weapons, this is the number of sides on each die rolled for damage (e.g. the Y of XdY). This property is weapon-specific.&lt;br /&gt;
  |{{modarg|integer}}|damage_add|For weapons, this is a flat bonus added to all damage rolls. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|Missile ID}}|missile|This must always be a number id. For ranged weapons, this is the missile used by the weapon. For melee weapons, this is the missile used by the throw alternate fire mode (if any). This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|blastradius|This is the [[Distance|radius]] of the explosion caused by a ranged weapon. This should be 0 for weapons with no explosion. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|shots|This is the number of shots fired by a rapid-fire ranged weapon. This should be 0 (not 1) for single-shot weapons. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|shotcost|This is the amount of ammo consumed by each shot with a ranged weapon. This should be 0 (not 1) for weapons that take only one ammo per shot. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|reloadtime|This is the number of 0.1s intervals it takes (without modifiers) to reload a ranged weapon. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|usetime|This is the number of 0.1s intervals it takes (without modifiers) to fire/use a weapon. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|DamageType}}|damagetype|This is the [[Damage type|type]] of the damage caused by a weapon. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|AltFire}}|altfire|This is the alternate fire mode of a weapon. For ALT_SCRIPT, the details depend on the OnAltFire hook. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|AltReload}}|altreload|This is the alternate reload mode of a ranged weapon. For RELOAD_SCRIPT, the details depend on the OnAltReload hook. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|string}}|desc|This is the string used to describe the item in the inventory list. For the description in the inventory sidebar, use .proto.desc. This property is read-only.&lt;br /&gt;
  |{{modarg|Item Prototype}}|__proto|This is the item's prototype. You can access item prototype fields using this (e.g., item.__proto.color).&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
== API ==&lt;br /&gt;
&lt;br /&gt;
The [[Modding:Thing#API|Thing API]] can also be used with items.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|Item Interface&lt;br /&gt;
{{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |{{modarg|Item}}|{{moddef|list|new|dot||Item ID|iid}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|add_mod|cln||string|modletter}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|can_mod|cln||string|modletter}}&lt;br /&gt;
  |{{modarg|integer}}|{{moddef|list|get_mod|cln||string|modletter}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|clear_mods|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|is_damaged|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|fix|cln||integer|amount}}&lt;br /&gt;
  |{{modarg|table}}|{{moddef|list|get_mods|cln}}&lt;br /&gt;
  |{{modarg|table}}|{{moddef|list|get_mod|ids|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|can_overcharge|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|check_mod_array|cln||string|nextmod|integer|techbonus}}&lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{moddef|desc|new|dot|Item|Item ID|iid}}&lt;br /&gt;
:This returns a newly allocated item create from the specified prototype. This item doesn't exist in the game yet; it must be dropped on the level, added to an inventory, or equipped.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|add_mod|cln|boolean|string|modletter}}&lt;br /&gt;
:Adds a mod to the item's mod list and sets the IF_MODIFIED flag. This does not apply any affects of the mod, it is only a primitive operation for accessing the mod list. ''modletter'' should be a single uppercase letter representing the mod. This will check modding restrictions (as [[#item_can_mod|can_mod]]) and return true on success, false on failure.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|can_mod|cln|boolean|string|modletter}}&lt;br /&gt;
:Determines if the given mod can be added to the item. ''modletter'' should be a single uppercase letter representing the mod. This will always use the player's techbonus. It also accounts for limits on the number of mods of a given type and various modability item flags.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|get_mod|cln|integer|string|modletter}}&lt;br /&gt;
:Counts the number of the given mod that have already been added to the item. ''modletter'' should be a single uppercase letter representing the mod.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|clear_mods|cln|boolean}}&lt;br /&gt;
:Clears the counts of all mods for the item. The does not undo the affects of the mods nor does it change any flags (including IF_MODIFIED).&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|is_damaged|cln|boolean}}&lt;br /&gt;
:This determines if the item's durability is less than its maxdurability. For items with IF_NOREPAIR, this function always returns false. (So, in effect this function determines if the item needs to be repaired.)&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|fix|cln|boolean|integer|amount}}&lt;br /&gt;
:This will increase the item's durability by amount, respecting maxdurability. It returns true is the item is no longer is_damaged. ''amount'' is optional; by default the item is completely repaired.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|get_mods|cln|table}}&lt;br /&gt;
:This will return a table that maps single character mod letters to the corresponding amount of mods that have been applied to the item. Mod letters that have not been applied are not included as keys.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|list|get_mod|ids|cln|table}}&lt;br /&gt;
:As get_mods, but the table returned gives all mods in terms of their sID.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|can_overcharge|cln|boolean}}&lt;br /&gt;
:This will determine if the item can be overcharged. To be overcharged, an item can't already by overcharged (IF_DESTROY), and must be fully loaded. The ui part of overcharging is included. On success, IF_DESTROY and IF_NOUNLOAD are set, but other affects must be applied by the caller.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|check_mod_array|cln|boolean|string|nextmod|integer|techbonus}}&lt;br /&gt;
:This will check if the mod indicated by ''nextmod'' (the single uppercase character representing the mod) could form an assembly (given the provided techbonus). If so, the assembly is created on the item (if the player confirms the ui message) with all associated side effects. Returns true only if the assembly is actually created.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Item_Flags</id>
		<title>Template:Item Flags</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Item_Flags"/>
				<updated>2013-07-18T15:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: Redirected page to Template:Item Flags (0.9.9.7)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Item Flags (0.9.9.7)]]&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Item_Flags_(0.9.9.7)</id>
		<title>Template:Item Flags (0.9.9.7)</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Item_Flags_(0.9.9.7)"/>
				<updated>2013-07-18T15:58:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: Created page with &amp;quot;{{drltable|Item Flags|2|{{Table2Col   |es=background: #333;   |c1=font-family:monospace; text-align:right; vertical-align:top; padding:0px 2px;   |c2=padding:0px 2px;   |IF_CHAMB...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{drltable|Item Flags|2|{{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-family:monospace; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |IF_CHAMBEREMPTY|For IF_PUMPACTION weapons, this flag indicates whether ammo is in the chamber or not.&lt;br /&gt;
  |IF_UNIQUE|This flag is set for unique items. Unique items add a player history message when picked up as well as doing a screen blink. Unique items are also not destroyable.&lt;br /&gt;
  |IF_EXOTIC|This flag is set for exotic items. This is used by the game to compile the special items list.&lt;br /&gt;
  |IF_MODIFIED|This flag is automatically set for items that have been modded.&lt;br /&gt;
  |IF_HALFKNOCK|If a weapon with this flag is wielded, all knockback against the wielder will be halved.&lt;br /&gt;
  |IF_GLOBE|This is a marker flag for items that are disallowed in Angel of Masochism.&lt;br /&gt;
  |IF_CURSED|Items with this flag cannot be unequipped.&lt;br /&gt;
  |IF_RECHARGE|Items with this flag regenerate ammo or durability as with a [[Nano Pack]].&lt;br /&gt;
  |IF_CLEAVE|Items with this flag give the wielder the benefits of the [[Traits#Blademaster|Blademaster]] trait (as [[Butcher's Cleaver]]).&lt;br /&gt;
  |IF_NOAMMO|Items with this flag don't consume ammo when fired. For the player, a weapon still must have ammo loaded to be fired.&lt;br /&gt;
  |IF_NECROCHARGE|Items with this flag recharge as with IF_RECHARGE, but reduce the weilder's health by 1 for each point of recharge (as with [[Necroarmor]]).&lt;br /&gt;
  |IF_PUMPACTION|Ranged weapons with this flag must be pumped after each shot as with the combat shotgun.&lt;br /&gt;
  |IF_SINGLERELOAD|Ranged weapons with this flag only reload one ammo at a time (as with the missile launcher) instead of all at once.&lt;br /&gt;
  |IF_PISTOL|This flag indicates whether the weapon counts as a pistol for the purposes of the [[Traits#Son of a Gun|Son of a Gun]] and [[Traits#Dualgunner|Dualgunner]] traits. (For kill counting, the weapon group is used instead.)&lt;br /&gt;
  |IF_SHOTGUN|This flag causes a weapon's missile to be treated as a shotgun id rather than a missile id. Also, this flag is used to decide if the [[Traits#Shottyman|Shottyman]] trait should count the weapon as a shotgun. (For kill counting, the weapon group is used instead.)&lt;br /&gt;
  |IF_SPREAD|Ranged weapons with this flag fire three shots at once (as the [[tristar blaster]] and [[mancubus]] natural weapon). In 0.9.9.4, this flag is a bit buggy.&lt;br /&gt;
  |IF_SCATTER|For ranged weapons with this flag, each shot is aimed at a different cell near the real target (as with the [[BFG 10K]]).&lt;br /&gt;
  |IF_MODABLE|Allows a unique item to be fully modded.&lt;br /&gt;
  |IF_SINGLEMOD|Restricts the number of allowed mods on the item to one. (For unique items, this must be used along with IF_MODABLE.)&lt;br /&gt;
  |IF_DUALSHOTGUN|For multi-shot weapons, this flag eliminates all delay between shots and causes the firing sound to play only once.&lt;br /&gt;
  |IF_AIHEALPACK|This flag allows the default AI to pick up and use the item.&lt;br /&gt;
  |IF_NOUNLOAD|Ranged weapons with this flag cannot be unloaded.&lt;br /&gt;
  |IF_NUKERESIST|Items with this flag will not be destroyed by nuking.&lt;br /&gt;
  |IF_NODROP|Items with this flag will not be dropped when the carrier/wearer dies.&lt;br /&gt;
  |IF_AUTOHIT|Weapons with this flag never miss (as with items modified by a sniper weapon pack).&lt;br /&gt;
  |IF_SETITEM|This flag is automatically set for items that specify a set.&lt;br /&gt;
  |IF_NODURABILITY|Armors and boots with this flag have no durability (as with items modified by an Onyx Armor Pack).&lt;br /&gt;
  |IF_NODESTROY|Armors with this flag cannot be destroyed by damage. Also, items on the ground with this flag will not be destroyed by explosions.&lt;br /&gt;
  |IF_NONMODABLE|Items with this flag cannot be modded.&lt;br /&gt;
  |IF_NOREPAIR|Armors and boots with this flag cannot be repaired by normal methods (ie item:fix). Directly setting item.durability bypasses this prohibition. Usually set for shields.&lt;br /&gt;
  |IF_ASSEMBLED|This flag is automatically set on assemblies. Items with this flag cannot be used for the base of any other assembly.&lt;br /&gt;
  |IF_DESTROY|Weapons with this flag will be destroyed after firing (with a default message). The flag is used for overcharged weapons.&lt;br /&gt;
  |IF_BLADE|Weapons with this flag are considered blades for the purpose of activating the flags used for [[Traits#Malicious Blades|Malicious Blades]].&lt;br /&gt;
  |IF_DESTRUCTIVE|Weapons with this flag deal double damage to cells (if they can hurt cells, see [[Modding:Cell|CF_FRAGILE]].)&lt;br /&gt;
  |IF_ROCKET|Any weapon with this flag defined as a rocket launcher.&lt;br /&gt;
  |IF_NODEGRADE|Armor's or boots' resistances aren't degraded due to damage taken. Usually set for shields.&lt;br /&gt;
  |IF_THROWDROP|Combat knife has this flag in 0.9.9.7.&lt;br /&gt;
  |IF_FARHIT|&lt;br /&gt;
  |IF_UNSEENHIT|&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Constants</id>
		<title>Modding:Constants</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Constants"/>
				<updated>2013-07-15T13:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* StatusEffect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Constants and Enumerations are common in any game and DoomRL is no exception.  Internally, as most programmers are aware, these are integers.  But to modders they are all important magic values, looked up here.&lt;br /&gt;
&lt;br /&gt;
== Engine Enums ==&lt;br /&gt;
&lt;br /&gt;
==== ItemType ====&lt;br /&gt;
&lt;br /&gt;
Every item has a type that determines how the engine treats it.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TItemType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_RANGED&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NRANGED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_MELEE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMO&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_PACK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_POWER&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_TELE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_LEVER&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMOPACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BodyTarget ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TBodyTarget'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_INTERNAL&lt;br /&gt;
|Protection from boots and armor will be ignored.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_TORSO&lt;br /&gt;
|Protection from armor counts but protection from boots does not.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_FEET&lt;br /&gt;
|Protection from boots counts but protection from armor does not.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== EqSlot ====&lt;br /&gt;
&lt;br /&gt;
It is preferred to use the (equivalent) [[#Equip Slots|slot]] constants.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TEqSlot'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFTORSO&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFBOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== StatusEffect ====&lt;br /&gt;
&lt;br /&gt;
[[Modding:Affects|Affects]] specify one of these status effects that will apply a color scheme to all the tiles on the HUD.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TStatusEffect'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSNORMAL&lt;br /&gt;
|No affects&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSINVERT&lt;br /&gt;
|Berserk (sic!)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSRED&lt;br /&gt;
|Invincibility (sic!)&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGREEN&lt;br /&gt;
|Environsuit&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSBLUE&lt;br /&gt;
|Light-Amp Goggle effect&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSMAGENTA&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSYELLOW&lt;br /&gt;
|Unused&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGRAY&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSWHITE&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DamageType ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look [[Damage type|here]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TDamageType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_BULLET &amp;lt;!-- 0 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_MELEE &amp;lt;!-- 1 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SHARPNEL [sic] &amp;lt;!-- 2 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_ACID &amp;lt;!-- 3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_FIRE &amp;lt;!-- 4 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_PLASMA &amp;lt;!-- 5 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SPLASMA &amp;lt;!-- 6 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_IGNOREARMOR &amp;lt;!-- 7 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltFire ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltFire'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_CHAIN&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_THROW&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_AIMED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltReload ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltReload'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_FULL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_DUAL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ExplosionFlag ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TExplosionFlag'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFHALF&lt;br /&gt;
|Deals half damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFKNOCKBACK&lt;br /&gt;
|Gives extra knockback to the active being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFSAFE&lt;br /&gt;
|Deals no damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFAFTERBLINK&lt;br /&gt;
|Blinks the screen after the explosion finishes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFCHAIN&lt;br /&gt;
|Causes secondary explosions (as the [[BFG 9000]]).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFHALFKNOCK&lt;br /&gt;
|Causes half the usual knockback.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFNOKNOCK&lt;br /&gt;
|Doesn't cause knockback.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFRANDOMCONTENT&lt;br /&gt;
|Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Level Flag====&lt;br /&gt;
{{Template:Level_Flags}}&lt;br /&gt;
&lt;br /&gt;
====Light Flag====&lt;br /&gt;
{{Template:Light_Flags}}&lt;br /&gt;
&lt;br /&gt;
== Constants ==&lt;br /&gt;
&lt;br /&gt;
==== Maximums ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Maximums'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXX || 78&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXY || 20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|BOSS_LEVEL || 25&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXDEPTH || 26&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXAFFECT || 5&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_INV_SIZE || 22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_EQ_SIZE || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cellsets ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Cellsets'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_WALLS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_FLOORS&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_CORPSES&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Challenges'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_BERSERK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MARKSMANSHIP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_SHOTGUNNERY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_LIGHTTRAVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_IMPATIENCE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HASTE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PURITY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_REDALERT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_CARNAGE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MASOCHISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_100&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PACIFISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HUMANITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Difficulty ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Difficulty'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_EASY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_MEDIUM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_HARD&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_VERYHARD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_NIGHTMARE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PlayerRank ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''PlayerRank'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKEXP&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKSKILL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Player Statistics ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Player Statistics'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLTOTAL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLMELEE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLPISTOL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_BADGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Equip Slots ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Equip Slots'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_ARMOR&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_PREPARED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Colors ====&lt;br /&gt;
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants.  See [[Modding:Color]] for details.&lt;br /&gt;
&lt;br /&gt;
Also, note that the exact color the end-user sees may depend on his system settings.&lt;br /&gt;
For the basic 16 colors, the valkyrie string coloring escape is noted.&lt;br /&gt;
{{Template:Color}}&lt;br /&gt;
{{Template:Special_Color}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
==== Being Flags ====&lt;br /&gt;
{{Template:Being_Flags}}&lt;br /&gt;
&lt;br /&gt;
Some flags have no effect on non-player beings.  Most trait flags are that way.&lt;br /&gt;
&lt;br /&gt;
==== Generic Flags ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Generic Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|F_OVERLAY&lt;br /&gt;
|This flag is related to the graphical version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Empty Flags ====&lt;br /&gt;
Empty flags are used with various functions to control the selection of random coords.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Empty Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOITEMS&lt;br /&gt;
|Excludes cells that contain an item.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBEINGS&lt;br /&gt;
|Excludes cells that contain a being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBLOCK&lt;br /&gt;
|Excludes cells that block movement (CF_BLOCKMOVE).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOVISION&lt;br /&gt;
|Excludes cells that block vision (CF_BLOCKLOS).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSTAIRS&lt;br /&gt;
|Excludes stairs (cells with an OnExit hook).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOTELE&lt;br /&gt;
|Excludes cells with a teleporter (an item with ITEMTYPE_TELE).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOHARM&lt;br /&gt;
|Excludes hazardous cells (CF_HAZARD).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSAFE&lt;br /&gt;
|Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSPAWN&lt;br /&gt;
|Excludes cells with LF_NOSPAWN.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:being_API_(0.9.9.7)</id>
		<title>Modding:being API (0.9.9.7)</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:being_API_(0.9.9.7)"/>
				<updated>2013-07-13T00:59:58Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: being:alt_fire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is currently under construction.''&lt;br /&gt;
&lt;br /&gt;
== API ==&lt;br /&gt;
&lt;br /&gt;
Please note that the type &amp;quot;integer&amp;quot; indicates an numeric value without a decimal part.  It does not indicate the range of acceptable values.&lt;br /&gt;
&lt;br /&gt;
An argument name in [square brackets] is an optional one.  The function description will indicate how the function operates if it is omitted.&lt;br /&gt;
&lt;br /&gt;
The [[Modding:Thing#API|Thing API]] can also be used with beings.&lt;br /&gt;
&lt;br /&gt;
=== Being API Function List ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|Being Interface&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |{{modarg|Being}}|{{moddef|list|new|dot||BeingID|id}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|kill|cln||boolean|[overkill]}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|ressurect|cln||integer|range}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|apply_damage|cln||integer|amount|BodyTarget|target|DamageType|[type]}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|get_name|cln||boolean|[known]|boolean|[capitalize]}}&lt;br /&gt;
  |{{modarg|table}}|{{moddef|list|inv_items|cln}}&lt;br /&gt;
  |{{modarg|Item}}|{{moddef|list|get_eq_item|cln||EquipSlot|slot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|set_eq_item|cln||EquipSlot|slot|Item|item}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|add_inv_item|cln||Item|item}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|play_sound|cln||SoundID|sound}}&lt;br /&gt;
  |{{modarg|integer}}|{{moddef|list|get_total_resistance|cln||ResistType|resist|BodyTarget|[target]}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|quick_swap|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|pickup|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|unload|cln||Item|item}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|drop|cln||Item|item}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|use|cln||Item|item}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|wear|cln||Item|item}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|attack|cln||Being|target}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|attack|cln||Coord|target}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|fire|cln||Coord|target|Item|weapon}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|alt_fire|cln||Coord|target|Item|weapon}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|reload|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|alt_reload|cln}}&lt;br /&gt;
  |{{modarg|integer}}, {{modarg|Coord}}|{{moddef|list|direct_seek|cln||Coord|dest}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|relocate|cln||Coord|dest}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|path_find|cln||Coord|dest|integer|cutoff|integer|maximum}}&lt;br /&gt;
  |{{modarg|integer}}, {{modarg|Coord}} or {{modarg|boolean}}|{{moddef|list|path_next|cln}}&lt;br /&gt;
  |{{modarg|Coord}}|{{moddef|list|flock_target|cln||integer|range|integer|mind|integer|maxd}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|msg|cln||string|msg_player|string|msg_being}}&lt;br /&gt;
  |{{modarg|Item}}|{{moddef|list|select_slot_by_letter|cln||string|letter}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|phase|cln||CellID|[cell]}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|spawn|cln||BeingID|monster}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|act|cln||Coord|coord}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|eye_contact|cln||Coord|other}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|eye_contact|cln||Thing|other}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|in_sight|cln||Coord|other}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|in_sight|cln||Thing|other}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|is_player|cln}}&lt;br /&gt;
  |{{modarg|integer}}|{{moddef|list|set_items|cln||SetID|set}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|nuke|cln||integer|[time]}}&lt;br /&gt;
  |{{modarg|Item}}, {{modarg|boolean}}|{{moddef|list|pick_mod_item|cln||string|modletter|integer|techbonus}}&lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Being API Function Descriptions ===&lt;br /&gt;
;{{moddef|desc|new|dot|Being|BeingID|id}}&lt;br /&gt;
Creates a new being object from the specified blueprint.&lt;br /&gt;
:''id'': The ID of the being to create.&lt;br /&gt;
:'''Returns''': A reference to the new being object.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|kill|cln||boolean|[overkill]}}&lt;br /&gt;
Kills the being.&lt;br /&gt;
:''overkill'': ''Optional.'' If ''True'', the being will be gibbed (extra blood, inventory will not drop, and a corpse will not be placed).  If ''False'' the being will be killed normally.  If omitted, the being will be killed normally.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|ressurect|cln||integer|range}}&lt;br /&gt;
Resurrects the nearest eligble corpse in sight of the calling being.  Handles all message output.&lt;br /&gt;
:''range'': The maximum distance (in terms of movement) that a corpse can be in order to be eligble for resurrection.&lt;br /&gt;
NOTE: The function name is a misspelling.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|apply_damage|cln||integer|amount|BodyTarget|target|DamageType|[type]}}&lt;br /&gt;
Deals damage to the being.&lt;br /&gt;
:''amount'': The amount of damage the attack does.  This is not necessarily the amount of HP the being will lose; the being's resistance and armor may apply against this value.&lt;br /&gt;
:''target'': One of TARGET_INTERNAL, TARGET_TORSO, or TARGET_FEET.  TARGET_INTERNAL only uses the target's internal armor and resistances (equipment, for the most part, will be ignored).  TARGET_TORSO uses the item in the armor slot to help reduce the damage, and TARGET_FEET uses the item in the boots slot to help reduce the damage.&lt;br /&gt;
:''DamageType'': ''Optional.'' One of the named constants starting with &amp;quot;DAMAGE_&amp;quot;.  Indicates the type of damage being dealt, which influences the properties and effects the damage has on the target.  If omitted, DAMAGE_BULLET will be used.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|get_name|cln||boolean|[known]|boolean|[capitalize]}}&lt;br /&gt;
Returns the name of the being, with the appropriate preposition.&lt;br /&gt;
:''known'': ''Optional.'' If ''true'', the being will not use an article (a, an, or the) when getting the name string.  If ''false'', an article (a, an, or the) will be appended to the front of the name.  If omitted, the default is to use an article.  BF_UNIQUENAME determines when &amp;quot;the&amp;quot; is used instead of &amp;quot;a&amp;quot; or &amp;quot;an&amp;quot;.&lt;br /&gt;
:''capitalize'': ''Optional.'' If ''true'', the name of the being will be capitalized.  If ''false'', it will not be adjusted.  If omitted, the default is to not adjust.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|inv_items|cln|table}}&lt;br /&gt;
Gets an iterator over the items in the being's inventory.&lt;br /&gt;
:'''Returns''': A table containing references to each item in the being's inventory.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|get_eq_item|cln|Item|EquipSlot|slot}}&lt;br /&gt;
Retrieves the item in the indicated equipment slot.  Equivalent to &amp;quot;being.eq.''slotname''&amp;quot;, where ''slotname'' is &amp;quot;weapon&amp;quot;, &amp;quot;armor&amp;quot;, &amp;quot;boots&amp;quot;, or &amp;quot;prepared&amp;quot;.&lt;br /&gt;
:''slot'': One of SLOT_WEAPON, SLOT_ARMOR, SLOT_BOOTS, or SLOT_PREPARED.&lt;br /&gt;
:'''Returns''': A reference to the item equipped in the indicated slot.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|set_eq_item|cln||EquipSlot|slot|Item|item}}&lt;br /&gt;
Equips an item to the being.  Equivalent to &amp;quot;being.eq.''slotname'' = ''item''&amp;quot;, where slotname is &amp;quot;weapon&amp;quot;, &amp;quot;armor&amp;quot;, &amp;quot;boots&amp;quot;, or &amp;quot;prepared&amp;quot;.&lt;br /&gt;
:''slot'': One of SLOT_WEAPON, SLOT_ARMOR, SLOT_BOOTS, or SLOT_PREPARED.&lt;br /&gt;
:''item'': The item to equip to the slot.  If there is a different item in the slot already, it will be destroyed.  If nil, the equipped item is destroyed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|add_inv_item|cln||Item|item}}&lt;br /&gt;
Adds an item to the being's inventory.&lt;br /&gt;
:''item'': The item to add.&lt;br /&gt;
:'''Returns''': ''True'' if the item was added.  ''False'' if the being's inventory is full.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|play_sound|cln||SoundID|sound}}&lt;br /&gt;
Plays a sound at the being's location.&lt;br /&gt;
:''sound'': The sound to play.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|get_total_resistance|cln|integer|ResistType|resist|BodyTarget|[target]}}&lt;br /&gt;
Gets the total resistance for being, given the resistance type and target.&lt;br /&gt;
:''resist'': The resistance to get the value for.&lt;br /&gt;
:''target'': ''Optional.'' One of TARGET_INTERNAL, TARGET_TORSO, or TARGET_FEET.  TARGET_INTERNAL only uses the target's internal resistance (equipment, for the most part, will be ignored).  TARGET_TORSO uses the item in the armor slot to calculate resistance, and TARGET_FEET uses the item in the boots slot to calculate resistance.  If omitted, TARGET_TORSO is used.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|quick_swap|cln|boolean}}&lt;br /&gt;
Switches the weapon in the &amp;quot;weapon&amp;quot; slot with the one in the &amp;quot;prepared&amp;quot; slot.  Expends energy on success.&lt;br /&gt;
:'''Returns''': ''True'' if the swap worked. ''False'' if it failed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|pickup|cln|boolean}}&lt;br /&gt;
Attempts to pickup the item at the being's current location.  Expends energy on success.&lt;br /&gt;
:'''Returns''': ''True'' if the pickup succeeded, ''False'' if it failed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|unload|cln|boolean|Item|item}}&lt;br /&gt;
Attempts to unload the indicated item.  Expends energy on success.&lt;br /&gt;
:''item'': The item to try to unload.&lt;br /&gt;
:'''Returns''': ''True'' if the unloading succeeded, ''False'' if it failed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|drop|cln|boolean|Item|item}}&lt;br /&gt;
Attempts to drop an item.  Expends energy on success.&lt;br /&gt;
:''item'': The item to try to drop.&lt;br /&gt;
:'''Returns''': ''True'' if the drop succeeded, ''False'' if it failed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|use|cln|boolean|Item|item}}&lt;br /&gt;
Attempts to use an item.  Expends energy on success.&lt;br /&gt;
:''item'': The item to try to use.&lt;br /&gt;
:'''Returns''': ''True'' if the use succeeded.  ''False'' if it failed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|wear|cln|boolean|Item|item}}&lt;br /&gt;
Attempts to equip an item.  Expends energy on success.&lt;br /&gt;
:''item'': The item to try to wear.&lt;br /&gt;
:'''Returns''': ''True'' if the item was worn.  ''False'' if the command failed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|attack|cln|boolean|Being|target}}&lt;br /&gt;
;{{moddef|desc|attack|cln|boolean|Coord|target}}&lt;br /&gt;
Attempts to attack something.  Expends energy on success.&lt;br /&gt;
:''target'': A being or a location to attack.&lt;br /&gt;
:'''Returns''': ''True'' if the attack was attempted.  ''False'' if the being couldn't attack.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|fire|cln|boolean|Coord|target|Item|weapon}}&lt;br /&gt;
Attempts to fire a weapon at something.  Expends energy on success.&lt;br /&gt;
:''target'': The location to fire at.&lt;br /&gt;
:''weapon'': The item to fire at the location with.&lt;br /&gt;
:'''Returns''': ''True'' if the weapon was fired.  ''False'' if it failed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|alt_fire|cln|boolean|Coord|target|Item|weapon}}&lt;br /&gt;
Attempts to fire a weapon using its alternate fire mode.&lt;br /&gt;
:''target'': The location to fire at.&lt;br /&gt;
:''weapon'': The item to fire at the location with.&lt;br /&gt;
:'''Returns''': ''True'' if the weapon was fired.  ''False'' if it failed.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|reload|cln|boolean}}&lt;br /&gt;
Attempts to reload the equipped weapon.&lt;br /&gt;
:'''Returns''': ''True'' if the weapon was loaded with at least 1 ammo.  ''False'' if the weapon didn't get any ammo put in it at all.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|alt_reload|cln|boolean}}&lt;br /&gt;
Attemptes to reload the equipped weapon using its alternate reload.&lt;br /&gt;
:'''Returns''': ''True'' if the weapon was loaded with at least 1 ammo.  ''False'' if the weapon didn't get any ammo put in it at all.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|direct_seek|cln|integer, Coord|Coord|dest}}&lt;br /&gt;
Attempts to move directly toward a location.  Expends energy only on a successful move. The being will try moving around objects in its way.  It will only move at most 1 space for each time this is called.&lt;br /&gt;
:''dest'': The location to attempt to move toward.&lt;br /&gt;
:'''Returns''': An integer, representing the result of the move, and a Coord, holding the previous location of the being.  The integer can be 0 (MOVEOK), 1 (MOVEBLOCK), 2 (MOVEDOOR), or 3 (MOVEBEING).  0 means the move was successful, and energy was expended.  1 means there was a wall in the way.  2 means there was door or other CF_OPENABLE cell in the way.  3 means a being was in the way.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|relocate|cln||Coord|dest}}&lt;br /&gt;
Moves the being to the indicated location, with animations.&lt;br /&gt;
:''dest'': The location to move the being to.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|path_find|cln|boolean|Coord|dest|integer|cutoff|integer|maximum}}&lt;br /&gt;
Search for a path to the indicated location.  Pathfinding is a time intensive procedure, use conservatively.&lt;br /&gt;
:''dest'': The location to find a path to.&lt;br /&gt;
:''cutoff'': A path finding parameter.  The search is aborted if this number of positions are checked without getting closer to the target destination.  DoomRL uses 10 for normal enemies and 40 for bosses.  Larger values may cause the algorithm to take longer.&lt;br /&gt;
:''maximum'': A path finding parameter.  The search is aborted if this number of positions are checked without reaching the target.  DoomRL uses 40 for normal enemies and 200 for bosses.  Larger values may cause the algorithm to take longer.&lt;br /&gt;
:'''Returns''': ''True'' if a path was found, ''False'' if not.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|path_next|cln|integer, Coord}} or '''boolean'''&lt;br /&gt;
Moves the being to the next space on the found path.&lt;br /&gt;
:'''Returns''': If there is a valid path, an integer, representing the result of the move, and a Coord, holding the previous location of the being, are returned.  The integer can be 0 (MOVEOK), 1 (MOVEBLOCK), 2 (MOVEDOOR), or 3 (MOVEBEING).  0 means the move was successful, and energy was expended.  1 means there was a wall in the way.  2 means there was door or other CF_OPENABLE cell in the way.  3 means a being was in the way.  If there was no valid path to move along, the boolean value ''False'' is returned instead.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|flock_target|cln|Coord|integer|range|integer|mind|integer|maxd}}&lt;br /&gt;
Assigns a coord based on other beings of the same type.&lt;br /&gt;
:''range'': The distance to check.&lt;br /&gt;
:''mind'': Matching beings will try to keep this much distance between them.&lt;br /&gt;
:''maxd'': Matching beings will try to be at least this close to each other.&lt;br /&gt;
:'''Returns''': A coordinate.  If the beings are ''mind'' away or closer, the coordinate will be away from the closest matching being.  If the beings are ''maxd'' away or farther, the coordinate will be the location of the closest being.  Otherwise, the coordinate is a random position within ''range''.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|msg|cln||string|msg_player|string|msg_being}}&lt;br /&gt;
Prints a message depending on the status of the subject of the message.&lt;br /&gt;
:''msg_player'': ''Optional.'' If the calling being is the player, this message will be printed.  If omitted, no message is printed if called by the player.&lt;br /&gt;
:''msg_being'': ''Optional.'' If the calling being is not the player, but is in the player's vision, this message will be printed.  If omitted, no message is printed if called by a visible non-player being.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|select_slot_by_letter|cln|Item|string|letter}}&lt;br /&gt;
Gets the slot based on the character entered.&lt;br /&gt;
:''letter'': A single character string.&lt;br /&gt;
:'''Returns''': If letter is &amp;quot;a&amp;quot;, the item in the armor slot is returned.  If letter is &amp;quot;b&amp;quot;, the item in the boots slot is returned.  If letter is &amp;quot;w&amp;quot;, the item in the weapon slot is returned.  If letter is &amp;quot;p&amp;quot;, the item in the prepared slot is returned.  Otherwise, nil is returned.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|phase|cln||CellID|[cell]}}&lt;br /&gt;
Teleports the being to a new cell.&lt;br /&gt;
:''cell'': ''Optional.'' A cell id to search for.  If multiple cells of that id are on the level, one is picked at random.  If omitted, any cell empty of beings, items, stairs, walls, hazardous terrain, or LFNOSPAWN can be selected.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|spawn|cln||BeingID|monster}}&lt;br /&gt;
Summons monsters around this being.  Monsters summoned this way grant no experience to the player (that is, BF_NOEXP is set on the spawned beings).&lt;br /&gt;
:''monster'': The ID of the being to spawn.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|act|cln|boolean|Coord|coord}}&lt;br /&gt;
Makes the being interact with the indicated location.&lt;br /&gt;
:''coord'': The location to interact with.&lt;br /&gt;
:'''Returns''': ''True'' if the action was successful, ''False'' if not.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|eye_contact|cln|boolean|Coord|other}}&lt;br /&gt;
;{{moddef|desc|eye_contact|cln|boolean|Thing|other}}&lt;br /&gt;
Checks if something is visible from this being's location.&lt;br /&gt;
:''other'': A Coord, Being, or Item whose position will be checked.&lt;br /&gt;
:'''Returns''': ''True'' if the being can see the checked object or location, ''False'' if not.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|in_sight|cln|boolean|Coord|other}}&lt;br /&gt;
;{{moddef|desc|in_sight|cln|boolean|Thing|other}}&lt;br /&gt;
Checks to see if something can be from the being's location.  If the being is the player, the player's vision algorithm is used.  Otherwise, the being's eye_contact algorithm is used.&lt;br /&gt;
:''other'': A Coord, Being, or Item whose position will be checked.&lt;br /&gt;
:'''Returns''': ''True'' if the object is visible, ''False'' if not.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|is_player|cln|boolean}}&lt;br /&gt;
Returns whether this being is the player or not.&lt;br /&gt;
:'''Returns''': ''True'' if this being is the player.  ''False'' if it is not.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|set_items|cln|integer|SetID|set}}&lt;br /&gt;
Gets the number of items worn by the being that are part of a set.&lt;br /&gt;
:''set'': The set to check.&lt;br /&gt;
:'''Returns''': The number of items of that set worn by this being.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|nuke|cln||integer|[time]}}&lt;br /&gt;
Creates a nuke under the being and sets the nuke timer.&lt;br /&gt;
:''time'': ''Optional.'' The number of game turns the the nuke will go off in.  If omitted, the default is 1.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|pick_mod_item|cln|Item, boolean|string|modletter|integer|techbonus}}&lt;br /&gt;
Performs the choice, check, and attachment of a mod to an item.  Only the player can call this function.&lt;br /&gt;
:''modletter'': The letter representing the mod being attached. Standard DoomRL mod letters are:&lt;br /&gt;
  Agility: A     Tech:      T      Bulk: B     Power: P&lt;br /&gt;
  Sniper:  S     Firestorm: F      Nano: N     Onyx:  O&lt;br /&gt;
Custom modpacks should use different letters.&lt;br /&gt;
:''techbonus'': The number of points of tech bonus the being has.  DoomRL uses the Whizkid level for this number.&lt;br /&gt;
:'''Returns''': An Item and a boolean.  The Item returned is the resulting item after being modded with the mod pack, unless an assembly (mod array) was matched and accepted.  The boolean value is ''True'' if the modding was successful or ''False'' if it was not.  If the boolean value is ''False'' or the Item was turned into an assembly, Nil is returned instead of the item.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Constants</id>
		<title>Modding:Constants</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Constants"/>
				<updated>2013-07-05T11:04:35Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* StatusEffect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Constants and Enumerations are common in any game and DoomRL is no exception.  Internally, as most programmers are aware, these are integers.  But to modders they are all important magic values, looked up here.&lt;br /&gt;
&lt;br /&gt;
== Engine Enums ==&lt;br /&gt;
&lt;br /&gt;
==== ItemType ====&lt;br /&gt;
&lt;br /&gt;
Every item has a type that determines how the engine treats it.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TItemType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_RANGED&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NRANGED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_MELEE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMO&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_PACK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_POWER&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_TELE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_LEVER&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMOPACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BodyTarget ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TBodyTarget'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_INTERNAL&lt;br /&gt;
|Protection from boots and armor will be ignored.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_TORSO&lt;br /&gt;
|Protection from armor counts but protection from boots does not.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_FEET&lt;br /&gt;
|Protection from boots counts but protection from armor does not.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== EqSlot ====&lt;br /&gt;
&lt;br /&gt;
It is preferred to use the (equivalent) [[#Equip Slots|slot]] constants.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TEqSlot'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFTORSO&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFBOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== StatusEffect ====&lt;br /&gt;
&lt;br /&gt;
[[Modding:Affects|Affects]] specify one of these status effects that will apply a color scheme to all the tiles on the HUD.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TStatusEffect'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSNORMAL&lt;br /&gt;
|No affects&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSINVERT&lt;br /&gt;
|Berserk (sic!)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSRED&lt;br /&gt;
|Invincibility (sic!)&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGREEN&lt;br /&gt;
|Environsuit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DamageType ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look [[Damage type|here]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TDamageType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_BULLET &amp;lt;!-- 0 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_MELEE &amp;lt;!-- 1 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SHARPNEL [sic] &amp;lt;!-- 2 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_ACID &amp;lt;!-- 3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_FIRE &amp;lt;!-- 4 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_PLASMA &amp;lt;!-- 5 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SPLASMA &amp;lt;!-- 6 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_IGNOREARMOR &amp;lt;!-- 7 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltFire ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltFire'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_CHAIN&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_THROW&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_AIMED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltReload ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltReload'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_FULL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_DUAL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ExplosionFlag ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TExplosionFlag'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFHALF&lt;br /&gt;
|Deals half damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFKNOCKBACK&lt;br /&gt;
|Gives extra knockback to the active being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFSAFE&lt;br /&gt;
|Deals no damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFAFTERBLINK&lt;br /&gt;
|Blinks the screen after the explosion finishes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFCHAIN&lt;br /&gt;
|Causes secondary explosions (as the [[BFG 9000]]).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFHALFKNOCK&lt;br /&gt;
|Causes half the usual knockback.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFNOKNOCK&lt;br /&gt;
|Doesn't cause knockback.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFRANDOMCONTENT&lt;br /&gt;
|Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Level Flag====&lt;br /&gt;
{{Template:Level_Flags}}&lt;br /&gt;
&lt;br /&gt;
====Light Flag====&lt;br /&gt;
{{Template:Light_Flags}}&lt;br /&gt;
&lt;br /&gt;
== Constants ==&lt;br /&gt;
&lt;br /&gt;
==== Maximums ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Maximums'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXX || 78&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXY || 20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|BOSS_LEVEL || 25&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXDEPTH || 26&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXAFFECT || 5&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_INV_SIZE || 22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_EQ_SIZE || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cellsets ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Cellsets'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_WALLS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_FLOORS&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_CORPSES&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Challenges'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_BERSERK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MARKSMANSHIP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_SHOTGUNNERY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_LIGHTTRAVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_IMPATIENCE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HASTE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PURITY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_REDALERT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_CARNAGE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MASOCHISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_100&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PACIFISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HUMANITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Difficulty ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Difficulty'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_EASY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_MEDIUM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_HARD&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_VERYHARD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_NIGHTMARE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PlayerRank ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''PlayerRank'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKEXP&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKSKILL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Player Statistics ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Player Statistics'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLTOTAL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLMELEE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLPISTOL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_BADGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Equip Slots ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Equip Slots'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_ARMOR&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_PREPARED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Colors ====&lt;br /&gt;
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants.  See [[Modding:Color]] for details.&lt;br /&gt;
&lt;br /&gt;
Also, note that the exact color the end-user sees may depend on his system settings.&lt;br /&gt;
For the basic 16 colors, the valkyrie string coloring escape is noted.&lt;br /&gt;
{{Template:Color}}&lt;br /&gt;
{{Template:Special_Color}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
==== Being Flags ====&lt;br /&gt;
{{Template:Being_Flags}}&lt;br /&gt;
&lt;br /&gt;
Some flags have no effect on non-player beings.  Most trait flags are that way.&lt;br /&gt;
&lt;br /&gt;
==== Generic Flags ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Generic Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|F_OVERLAY&lt;br /&gt;
|This flag is related to the graphical version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Empty Flags ====&lt;br /&gt;
Empty flags are used with various functions to control the selection of random coords.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Empty Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOITEMS&lt;br /&gt;
|Excludes cells that contain an item.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBEINGS&lt;br /&gt;
|Excludes cells that contain a being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBLOCK&lt;br /&gt;
|Excludes cells that block movement (CF_BLOCKMOVE).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOVISION&lt;br /&gt;
|Excludes cells that block vision (CF_BLOCKLOS).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSTAIRS&lt;br /&gt;
|Excludes stairs (cells with an OnExit hook).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOTELE&lt;br /&gt;
|Excludes cells with a teleporter (an item with ITEMTYPE_TELE).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOHARM&lt;br /&gt;
|Excludes hazardous cells (CF_HAZARD).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSAFE&lt;br /&gt;
|Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSPAWN&lt;br /&gt;
|Excludes cells with LF_NOSPAWN.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Constants</id>
		<title>Modding:Constants</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Constants"/>
				<updated>2013-07-04T11:45:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* AltFire */  there is no ALT_WHIRLWIND in 0996 and 0997 releases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Constants and Enumerations are common in any game and DoomRL is no exception.  Internally, as most programmers are aware, these are integers.  But to modders they are all important magic values, looked up here.&lt;br /&gt;
&lt;br /&gt;
== Engine Enums ==&lt;br /&gt;
&lt;br /&gt;
==== ItemType ====&lt;br /&gt;
&lt;br /&gt;
Every item has a type that determines how the engine treats it.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TItemType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_RANGED&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NRANGED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_MELEE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMO&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_PACK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_POWER&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_TELE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_LEVER&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMOPACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BodyTarget ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TBodyTarget'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_INTERNAL&lt;br /&gt;
|Protection from boots and armor will be ignored.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_TORSO&lt;br /&gt;
|Protection from armor counts but protection from boots does not.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_FEET&lt;br /&gt;
|Protection from boots counts but protection from armor does not.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== EqSlot ====&lt;br /&gt;
&lt;br /&gt;
It is preferred to use the (equivalent) [[#Equip Slots|slot]] constants.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TEqSlot'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFTORSO&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFBOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== StatusEffect ====&lt;br /&gt;
&lt;br /&gt;
[[Modding:Affects|Affects]] specify one of these status effects that will apply a color scheme to all the tiles on the HUD.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TStatusEffect'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSNORMAL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSINVERT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSRED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGREEN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DamageType ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look [[Damage type|here]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TDamageType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_BULLET &amp;lt;!-- 0 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_MELEE &amp;lt;!-- 1 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SHARPNEL [sic] &amp;lt;!-- 2 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_ACID &amp;lt;!-- 3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_FIRE &amp;lt;!-- 4 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_PLASMA &amp;lt;!-- 5 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SPLASMA &amp;lt;!-- 6 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_IGNOREARMOR &amp;lt;!-- 7 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltFire ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltFire'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_CHAIN&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_THROW&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_AIMED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltReload ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltReload'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_FULL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_DUAL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ExplosionFlag ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TExplosionFlag'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFHALF&lt;br /&gt;
|Deals half damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFKNOCKBACK&lt;br /&gt;
|Gives extra knockback to the active being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFSAFE&lt;br /&gt;
|Deals no damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFAFTERBLINK&lt;br /&gt;
|Blinks the screen after the explosion finishes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFCHAIN&lt;br /&gt;
|Causes secondary explosions (as the [[BFG 9000]]).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFHALFKNOCK&lt;br /&gt;
|Causes half the usual knockback.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFNOKNOCK&lt;br /&gt;
|Doesn't cause knockback.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFRANDOMCONTENT&lt;br /&gt;
|Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Level Flag====&lt;br /&gt;
{{Template:Level_Flags}}&lt;br /&gt;
&lt;br /&gt;
====Light Flag====&lt;br /&gt;
{{Template:Light_Flags}}&lt;br /&gt;
&lt;br /&gt;
== Constants ==&lt;br /&gt;
&lt;br /&gt;
==== Maximums ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Maximums'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXX || 78&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXY || 20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|BOSS_LEVEL || 25&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXDEPTH || 26&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXAFFECT || 5&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_INV_SIZE || 22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_EQ_SIZE || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cellsets ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Cellsets'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_WALLS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_FLOORS&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_CORPSES&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Challenges'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_BERSERK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MARKSMANSHIP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_SHOTGUNNERY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_LIGHTTRAVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_IMPATIENCE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HASTE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PURITY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_REDALERT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_CARNAGE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MASOCHISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_100&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PACIFISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HUMANITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Difficulty ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Difficulty'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_EASY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_MEDIUM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_HARD&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_VERYHARD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_NIGHTMARE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PlayerRank ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''PlayerRank'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKEXP&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKSKILL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Player Statistics ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Player Statistics'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLTOTAL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLMELEE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLPISTOL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_BADGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Equip Slots ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Equip Slots'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_ARMOR&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_PREPARED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Colors ====&lt;br /&gt;
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants.  See [[Modding:Color]] for details.&lt;br /&gt;
&lt;br /&gt;
Also, note that the exact color the end-user sees may depend on his system settings.&lt;br /&gt;
For the basic 16 colors, the valkyrie string coloring escape is noted.&lt;br /&gt;
{{Template:Color}}&lt;br /&gt;
{{Template:Special_Color}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
==== Being Flags ====&lt;br /&gt;
{{Template:Being_Flags}}&lt;br /&gt;
&lt;br /&gt;
Some flags have no effect on non-player beings.  Most trait flags are that way.&lt;br /&gt;
&lt;br /&gt;
==== Generic Flags ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Generic Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|F_OVERLAY&lt;br /&gt;
|This flag is related to the graphical version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Empty Flags ====&lt;br /&gt;
Empty flags are used with various functions to control the selection of random coords.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Empty Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOITEMS&lt;br /&gt;
|Excludes cells that contain an item.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBEINGS&lt;br /&gt;
|Excludes cells that contain a being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBLOCK&lt;br /&gt;
|Excludes cells that block movement (CF_BLOCKMOVE).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOVISION&lt;br /&gt;
|Excludes cells that block vision (CF_BLOCKLOS).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSTAIRS&lt;br /&gt;
|Excludes stairs (cells with an OnExit hook).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOTELE&lt;br /&gt;
|Excludes cells with a teleporter (an item with ITEMTYPE_TELE).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOHARM&lt;br /&gt;
|Excludes hazardous cells (CF_HAZARD).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSAFE&lt;br /&gt;
|Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSPAWN&lt;br /&gt;
|Excludes cells with LF_NOSPAWN.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_arch-vile</id>
		<title>Nightmare arch-vile</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_arch-vile"/>
				<updated>2013-07-03T21:42:07Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: 0997&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Nightmare arch-vile|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;V&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=150|&lt;br /&gt;
monster_ac=3|&lt;br /&gt;
monster_acc=+4 melee, N/A ranged (see below)|&lt;br /&gt;
monster_melee=1d3+8 = 9-11 = 10 avg|&lt;br /&gt;
monster_projectile=25d1 = 25 (always): [[damage type#fire|fire damage]], [[explosions|radius]] 1|&lt;br /&gt;
monster_speed = 180%|&lt;br /&gt;
monster_dlvl=90+|&lt;br /&gt;
monster_xp=1220|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=60|&lt;br /&gt;
monster_abilities=Ranged attack is instant: it always hits its target tile and has no projectile. Resurrects dead monsters (33% chance per action).|&lt;br /&gt;
monster_description=''Oh God... *WHY* do they come in the nightmare version too?''|&lt;br /&gt;
monster_other=Avoids player as much as possible, but will use its melee attack when in range.}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Item</id>
		<title>Modding:Item</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Item"/>
				<updated>2013-07-02T12:53:03Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DoomRL has many kinds of items. Weapons, powerups, levers, and other things are all items. Items inherit from the [[Modding:Thing|Thing]] class which handles some basic properties in common with beings.&lt;br /&gt;
&lt;br /&gt;
== Prototype ==&lt;br /&gt;
New items are created from item prototypes. Think of an item prototype as a recipe for creating new items. There can be multiple pistols, but they all came from the same prototype. Prototypes are declared by passing a table with the desired properties to the Items function. The available properties depend on the item type. [[#Engine Hooks|Engine hooks]] may also be included in the prototype. Mostly, the prototype's properties just describe items' initial properties (occasionally with different names). Items' properties can also mostly be changed after they are instantiated. Required fields are underlined. Sometimes required fields can safely be omitted, but this will generate a message in the log file. All item prototypes are stored in a global table called items. This table can be indexed by id or nid.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Item Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;name&amp;lt;/u&amp;gt;|This is the item's name.&lt;br /&gt;
  |{{modarg|string}}|id|This is the item's sid. It must be distinct from other string ids. (The numeric id is automatically generated and stored in the nid field of the prototype.) It defaults to the first word of the name in all lowercase.&lt;br /&gt;
  |{{modarg|value list}}|overlay|This describes of color transformation of the item's sprite. It is only used in the graphical version. This will create overlay_red, overlay_blue, overlay_green, and overlay_alpha attributes for the prototype.&lt;br /&gt;
  |{{modarg|Color}}|color|This is the item's color. The default is LIGHTGRAY.&lt;br /&gt;
  |{{modarg|string}}|color_id|For the purpose of custom color bindings, this id will be used for the item. Multiple items (like levers) can have the same color_id to prevent them from being distinguished.&lt;br /&gt;
  |{{modarg|integer}}|level|This is an [[Item Generation|item generation]] parameter. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;weight&amp;lt;/u&amp;gt;|This is an [[Item Generation|item generation]] parameter.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;sprite&amp;lt;/u&amp;gt;|This is the item's sprite. This field is only relevant to the graphical version; use 0 for no sprite.&lt;br /&gt;
  |{{modarg|value list}}|coscolor|Some sprites (such as armor and boots) are color-neutral to begin: ''coscolor'' determines the color of the sprite in these cases. The list must be written in this form: {red,green,blue,alpha}, where all of these values range from 0.0 to 1.0.&lt;br /&gt;
  |{{modarg|value list}}|glow|Creates a customized &amp;quot;glow&amp;quot; effect around the sprite. See ''coscolor'' for table specifications.&lt;br /&gt;
  |{{modarg|Item Flag List}}|flags|The flags in this list will automatically be included in the item's flag set. The default is an empty list. Some flags may be added automatically. The prototype will automatically be given a flagSet property containing the flags in set format.&lt;br /&gt;
  |{{modarg|ItemSet ID}}|set|If included, this item will belong to the given item set. This will modify the item's OnEquip and OnRemove hooks.&lt;br /&gt;
  |{{modarg|string}}|firstmsg|If included, this message will be displayed when the an item with this prototype is picked up for the first time. This will modify the item's OnFirstPickup hook.&lt;br /&gt;
  |{{modarg|integer}}|res_bullet|This is the item's res_bullet. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_melee|This is the item's res_melee. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_shrapnel|This is the item's res_shrapnel. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_acid|This is the item's res_acid. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_fire|This is the item's res_fire. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|res_plasma|This is the item's res_plasma. The default is 0.&lt;br /&gt;
  |{{modarg|ItemType}}|&amp;lt;u&amp;gt;type&amp;lt;/u&amp;gt;|This is the item's itype. It also determines which other properties can be used in the prototype.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Armor or Boots ===&lt;br /&gt;
These are the fields used by ITEMTYPE_ARMOR and ITEMTYPE_BOOTS. &lt;br /&gt;
&lt;br /&gt;
{{drltable|Armor or Boots Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the armor's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;armor&amp;lt;/u&amp;gt;|This is the armor's armor property.&lt;br /&gt;
  |{{modarg|integer}}|durability|This is the armor's maxdurability as well as its initial durability. The default is 100. (This should still be 100 for armors with no durability, as no durability is achieved by a flag.)&lt;br /&gt;
  |{{modarg|integer}}|knockmod|This is the armor's knockmod. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|movemod|This is the armor's movemod. The default is 0.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the armor's picture. It should be a length one string. The default is &amp;quot;[&amp;quot; for body armor and &amp;quot;;&amp;quot; for boots.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Consumable ===&lt;br /&gt;
These are the fields used by ITEMTYPE_PACK. This includes mods and relics.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Consumable Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the pack's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|string}}|mod_letter|This is the shorthand letter by which the pack will be recognized as a mod. Do not fill this value unless this item is meant to be a mod pack.&lt;br /&gt;
  |{{modarg|function}}|&amp;lt;u&amp;gt;OnUse&amp;lt;/u&amp;gt;|Packs must provide an OnUse hook.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the pack's picture. It should be a length one string. The default is &amp;quot;+&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Powerup ===&lt;br /&gt;
These are the fields used by ITEMTYPE_POWER.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Powerup Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|function}}|&amp;lt;u&amp;gt;OnPickup&amp;lt;/u&amp;gt;|Powerups must provide an OnPickup hook.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the powerup's picture. It should be a length one string. The default is &amp;quot;^&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
These are the fields used by ITEMTYPE_AMMO.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Ammo Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the ammo's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammo&amp;lt;/u&amp;gt;|This is the ammo's initial ammo property.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammomax&amp;lt;/u&amp;gt;|This is the ammo's ammomax property.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the ammo's picture. It should be a length one string. The default is &amp;quot;&amp;amp;#124;&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ammo Pack ===&lt;br /&gt;
These are the fields used by ITEMTYPE_AMMOPACK.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Ammo Pack Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the ammo pack's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammo&amp;lt;/u&amp;gt;|This is the ammo pack's initial ammo property.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammomax&amp;lt;/u&amp;gt;|This is the ammo pack's ammomax property.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;ammo_id&amp;lt;/u&amp;gt;|This is the ammo pack's ammoid property.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the ammo pack's picture. It should be a length one string. The default is &amp;quot;!&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapon ===&lt;br /&gt;
These fields are used by ITEMTYPE_RANGED.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Ranged Weapon Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the weapon's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;damage&amp;lt;/u&amp;gt;|This should be a string like &amp;quot;2d4&amp;quot;; the weapon's damage_dice and damage_sides will be parsed from this.&lt;br /&gt;
  |{{modarg|DamageType}}|&amp;lt;u&amp;gt;damagetype&amp;lt;/u&amp;gt;|This is the weapon's damagetype.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;psprite&amp;lt;/u&amp;gt;|This is the sprite used to represent the player when this weapon is equipped. It is only relevant in the graphical version.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;group&amp;lt;/u&amp;gt;|This is the weapon's group for purposes of kill counting. The used weapon groups are &amp;quot;weapon-melee&amp;quot;, &amp;quot;weapon-pistol&amp;quot;, &amp;quot;weapon-shotgun&amp;quot;, &amp;quot;weapon-chain&amp;quot;, &amp;quot;weapon-rocket&amp;quot;, &amp;quot;weapon-plasma&amp;quot;, and &amp;quot;weapon-bfg&amp;quot;. The default is &amp;quot;weapon-other&amp;quot;.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;ammo_id&amp;lt;/u&amp;gt;|This is the weapon's ammoID.&lt;br /&gt;
  |{{modarg|integer}}|fire|This is the weapon's usetime. The default is 10.&lt;br /&gt;
  |{{modarg|integer}}|acc|This is the weapon's acc. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|&amp;lt;u&amp;gt;ammomax&amp;lt;/u&amp;gt;|This is the weapon's ammomax and the weapon's initial ammo.&lt;br /&gt;
  |{{modarg|integer}}|radius|This is the weapon's blastradius. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|shots|This is the weapon's shots. The default is 0 (which will still give one shot).&lt;br /&gt;
  |{{modarg|integer}}|shotcost|This is the weapon's shotcost. The default is 0 (which will still require one ammo).&lt;br /&gt;
  |{{modarg|AltFire}}|altfire|This is the weapon's altfire. The default is ALT_NONE.&lt;br /&gt;
  |{{modarg|AltReload}}|altreload|This is the weapon's altreload. The default is RELOAD_NONE.&lt;br /&gt;
  |{{modarg|string}}|altfirename|This is the name the game uses for the weapon's alternate fire mode. Most of the AltFire constants provide defaults.&lt;br /&gt;
  |{{modarg|string}}|altreloadname|This is the name the game uses for the weapon's alternate reload mode. Most of the AltReload constants provide defaults.&lt;br /&gt;
  |{{modarg|string}}|sound_id|The sound_id will be used to look up sounds if there are no sounds defined for the weapon's actual id. By convention, this is set as the usual wielder's id when applicable.&lt;br /&gt;
  |{{modarg|Missile ID}}|overcharge|This field is currently unused.&lt;br /&gt;
  |{{modarg|Missile ID}} or {{modarg|Missile Prototype}}|&amp;lt;u&amp;gt;missile&amp;lt;/u&amp;gt;|This is the weapon's missile. (It will be translated into an nid. To use a shotgun missile, the weapon must have the IF_SHOTGUN flag.) If this property is a table, it will be used to declare a new missile with the same id as the weapon.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the weapon's picture. It should be a length one string. The default is &amp;quot;}&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Natural Ranged Weapon ===&lt;br /&gt;
These fields are used by ITEMTYPE_NRANGED. Natural ranged weapons are usually defined inline in a {{modarg|Being}} definition.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Natural Ranged Weapon Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;damage&amp;lt;/u&amp;gt;|This should be a string like &amp;quot;2d4&amp;quot;; the weapon's damage_dice and damage_sides will be parsed from this.&lt;br /&gt;
  |{{modarg|DamageType}}|&amp;lt;u&amp;gt;damagetype&amp;lt;/u&amp;gt;|This is the weapon's damagetype.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;group&amp;lt;/u&amp;gt;|This is the weapon's group for purposes of kill counting. The used weapon groups are &amp;quot;weapon-melee&amp;quot;, &amp;quot;weapon-pistol&amp;quot;, &amp;quot;weapon-shotgun&amp;quot;, &amp;quot;weapon-chain&amp;quot;, &amp;quot;weapon-rocket&amp;quot;, &amp;quot;weapon-plasma&amp;quot;, and &amp;quot;weapon-bfg&amp;quot;. The default is &amp;quot;weapon-other&amp;quot;.&lt;br /&gt;
  |{{modarg|integer}}|fire|This is the weapon's usetime. The default is 10.&lt;br /&gt;
  |{{modarg|integer}}|acc|This is the weapon's acc. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|radius|This is the weapon's blastradius. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|shots|This is the weapon's shots. The default is 0 (which will still give one shot).&lt;br /&gt;
  |{{modarg|string}}|sound_id|The sound_id will be used to look up sounds if there are no sounds defined for the weapon's actual id. By convention, a natural weapon's soundID is the usual wielder's id.&lt;br /&gt;
  |{{modarg|Missile ID}} or {{modarg|Missile Prototype}}|&amp;lt;u&amp;gt;missile&amp;lt;/u&amp;gt;|This is the weapon's missile. (It will be translated into an nid. To use a shotgun missile, the weapon must have the IF_SHOTGUN flag.) If this property is a table, it will be used to declare a new missile with the same id as the weapon.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the weapon's picture. It should be a length one string. The default is &amp;quot;?&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapon ===&lt;br /&gt;
These fields are used by ITEMTYPE_MELEE.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Melee Weapon Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the weapon's description that is displayed in the inventory screen.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;damage&amp;lt;/u&amp;gt;|This should be a string like &amp;quot;2d4&amp;quot;; the weapon's damage_dice and damage_sides will be parsed from this.&lt;br /&gt;
  |{{modarg|DamageType}}|&amp;lt;u&amp;gt;damagetype&amp;lt;/u&amp;gt;|This is the weapon's damagetype.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;psprite&amp;lt;/u&amp;gt;|This is the projectile sprite used with the weapon. It is only relevant in the graphical version.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;group&amp;lt;/u&amp;gt;|This is the weapon's group for purposes of kill counting. The used weapon groups are &amp;quot;weapon-melee&amp;quot;, &amp;quot;weapon-pistol&amp;quot;, &amp;quot;weapon-shotgun&amp;quot;, &amp;quot;weapon-chain&amp;quot;, &amp;quot;weapon-rocket&amp;quot;, &amp;quot;weapon-plasma&amp;quot;, and &amp;quot;weapon-bfg&amp;quot;. The default is &amp;quot;weapon-other&amp;quot;.&lt;br /&gt;
  |{{modarg|integer}}|fire|This is the weapon's usetime. The default is 10.&lt;br /&gt;
  |{{modarg|integer}}|acc|This is the weapon's acc. The default is 0.&lt;br /&gt;
  |{{modarg|integer}}|shotcost|This is the weapon's shotcost. The default is 0 (which will still require one ammo).&lt;br /&gt;
  |{{modarg|AltFire}}|altfire|This is the weapon's altfire. The default is ALT_NONE.&lt;br /&gt;
  |{{modarg|string}}|altfirename|This is the name the game uses for the weapon's alternate fire mode. Most of the AltFire constants provide defaults.&lt;br /&gt;
  |{{modarg|Missile ID}} or {{modarg|Missile Prototype}}|missile|This is the missile used if for the throw alternate fire mode.&lt;br /&gt;
  |{{modarg|Item ID}}|throw_id|In the case where the melee weapon can be thrown, this is the item that appears after the item is thrown. It defaults to the item itself.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the weapon's picture. It should be a length one string. The default is &amp;quot;\&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lever ===&lt;br /&gt;
These fields are used by ITEMTYPE_LEVER. DoomRL levers usually also have a target_area custom property.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Lever Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;desc&amp;lt;/u&amp;gt;|This is the full description of the lever used if the player has BF_LEVERSENSE2.&lt;br /&gt;
  |{{modarg|string}}|&amp;lt;u&amp;gt;good&amp;lt;/u&amp;gt;|This is the qualitative description of the lever used if the player has BF_LEVERSENSE1. By convention, this should be &amp;quot;beneficial&amp;quot;, &amp;quot;neutral&amp;quot;, or &amp;quot;dangerous&amp;quot;.&lt;br /&gt;
  |{{modarg|integer}}|fullchance|The level generation code will set the lever's target_area to the full map fullchance percent of the time. The default is 0. (To be fair, the level generation code won't generate custom levers.)&lt;br /&gt;
  |{{modarg|string}}|warning|This message will be displayed by the level generation code if the fullchance roll succeeds.&lt;br /&gt;
  |null|&amp;lt;u&amp;gt;color_id&amp;lt;/u&amp;gt;|This field is required for levers. By convention, it is set to &amp;quot;lever&amp;quot;.&lt;br /&gt;
  |null|sound_id|If the particular lever doesn't have sound bindings, the game will use the sound ID to look for sound bindings. By default, this is &amp;quot;lever&amp;quot;.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the lever's picture. It should be a length one string. The default is &amp;quot;&amp;amp;&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Teleporter ===&lt;br /&gt;
These fields are used by ITEMTYPE_TELE. The built-in teleport item has a custom target property. This can be set to any coord to control the destination.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Teleporter Prototype|3|{{Table3Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
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  |{{modarg|function}}|&amp;lt;u&amp;gt;OnEnter&amp;lt;/u&amp;gt;|This hook is required for teleporters.&lt;br /&gt;
  |{{modarg|string}}|ascii|This is the teleporter's picture. It should be a length one string. The default is &amp;quot;*&amp;quot;.&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Flags ===&lt;br /&gt;
{{drltable|Item Flags|2|{{Table2Col&lt;br /&gt;
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  |IF_CHAMBEREMPTY|For IF_PUMPACTION weapons, this flag indicates whether ammo is in the chamber or not.&lt;br /&gt;
  |IF_UNIQUE|This flag is set for unique items. Unique items add a player history message when picked up as well as doing a screen blink. Unique items are also not destroyable.&lt;br /&gt;
  |IF_EXOTIC|This flag is set for exotic items. This is used by the game to compile the special items list.&lt;br /&gt;
  |IF_MODIFIED|This flag is automatically set for items that have been modded.&lt;br /&gt;
  |IF_HALFKNOCK|If a weapon with this flag is wielded, all knockback against the wielder will be halved.&lt;br /&gt;
  |IF_GLOBE|This is a marker flag for items that are disallowed in Angel of Masochism.&lt;br /&gt;
  |IF_CURSED|Items with this flag cannot be unequipped.&lt;br /&gt;
  |IF_RECHARGE|Items with this flag regenerate ammo or durability as with a [[Nano Pack]].&lt;br /&gt;
  |IF_CLEAVE|Items with this flag give the wielder the benefits of the [[Traits#Blademaster|Blademaster]] trait (as [[Butcher's Cleaver]]).&lt;br /&gt;
  |IF_NOAMMO|Items with this flag don't consume ammo when fired. For the player, a weapon still must have ammo loaded to be fired.&lt;br /&gt;
  |IF_NECROCHARGE|Items with this flag recharge as with IF_RECHARGE, but reduce the weilder's health by 1 for each point of recharge (as with [[Necroarmor]]).&lt;br /&gt;
  |IF_PUMPACTION|Ranged weapons with this flag must be pumped after each shot as with the combat shotgun.&lt;br /&gt;
  |IF_SINGLERELOAD|Ranged weapons with this flag only reload one ammo at a time (as with the missile launcher) instead of all at once.&lt;br /&gt;
  |IF_PISTOL|This flag indicates whether the weapon counts as a pistol for the purposes of the [[Traits#Son of a Gun|Son of a Gun]] and [[Traits#Dualgunner|Dualgunner]] traits. (For kill counting, the weapon group is used instead.)&lt;br /&gt;
  |IF_SHOTGUN|This flag causes a weapon's missile to be treated as a shotgun id rather than a missile id. Also, this flag is used to decide if the [[Traits#Shottyman|Shottyman]] trait should count the weapon as a shotgun. (For kill counting, the weapon group is used instead.)&lt;br /&gt;
  |IF_SPREAD|Ranged weapons with this flag fire three shots at once (as the [[tristar blaster]] and [[mancubus]] natural weapon). In 0.9.9.4, this flag is a bit buggy.&lt;br /&gt;
  |IF_SCATTER|For ranged weapons with this flag, each shot is aimed at a different cell near the real target (as with the [[BFG 10K]]).&lt;br /&gt;
  |IF_MODABLE|Allows a unique item to be fully modded.&lt;br /&gt;
  |IF_SINGLEMOD|Restricts the number of allowed mods on the item to one. (For unique items, this must be used along with IF_MODABLE.)&lt;br /&gt;
  |IF_DUALSHOTGUN|For multi-shot weapons, this flag eliminates all delay between shots and causes the firing sound to play only once.&lt;br /&gt;
  |IF_AIHEALPACK|This flag allows the default AI to pick up and use the item.&lt;br /&gt;
  |IF_NOUNLOAD|Ranged weapons with this flag cannot be unloaded.&lt;br /&gt;
  |IF_NUKERESIST|Items with this flag will not be destroyed by nuking.&lt;br /&gt;
  |IF_NODROP|Items with this flag will not be dropped when the carrier/wearer dies.&lt;br /&gt;
  |IF_AUTOHIT|Weapons with this flag never miss (as with items modified by a sniper weapon pack).&lt;br /&gt;
  |IF_SETITEM|This flag is automatically set for items that specify a set.&lt;br /&gt;
  |IF_NODURABILITY|Armors and boots with this flag have no durability (as with items modified by an Onyx Armor Pack).&lt;br /&gt;
  |IF_NODESTROY|Armors with this flag cannot be destroyed by damage. Also, items on the ground with this flag will not be destroyed by explosions.&lt;br /&gt;
  |IF_NONMODABLE|Items with this flag cannot be modded.&lt;br /&gt;
  |IF_NOREPAIR|Armors and boots with this flag cannot be repaired by normal methods (ie item:fix). Directly setting item.durability bypasses this prohibition.&lt;br /&gt;
  |IF_ASSEMBLED|This flag is automatically set on assemblies. Items with this flag cannot be used for the base of any other assembly.&lt;br /&gt;
  |IF_DESTROY|Weapons with this flag will be destroyed after firing (with a default message). The flag is used for overcharged weapons.&lt;br /&gt;
  |IF_BLADE|Weapons with this flag are considered blades for the purpose of activating the flags used for [[Traits#Malicious Blades|Malicious Blades]].&lt;br /&gt;
  |IF_DESTRUCTIVE|Weapons with this flag deal double damage to cells (if they can hurt cells, see [[Modding:Cell|CF_FRAGILE]].)&lt;br /&gt;
  |IF_ROCKET|&lt;br /&gt;
  |IF_FARHIT|&lt;br /&gt;
  |IF_UNSEENHIT|&lt;br /&gt;
  |IF_NODEGRADE|&lt;br /&gt;
  |IF_THROWDROP|&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Engine Hooks ==&lt;br /&gt;
These hooks can give greater flexibility for how items work. For some item types, a hook provides the primary function. Sometimes, the engine will add to explicitly defined hooks, but this shouldn't interfere with a modder's use of the hooks. However, modders should be careful when changing hooks.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|Item Hooks&lt;br /&gt;
{{Table2Col&lt;br /&gt;
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  |{{modarg|boolean}}|[[#item_OnCreate|OnCreate]]({{modarg|Item}} self) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnPickup|OnPickup]]({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnFirstPickup|OnFirstPickup]]({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnPickupCheck|OnPickupCheck]]({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnUse|OnUse]]({{modarg|Item}} self, {{modarg|Being}} user) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnUseCheck|OnUseCheck]]({{modarg|Item}} self, {{modarg|Being}} user) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnReload|OnReload]]({{modarg|Item}} self, {{modarg|Being}} reloader) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnAltFire|OnAltFire]]({{modarg|Item}} self, {{modarg|Being}} firer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnAltReload|OnAltReload]]({{modarg|Item}} self, {{modarg|Being}} reloader) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnEquip|OnEquip]]({{modarg|Item}} self, {{modarg|Being}} equipper) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnEquipTick|OnEquipTick]]({{modarg|Item}} self, {{modarg|Being}} wearer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnEquipCheck|OnEquipCheck]]({{modarg|Item}} self, {{modarg|Being}} equipper) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnRemove|OnRemove]]({{modarg|Item}} self, {{modarg|Being}} wearer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnKill|OnKill]]({{modarg|Item}} self, {{modarg|Being}} dier, {{modarg|Being}} wearer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnHitBeing|OnHitBeing]]({{modarg|Item}} self, {{modarg|Being}} attacker, {{modarg|Being}} target) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnEnter|OnEnter]]({{modarg|Item}} self, {{modarg|Being}} enterer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnFire|OnFire]]({{modarg|Item}} self, {{modarg|Being}} firer) &lt;br /&gt;
  |{{modarg|boolean}}|[[#item_OnFired|OnFired]]({{modarg|Item}} self, {{modarg|Being}} firer) &lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|item_OnCreate}}&lt;br /&gt;
;OnCreate({{modarg|Item}} self) &lt;br /&gt;
:This hook is called when the item is created. For ammo, beware: the game creates and destroys ammo items liberally as a normal part of ammo management.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnPickup}}&lt;br /&gt;
;OnPickup({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
:When an item is picked up, this hook is called with the being that is picking the item up. This is most commonly used to implement powerups.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnFirstPickup}}&lt;br /&gt;
;OnFirstPickup({{modarg|Item}} self, {{modarg|Being}} getter) &lt;br /&gt;
:When an item with a given id is picked up for the first time, the function is called. This only works for items that go into the inventory.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnPickupCheck}}&lt;br /&gt;
;OnPickupCheck({{modarg|Item}} self, {{modarg|Being}} getter) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:When a being tries to pick up an item, this function is called with the being that is trying to pick it up. If the return value is true, then the being is allowed to pick the item up, otherwise the being can't. For the player, both cases include the item in the player's previously found items. (This can affect OnFirstPickup.)&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnUse}}&lt;br /&gt;
;OnUse({{modarg|Item}} self, {{modarg|Being}} user) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This hook is called when levers are used and when packs are used with the being that it using the item. For packs, if the return value is true, the item is consumed, otherwise it is left in the inventory. For levers, the return value is ignored and it is safe not to have a return value.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnUseCheck}}&lt;br /&gt;
;OnUseCheck({{modarg|Item}} self, {{modarg|Being}} user) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This hook is called called before OnUse for levers and packs. If the return value is false, then the being can't use the item, otherwise it can. For levers, this can control whether the lever statistic is increased.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnReload}}&lt;br /&gt;
;OnReload({{modarg|Item}} self, {{modarg|Being}} reloader) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:If it is declared, this hook is called when a weapon is reloaded. If the return value is false, then the normal reload procedure is aborted. This can be used to prevent reloading or to implement a custom reloading mechanism (like for the [[Acid Spitter]]). If true is returned, the weapon is reloaded normally afterwards.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnAltFire}}&lt;br /&gt;
;OnAltFire({{modarg|Item}} self, {{modarg|Being}} firer) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This hook works exactly like the OnFire hook, except it is called when the weapon's alternate fire mode is used for weapons with ALT_SCRIPT altfire.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnAltReload}}&lt;br /&gt;
;OnAltReload({{modarg|Item}} self, {{modarg|Being}} reloader) &lt;br /&gt;
:If the weapon's altreload is RELOAD_SCRIPT, then this hook is called with when the weapon's alternate reload mode is used.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnEquip}}&lt;br /&gt;
;OnEquip({{modarg|Item}} self, {{modarg|Being}} equipper) &lt;br /&gt;
:This hook is called when the item is equipped in any equipment slot. Due to a bug, equipper is the active being. This is always correct during normal play, but modders must be careful when manually equipping items with this hook. &lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnEquipTick}}&lt;br /&gt;
;OnEquipTick({{modarg|Item}} self, {{modarg|Being}} wearer) &lt;br /&gt;
:While this item is equipped in any slot (including the prepared slot), this function is called on each of the being's actions. (Despite the name, it probably won't be called on every tick; it depends on the being's speed.)&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnEquipCheck}}&lt;br /&gt;
;OnEquipCheck({{modarg|Item}} self, {{modarg|Being}} equipper) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This function is called (before OnEquip) when the player tries to equip an item. If the return value is true, then the player is allowed to equip the item; otherwise the player isn't allowed to equip the item.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnRemove}}&lt;br /&gt;
;OnRemove({{modarg|Item}} self, {{modarg|Being}} wearer) &lt;br /&gt;
:This hook is called when a being unequips the item, or when the item is otherwise removed from the being's equipment. This includes armor being destroyed by damage. Like OnEquip, this is called with the active being which can cause problems especially if this hook is called for armor destruction.  &lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnKill}}&lt;br /&gt;
;OnKill({{modarg|Item}} self, {{modarg|Being}} dier, {{modarg|Being}} wearer) &lt;br /&gt;
:When a being dies, this hook is called on all of the active being's equipment. This includes the prepared slot. (Weapons can check what slot they are in inside of this hook.)&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnHitBeing}}&lt;br /&gt;
;OnHitBeing({{modarg|Item}} self, {{modarg|Being}} attacker, {{modarg|Being}} target) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:For weapons with no blastradius, this hook is called whenever a being is hit with the weapon. This hook is called before applying damage. If the return value is true, damage is applied as usual. Otherwise, the damage phase is skipped.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnEnter}}&lt;br /&gt;
;OnEnter({{modarg|Item}} self, {{modarg|Being}} enterer) &lt;br /&gt;
:This function is called whenever a being enters a cell that has the item lying on the floor. For the player, this supresses the usual &amp;quot;There is an item lying here&amp;quot; message. This is used in DoomRL to implement teleports.&lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnFire}}&lt;br /&gt;
;OnFire({{modarg|Item}} self, {{modarg|Being}} firer) &amp;amp;rarr; '''boolean'''&lt;br /&gt;
:This hook is called when a weapon is fired. This only works for normal firing, not alternative firing (see OnAltFire). This hook is called before a target is selected. If the return value is true, then the rest of the normal firing operation is aborted. If the return value is false, then it continues as usual. &lt;br /&gt;
----&lt;br /&gt;
{{Anchor|item_OnFired}}&lt;br /&gt;
;OnFired({{modarg|Item}} self, {{modarg|Being}} firer) &lt;br /&gt;
:This hook is called after a weapon is fired. This is after the entire usual firing procedure including damage, etc. Currently, this only works for the player.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
Items also have all the [[Modding:Thing|Thing]] properties in addition to those listed below. For items, the meaning of the resistance fields vary depending on the item type. For armor and boots, the resistances are applied only to attacks to the corresponding target. For other equipment, the resistance applies to all attacks. For non-equipment, the resistances aren't used. Also, some properties are only valid for armor, and some are only valid for weapons. For these purposes, armor are items with itype ITEMTYPE_ARMOR and ITEMTYPE_BOOTS and weapons are items with itype ITEMTYPE_AMMO, ITEMTYPE_MELEE, ITEMTYPE_NRANGED, ITEMTYPE_RANGED, and ITEMTYPE_AMMOPACK. Properties of the incorrect type are always indexable, but they may share a memory address with properties of the opposite type, so modders should only use this feature very carefully. The type of such properties is noted. Also, the meaning of many fields is slightly different depending on the itype; these differences are also described.&lt;br /&gt;
&lt;br /&gt;
{{drltable|Item|3|{{Table3Col&lt;br /&gt;
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  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c3=padding:0px 2px;&lt;br /&gt;
  |{{modarg|ItemType}}|itype|This determines the basic features of the item. ITEMTYPE_NONE has no features; it can't be picked up or used. ITEMTYPE_RANGED can be picked up and wielded as a ranged weapon. ITEMTYPE_NRANGED is like ITEMTYPE_RANGED, but it isn't designed to exist on the map. ITEMTYPE_ARMOR can be picked up and equipped as armor. ITEMTYPE_MELEE can be picked up and wielded as a melee weapon. ITEMTYPE_AMMO is always a new ammo type that can be picked up and stacked. ITEMTYPE_PACK items can be picked up and used. ITEMTYPE_POWER items are consumed when they are picked up. ITEMTYPE_BOOTS can be picked up and worn as boots. ITEMTYPE_TELE have no special features, but by convention they interact with OnEnter. ITEMTYPE_LEVER have special description routines, and they can be used while on the floor. ITEMTYPE_AMMOPACK can be picked up and wielded in the prepared slot. They provide reloading benefits. While it is possible to change an item's itype, this should almost never be done. If it is done, care must be taken to account for overlapping weapon and armor properties.&lt;br /&gt;
  |{{modarg|byte}}|armor|For armor and boots, this is the amount of [[protection]] provided at full durability. Weapons in the main slot may also provide a (universal) protection bonus with this field.&lt;br /&gt;
  |{{modarg|word}}|durability|For armor and boots, this is the current amount of durability of the item. This property is armor-specific.&lt;br /&gt;
  |{{modarg|word}}|maxdurability|For armor and boots, this is the maximum amount of durability. Most effects won't raise the durability above maxdurability. This property is armor-specific.&lt;br /&gt;
  |{{modarg|integer}}|movemod|For armor and boots, this percentage movement speed modifier is applied while the item is equipped. This property is armor-specific.&lt;br /&gt;
  |{{modarg|integer}}|knockmod|For armor and boots, this percentage [[knockback]] modifier is applied while the item is equipped. This property is armor-specific.&lt;br /&gt;
  |[[Modding:Item|Item ID]]|ammoid|This must always be a number id. For ranged weapons, this is the item id of the kind of ammo the weapon uses. For ammo packs, this is the kind of ammo provided by the pack. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|word}}|ammo|For ranged weapons, this is the amount of currently-loaded ammo. For ammo packs and ammo stacks, this is the amount of ammo inside. This property is weapon-specific. &lt;br /&gt;
  |{{modarg|word}}|ammomax|For ranged weapons, this is the size of the magazine. For ammo stacks, this is the maximum stack size (unaffected by BF_BACKPACK). For ammo packs, this is the initial amount of ammo. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|word}}|acc|For ranged and melee weapons, this is an [[accuracy]] modifier applied to attacks with the weapon. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|word}}|damage_sides|For weapons, this is the number of dice rolled for damage (e.g. the X of XdY). This property is weapon-specific.&lt;br /&gt;
  |{{modarg|word}}|damage_dice|For weapons, this is the number of sides on each die rolled for damage (e.g. the Y of XdY). This property is weapon-specific.&lt;br /&gt;
  |{{modarg|integer}}|damage_add|For weapons, this is a flat bonus added to all damage rolls. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|Missile ID}}|missile|This must always be a number id. For ranged weapons, this is the missile used by the weapon. For melee weapons, this is the missile used by the throw alternate fire mode (if any). This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|blastradius|This is the [[Distance|radius]] of the explosion caused by a ranged weapon. This should be 0 for weapons with no explosion. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|shots|This is the number of shots fired by a rapid-fire ranged weapon. This should be 0 (not 1) for single-shot weapons. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|shotcost|This is the amount of ammo consumed by each shot with a ranged weapon. This should be 0 (not 1) for weapons that take only one ammo per shot. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|reloadtime|This is the number of 0.1s intervals it takes (without modifiers) to reload a ranged weapon. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|byte}}|usetime|This is the number of 0.1s intervals it takes (without modifiers) to fire/use a weapon. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|DamageType}}|damagetype|This is the [[Damage type|type]] of the damage caused by a weapon. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|AltFire}}|altfire|This is the alternate fire mode of a weapon. For ALT_SCRIPT, the details depend on the OnAltFire hook. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|AltReload}}|altreload|This is the alternate reload mode of a ranged weapon. For RELOAD_SCRIPT, the details depend on the OnAltReload hook. This property is weapon-specific.&lt;br /&gt;
  |{{modarg|string}}|desc|This is the string used to describe the item in the inventory list. For the description in the inventory sidebar, use .proto.desc. This property is read-only.&lt;br /&gt;
  |{{modarg|Item Prototype}}|__proto|This is the item's prototype. You can access item prototype fields using this (e.g., item.__proto.color).&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;br /&gt;
== API ==&lt;br /&gt;
&lt;br /&gt;
The [[Modding:Thing#API|Thing API]] can also be used with items.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|Item Interface&lt;br /&gt;
{{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |{{modarg|Item}}|{{moddef|list|new|dot||Item ID|iid}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|add_mod|cln||string|modletter}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|can_mod|cln||string|modletter}}&lt;br /&gt;
  |{{modarg|integer}}|{{moddef|list|get_mod|cln||string|modletter}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|clear_mods|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|is_damaged|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|fix|cln||integer|amount}}&lt;br /&gt;
  |{{modarg|table}}|{{moddef|list|get_mods|cln}}&lt;br /&gt;
  |{{modarg|table}}|{{moddef|list|get_mod|ids|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|can_overcharge|cln}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|check_mod_array|cln||string|nextmod|integer|techbonus}}&lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{moddef|desc|new|dot|Item|Item ID|iid}}&lt;br /&gt;
:This returns a newly allocated item create from the specified prototype. This item doesn't exist in the game yet; it must be dropped on the level, added to an inventory, or equipped.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|add_mod|cln|boolean|string|modletter}}&lt;br /&gt;
:Adds a mod to the item's mod list and sets the IF_MODIFIED flag. This does not apply any affects of the mod, it is only a primitive operation for accessing the mod list. ''modletter'' should be a single uppercase letter representing the mod. This will check modding restrictions (as [[#item_can_mod|can_mod]]) and return true on success, false on failure.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|can_mod|cln|boolean|string|modletter}}&lt;br /&gt;
:Determines if the given mod can be added to the item. ''modletter'' should be a single uppercase letter representing the mod. This will always use the player's techbonus. It also accounts for limits on the number of mods of a given type and various modability item flags.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|get_mod|cln|integer|string|modletter}}&lt;br /&gt;
:Counts the number of the given mod that have already been added to the item. ''modletter'' should be a single uppercase letter representing the mod.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|clear_mods|cln|boolean}}&lt;br /&gt;
:Clears the counts of all mods for the item. The does not undo the affects of the mods nor does it change any flags (including IF_MODIFIED).&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|is_damaged|cln|boolean}}&lt;br /&gt;
:This determines if the item's durability is less than its maxdurability. For items with IF_NOREPAIR, this function always returns false. (So, in effect this function determines if the item needs to be repaired.)&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|fix|cln|boolean|integer|amount}}&lt;br /&gt;
:This will increase the item's durability by amount, respecting maxdurability. It returns true is the item is no longer is_damaged. ''amount'' is optional; by default the item is completely repaired.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|get_mods|cln|table}}&lt;br /&gt;
:This will return a table that maps single character mod letters to the corresponding amount of mods that have been applied to the item. Mod letters that have not been applied are not included as keys.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|list|get_mod|ids|cln|table}}&lt;br /&gt;
:As get_mods, but the table returned gives all mods in terms of their sID.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|can_overcharge|cln|boolean}}&lt;br /&gt;
:This will determine if the item can be overcharged. To be overcharged, an item can't already by overcharged (IF_DESTROY), and must be fully loaded. The ui part of overcharging is included. On success, IF_DESTROY and IF_NOUNLOAD are set, but other affects must be applied by the caller.&lt;br /&gt;
----&lt;br /&gt;
{{moddef|desc|check_mod_array|cln|boolean|string|nextmod|integer|techbonus}}&lt;br /&gt;
:This will check if the mod indicated by ''nextmod'' (the single uppercase character representing the mod) could form an assembly (given the provided techbonus). If so, the assembly is created on the item (if the player confirms the ui message) with all associated side effects. Returns true only if the assembly is actually created.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Level_Flags_(0.9.9.7)</id>
		<title>Template:Level Flags (0.9.9.7)</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Level_Flags_(0.9.9.7)"/>
				<updated>2013-07-02T12:10:14Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{drltable|Level Flags|2|{{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=font-family:monospace; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |LF_NOHOMING|Causes homing phase devices to act like normal phase devices.&lt;br /&gt;
  |LF_UNIQUEITEM|Used by the level generation code to keep track of whether a unique item has dropped on the current level (in order to prevent multiple uniques from dropping on one level). This flag also causes a level feeling to occur indicating that a unique item is present.&lt;br /&gt;
  |LF_BONUS|This flag is automatically set for so-called special levels like [[Halls of Carnage]]. (It is not set for those special levels like [[Hellgate]] that replace normal levels, only by those reached from red stairs.)&lt;br /&gt;
  |LF_SCRIPT|This flag is automatically set for scripted levels, ie levels defined with the [[Modding:level blueprint|level blueprint]].&lt;br /&gt;
  |LF_NORESPAWN|Prevents the Nightmare! respawn feature.&lt;br /&gt;
  |LF_NUKED|This flag is automatically set when the level is nuked.&lt;br /&gt;
  |LF_NONUKE|Causes the thermonuclear bomb to have no effect when it is used. It is not respected by other nuke effects.&lt;br /&gt;
  |LF_ITEMSVISIBLE|Allows the player to see all items on the level (as with a [[Computer Map]]).&lt;br /&gt;
  |LF_BEINGSVISIBLE|Allows the player to see all beings on the level (as with a [[Tracking Map]]).&lt;br /&gt;
  |LF_RESPAWN|Causes monsters to randomly respawn as when playing the game on Nightmare!&lt;br /&gt;
  |LF_SHARPFLUID| ???&lt;br /&gt;
  |}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:Constants</id>
		<title>Modding:Constants</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:Constants"/>
				<updated>2013-07-02T11:54:12Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* DamageType */  DAMAGE_SPLASMA 0997&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Constants and Enumerations are common in any game and DoomRL is no exception.  Internally, as most programmers are aware, these are integers.  But to modders they are all important magic values, looked up here.&lt;br /&gt;
&lt;br /&gt;
== Engine Enums ==&lt;br /&gt;
&lt;br /&gt;
==== ItemType ====&lt;br /&gt;
&lt;br /&gt;
Every item has a type that determines how the engine treats it.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TItemType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_RANGED&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_NRANGED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_MELEE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMO&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_PACK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_POWER&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_TELE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_LEVER&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ITEMTYPE_AMMOPACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BodyTarget ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TBodyTarget'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_INTERNAL&lt;br /&gt;
|Protection from boots and armor will be ignored.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_TORSO&lt;br /&gt;
|Protection from armor counts but protection from boots does not.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|TARGET_FEET&lt;br /&gt;
|Protection from boots counts but protection from armor does not.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== EqSlot ====&lt;br /&gt;
&lt;br /&gt;
It is preferred to use the (equivalent) [[#Equip Slots|slot]] constants.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TEqSlot'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFTORSO&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFBOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFWEAPON2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== StatusEffect ====&lt;br /&gt;
&lt;br /&gt;
[[Modding:Affects|Affects]] specify one of these status effects that will apply a color scheme to all the tiles on the HUD.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TStatusEffect'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSNORMAL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSINVERT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSRED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|STATUSGREEN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DamageType ====&lt;br /&gt;
&lt;br /&gt;
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look [[Damage type|here]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TDamageType'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_BULLET &amp;lt;!-- 0 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_MELEE &amp;lt;!-- 1 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SHARPNEL [sic] &amp;lt;!-- 2 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_ACID &amp;lt;!-- 3 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_FIRE &amp;lt;!-- 4 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_PLASMA &amp;lt;!-- 5 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_SPLASMA &amp;lt;!-- 6 --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DAMAGE_IGNOREARMOR &amp;lt;!-- 7 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltFire ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltFire'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_CHAIN&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_THROW&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_AIMED&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_SINGLE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|ALT_WHIRLWIND&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AltReload ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TAltReload'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_NONE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SCRIPT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_FULL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_DUAL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RELOAD_SINGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ExplosionFlag ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''TExplosionFlag'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFHALF&lt;br /&gt;
|Deals half damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFKNOCKBACK&lt;br /&gt;
|Gives extra knockback to the active being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFSELFSAFE&lt;br /&gt;
|Deals no damage to the active being.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFAFTERBLINK&lt;br /&gt;
|Blinks the screen after the explosion finishes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFCHAIN&lt;br /&gt;
|Causes secondary explosions (as the [[BFG 9000]]).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFHALFKNOCK&lt;br /&gt;
|Causes half the usual knockback.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFNOKNOCK&lt;br /&gt;
|Doesn't cause knockback.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EFRANDOMCONTENT&lt;br /&gt;
|Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Level Flag====&lt;br /&gt;
{{Template:Level_Flags}}&lt;br /&gt;
&lt;br /&gt;
====Light Flag====&lt;br /&gt;
{{Template:Light_Flags}}&lt;br /&gt;
&lt;br /&gt;
== Constants ==&lt;br /&gt;
&lt;br /&gt;
==== Maximums ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Maximums'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXX || 78&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXY || 20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|BOSS_LEVEL || 25&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXDEPTH || 26&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAXAFFECT || 5&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_INV_SIZE || 22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|MAX_EQ_SIZE || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cellsets ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Cellsets'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_WALLS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_FLOORS&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CELLSET_CORPSES&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Challenges'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_BERSERK&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MARKSMANSHIP&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_SHOTGUNNERY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_LIGHTTRAVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_IMPATIENCE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HASTE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PURITY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_REDALERT&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_CARNAGE&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_MASOCHISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_100&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_PACIFISM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|CHALLENGE_HUMANITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Difficulty ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Difficulty'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_EASY&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_MEDIUM&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_HARD&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_VERYHARD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|DIFF_NIGHTMARE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PlayerRank ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''PlayerRank'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKEXP&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANKSKILL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Player Statistics ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Player Statistics'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLTOTAL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLMELEE&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_KILLPISTOL&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|RANK_BADGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Equip Slots ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Equip Slots'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_ARMOR&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_BOOTS&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|SLOT_PREPARED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Colors ====&lt;br /&gt;
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants.  See [[Modding:Color]] for details.&lt;br /&gt;
&lt;br /&gt;
Also, note that the exact color the end-user sees may depend on his system settings.&lt;br /&gt;
For the basic 16 colors, the valkyrie string coloring escape is noted.&lt;br /&gt;
{{Template:Color}}&lt;br /&gt;
{{Template:Special_Color}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
==== Being Flags ====&lt;br /&gt;
{{Template:Being_Flags}}&lt;br /&gt;
&lt;br /&gt;
Some flags have no effect on non-player beings.  Most trait flags are that way.&lt;br /&gt;
&lt;br /&gt;
==== Generic Flags ====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=3 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Generic Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|F_OVERLAY&lt;br /&gt;
|This flag is related to the graphical version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Empty Flags ====&lt;br /&gt;
Empty flags are used with various functions to control the selection of random coords.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Empty Flags'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOITEMS&lt;br /&gt;
|Excludes cells that contain an item.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBEINGS&lt;br /&gt;
|Excludes cells that contain a being.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOBLOCK&lt;br /&gt;
|Excludes cells that block movement (CF_BLOCKMOVE).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOVISION&lt;br /&gt;
|Excludes cells that block vision (CF_BLOCKLOS).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSTAIRS&lt;br /&gt;
|Excludes stairs (cells with an OnExit hook).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOTELE&lt;br /&gt;
|Excludes cells with a teleporter (an item with ITEMTYPE_TELE).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOHARM&lt;br /&gt;
|Excludes hazardous cells (CF_HAZARD).&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSAFE&lt;br /&gt;
|Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; padding-right: 2ex;&amp;quot;|EF_NOSPAWN&lt;br /&gt;
|Excludes cells with LF_NOSPAWN.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Subtle_Knife</id>
		<title>Subtle Knife</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Subtle_Knife"/>
				<updated>2013-07-02T00:46:09Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{melee weapon|&lt;br /&gt;
weapon_name=Subtle Knife - [[Melee_Types|Melee Family]]|&lt;br /&gt;
weapon_dmg=3d5/3-15|&lt;br /&gt;
weapon_avgdmg=9|&lt;br /&gt;
weapon_dmgtype=[[Damage type#BFG Plasma|BFG Plasma]]|&lt;br /&gt;
weapon_accuracy=+0|&lt;br /&gt;
weapon_afire=Invoke|&lt;br /&gt;
weapon_get=Random (15+)|&lt;br /&gt;
weapon_quote=''Looks very inconspicious.''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;&amp;lt;b&amp;gt;\&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''A weapon that can cut the very fabric of reality. Too bad it's only eight inches long...''|&lt;br /&gt;
weapon_other=Using invoke will deal 10 [[Damage type#BFG Plasma|BFG Plasma]] damage to all enemies you can see, at the cost of making you [[Tactics|tired]] and reducing your max health by 2 points.  Takes 1 second to activate.&lt;br /&gt;
The Subtle Knife is a blade, so it can be used with [[Traits#Malicious Blades|Malicious Blades]].|&lt;br /&gt;
weapon_source={{Wiki|The_Subtle_Knife|His Dark Materials}}by Philip Pullman}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Item_Generation</id>
		<title>Item Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Item_Generation"/>
				<updated>2013-07-01T19:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: statistics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Note that this section only describes items that are dropped explicitly; in addition many monsters also carry items (usually guns and ammo). Also, some special level features (e.g. [[Room Generation#Vaults|vaults]]) can cause additional items to drop beyond what is described here.&lt;br /&gt;
&lt;br /&gt;
Item placement is similar to monster placement. Every item has a minimum dlevel and a weight. Here are the levels and weights for all the items:&lt;br /&gt;
{|&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Common Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |[[combat knife]]&lt;br /&gt;
  |1&lt;br /&gt;
  |640&lt;br /&gt;
  |[[pistol]]&lt;br /&gt;
  |1&lt;br /&gt;
  |70&lt;br /&gt;
  |[[shotgun]]&lt;br /&gt;
  |2&lt;br /&gt;
  |150&lt;br /&gt;
  |[[combat shotgun]]&lt;br /&gt;
  |6&lt;br /&gt;
  |200&lt;br /&gt;
  |[[double shotgun]]&lt;br /&gt;
  |4&lt;br /&gt;
  |100&lt;br /&gt;
  |[[chaingun]]&lt;br /&gt;
  |5&lt;br /&gt;
  |200&lt;br /&gt;
  |[[rocket launcher]]&lt;br /&gt;
  |7&lt;br /&gt;
  |200&lt;br /&gt;
  |[[plasma rifle]]&lt;br /&gt;
  |12&lt;br /&gt;
  |70&lt;br /&gt;
  |[[10mm ammo]]&lt;br /&gt;
  |1&lt;br /&gt;
  |500&lt;br /&gt;
  |[[shotgun shell]]&lt;br /&gt;
  |2&lt;br /&gt;
  |700&lt;br /&gt;
  |[[rocket]]&lt;br /&gt;
  |5&lt;br /&gt;
  |400&lt;br /&gt;
  |[[power cell]]&lt;br /&gt;
  |8&lt;br /&gt;
  |200&lt;br /&gt;
  |[[10mm ammo chain]]&lt;br /&gt;
  |3&lt;br /&gt;
  |60&lt;br /&gt;
  |[[shell box]]&lt;br /&gt;
  |4&lt;br /&gt;
  |60&lt;br /&gt;
  |[[rocket box]]&lt;br /&gt;
  |7&lt;br /&gt;
  |36&lt;br /&gt;
  |[[power battery]]&lt;br /&gt;
  |10&lt;br /&gt;
  |18&lt;br /&gt;
  |[[green armor]]&lt;br /&gt;
  |1&lt;br /&gt;
  |400&lt;br /&gt;
  |[[blue armor]]&lt;br /&gt;
  |4&lt;br /&gt;
  |240&lt;br /&gt;
  |[[red armor]]&lt;br /&gt;
  |9&lt;br /&gt;
  |150&lt;br /&gt;
  |[[steel boots]]&lt;br /&gt;
  |4&lt;br /&gt;
  |240&lt;br /&gt;
  |[[protective boots]]&lt;br /&gt;
  |7&lt;br /&gt;
  |150&lt;br /&gt;
  |[[plasteel boots]]&lt;br /&gt;
  |11&lt;br /&gt;
  |80&lt;br /&gt;
  |[[small med-pack]]&lt;br /&gt;
  |1&lt;br /&gt;
  |600&lt;br /&gt;
  |[[large med-pack]]&lt;br /&gt;
  |5&lt;br /&gt;
  |400&lt;br /&gt;
  |[[phase device]]&lt;br /&gt;
  |5&lt;br /&gt;
  |200&lt;br /&gt;
  |[[homing phase device]]&lt;br /&gt;
  |7&lt;br /&gt;
  |100&lt;br /&gt;
  |[[envirosuit pack]]&lt;br /&gt;
  |5&lt;br /&gt;
  |100&lt;br /&gt;
  |[[thermonuclear bomb]]&lt;br /&gt;
  |10&lt;br /&gt;
  |40&lt;br /&gt;
  |[[power mod pack]]&lt;br /&gt;
  |7&lt;br /&gt;
  |120&lt;br /&gt;
  |[[agility mod pack]]&lt;br /&gt;
  |6&lt;br /&gt;
  |120&lt;br /&gt;
  |[[bulk mod pack]]&lt;br /&gt;
  |6&lt;br /&gt;
  |120&lt;br /&gt;
  |[[technical mod pack]]&lt;br /&gt;
  |5&lt;br /&gt;
  |120&lt;br /&gt;
  |[[Small Health Globe]]&lt;br /&gt;
  |1&lt;br /&gt;
  |900&lt;br /&gt;
  |[[Large Health Globe]]&lt;br /&gt;
  |6&lt;br /&gt;
  |330&lt;br /&gt;
  |[[Supercharge Globe]]&lt;br /&gt;
  |4&lt;br /&gt;
  |150&lt;br /&gt;
  |[[armor shard]]&lt;br /&gt;
  |5&lt;br /&gt;
  |700&lt;br /&gt;
  |[[Megasphere]]&lt;br /&gt;
  |16&lt;br /&gt;
  |60&lt;br /&gt;
  |[[Berserk Pack]]&lt;br /&gt;
  |1&lt;br /&gt;
  |200&lt;br /&gt;
  |[[Invulnerability Globe]]&lt;br /&gt;
  |7&lt;br /&gt;
  |200&lt;br /&gt;
  |[[Computer Map]]&lt;br /&gt;
  |1&lt;br /&gt;
  |200&lt;br /&gt;
  |[[Light-Amp Goggles]]&lt;br /&gt;
  |1&lt;br /&gt;
  |80&lt;br /&gt;
  |[[Tracking Map]]&lt;br /&gt;
  |1&lt;br /&gt;
  |80&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Exotic Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |{{exotic link|acid-proof boots}}&lt;br /&gt;
  |8&lt;br /&gt;
  |5&lt;br /&gt;
  |{{exotic link|assault shotgun}}&lt;br /&gt;
  |6&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|BFG 9000}}&lt;br /&gt;
  |20&lt;br /&gt;
  |2&lt;br /&gt;
  |{{exotic link|blaster}}&lt;br /&gt;
  |8&lt;br /&gt;
  |2&lt;br /&gt;
  |{{exotic link|blood skull}}&lt;br /&gt;
  |5&lt;br /&gt;
  |8&lt;br /&gt;
  |{{exotic link|ballistic shield}}&lt;br /&gt;
  |6&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|ballistic vest}}&lt;br /&gt;
  |2&lt;br /&gt;
  |5&lt;br /&gt;
  |{{exotic link|bullet-proof vest}}&lt;br /&gt;
  |2&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|chainsaw}}&lt;br /&gt;
  |12&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|combat pistol}}&lt;br /&gt;
  |4&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|combat translocator}}&lt;br /&gt;
  |14&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|duelist armor}}&lt;br /&gt;
  |5&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|energy shield}}&lt;br /&gt;
  |8&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|energy-shielded vest}}&lt;br /&gt;
  |5&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|fire skull}}&lt;br /&gt;
  |7&lt;br /&gt;
  |8&lt;br /&gt;
  |{{exotic link|firestorm weapon pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|gothic armor}}&lt;br /&gt;
  |15&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|gothic boots}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|hatred skull}}&lt;br /&gt;
  |9&lt;br /&gt;
  |8&lt;br /&gt;
  |{{exotic link|laser rifle}}&lt;br /&gt;
  |12&lt;br /&gt;
  |5&lt;br /&gt;
  |{{exotic link|medical armor}}&lt;br /&gt;
  |5&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|minigun}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|missile launcher}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|Nano Pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|nuclear BFG 9000}}&lt;br /&gt;
  |22&lt;br /&gt;
  |2&lt;br /&gt;
  |{{exotic link|nuclear plasma rifle}}&lt;br /&gt;
  |15&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|napalm launcher}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|onyx armor}}&lt;br /&gt;
  |7&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|Onyx Armor Pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|phaseshift armor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|phaseshift boots}}&lt;br /&gt;
  |8&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|plasma shield}}&lt;br /&gt;
  |10&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|plasma shotgun}}&lt;br /&gt;
  |12&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|sniper weapon pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|super shotgun}}&lt;br /&gt;
  |10&lt;br /&gt;
  |5&lt;br /&gt;
  |{{exotic link|shockwave pack}}&lt;br /&gt;
  |5&lt;br /&gt;
  |10&lt;br /&gt;
  |{{exotic link|tristar blaster}}&lt;br /&gt;
  |12&lt;br /&gt;
  |4&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Unique Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |{{unique link|Acid Spitter}}&lt;br /&gt;
  |12&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Anti-Freak Jackal}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Berserker Armor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|BFG 10K}}&lt;br /&gt;
  |20&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Butcher's Cleaver}}&lt;br /&gt;
  |1&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Charch's Null Pointer}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Cybernetic Armor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Dragonslayer}}&lt;br /&gt;
  |16&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Enviroboots}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Frag Shotgun}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Grammaton Cleric Beretta}}&lt;br /&gt;
  |6&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Hell Staff}}&lt;br /&gt;
  |15&lt;br /&gt;
  |4&lt;br /&gt;
  |{{unique link|Hellwave Pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{unique link|Jackhammer}}&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Lava Armor}}&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Malek's Armor}}&lt;br /&gt;
  |15&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Medical Powerarmor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Mega Buster}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Mjollnir}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Necroarmor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Nyarlaptotep's Boots}}&lt;br /&gt;
  |15&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Railgun}}&lt;br /&gt;
  |15&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Revenant's Launcher}}&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Shielded Armor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Subtle Knife}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1 &lt;br /&gt;
  |{{unique link|Trigun}}&lt;br /&gt;
  |8&lt;br /&gt;
  |2&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ignoring minimum dlevel, the total weight for exotic items is 180. Unique items have a total weight (again ignoring minimum dlevel) of 53. Any particular unique item will never drop more than once in each game. Minimum dlevels for items are NOT modified by difficulty level.&lt;br /&gt;
&lt;br /&gt;
For convenience, here are the total weights for each dlevel. These allow easier calculation of the probabilities.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''dlevel'''&lt;br /&gt;
|'''Total Weight'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3672&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4531&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4591&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5387&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7540&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|8322&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|9140&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|9358&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|9516&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9646&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|9726&lt;br /&gt;
|-&lt;br /&gt;
|12-13&lt;br /&gt;
|9821&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|9824&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|9851&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|9912&lt;br /&gt;
|-&lt;br /&gt;
|20-21&lt;br /&gt;
|9915&lt;br /&gt;
|-&lt;br /&gt;
|22+&lt;br /&gt;
|9917&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of items that appear on a level is usually ceil(21 - max(25-dlevel,0)/3). The items are chosen at random using the weights as relative probabilities. At most 1 unique item can drop per level.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Lava_element</id>
		<title>Lava element</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Lava_element"/>
				<updated>2013-07-01T16:48:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: 0997&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Lava element|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_get=[[The Lava Pits]]|&lt;br /&gt;
item_effect=Gives 9 turns of [[Effects#Invulnerable|invulnerable]].|&lt;br /&gt;
item_description=''A strange ball of shimmering light.''|&lt;br /&gt;
item_other=The lava element cannot be destroyed.}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Lava_element</id>
		<title>Lava element</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Lava_element"/>
				<updated>2013-07-01T16:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Lava element|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_get=[[The Lava Pits]]|&lt;br /&gt;
item_effect=Gives 9 turns of [[Effects#Invulnerable|invulnerable]].|&lt;br /&gt;
item_description=''A strange ball of shimmering light.''|&lt;br /&gt;
item_other=The lava element cannot be destroyed.}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Item_Generation</id>
		<title>Item Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Item_Generation"/>
				<updated>2013-07-01T16:23:12Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: cross-links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Note that this section only describes items that are dropped explicitly; in addition many monsters also carry items (usually guns and ammo). Also, some special level features (e.g. [[Room Generation#Vaults|vaults]]) can cause additional items to drop beyond what is described here.&lt;br /&gt;
&lt;br /&gt;
Item placement is similar to monster placement. Every item has a minimum dlevel and a weight. Here are the levels and weights for all the items:&lt;br /&gt;
{|&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Common Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |[[combat knife]]&lt;br /&gt;
  |1&lt;br /&gt;
  |640&lt;br /&gt;
  |[[pistol]]&lt;br /&gt;
  |1&lt;br /&gt;
  |70&lt;br /&gt;
  |[[shotgun]]&lt;br /&gt;
  |2&lt;br /&gt;
  |150&lt;br /&gt;
  |[[combat shotgun]]&lt;br /&gt;
  |6&lt;br /&gt;
  |200&lt;br /&gt;
  |[[double shotgun]]&lt;br /&gt;
  |4&lt;br /&gt;
  |100&lt;br /&gt;
  |[[chaingun]]&lt;br /&gt;
  |5&lt;br /&gt;
  |200&lt;br /&gt;
  |[[rocket launcher]]&lt;br /&gt;
  |7&lt;br /&gt;
  |200&lt;br /&gt;
  |[[plasma rifle]]&lt;br /&gt;
  |12&lt;br /&gt;
  |70&lt;br /&gt;
  |[[10mm ammo]]&lt;br /&gt;
  |1&lt;br /&gt;
  |500&lt;br /&gt;
  |[[shotgun shell]]&lt;br /&gt;
  |2&lt;br /&gt;
  |700&lt;br /&gt;
  |[[rocket]]&lt;br /&gt;
  |5&lt;br /&gt;
  |400&lt;br /&gt;
  |[[power cell]]&lt;br /&gt;
  |8&lt;br /&gt;
  |200&lt;br /&gt;
  |[[10mm ammo chain]]&lt;br /&gt;
  |3&lt;br /&gt;
  |60&lt;br /&gt;
  |[[shell box]]&lt;br /&gt;
  |4&lt;br /&gt;
  |60&lt;br /&gt;
  |[[rocket box]]&lt;br /&gt;
  |7&lt;br /&gt;
  |36&lt;br /&gt;
  |[[power battery]]&lt;br /&gt;
  |10&lt;br /&gt;
  |18&lt;br /&gt;
  |[[green armor]]&lt;br /&gt;
  |1&lt;br /&gt;
  |400&lt;br /&gt;
  |[[blue armor]]&lt;br /&gt;
  |4&lt;br /&gt;
  |240&lt;br /&gt;
  |[[red armor]]&lt;br /&gt;
  |9&lt;br /&gt;
  |150&lt;br /&gt;
  |[[steel boots]]&lt;br /&gt;
  |4&lt;br /&gt;
  |240&lt;br /&gt;
  |[[protective boots]]&lt;br /&gt;
  |7&lt;br /&gt;
  |150&lt;br /&gt;
  |[[plasteel boots]]&lt;br /&gt;
  |11&lt;br /&gt;
  |80&lt;br /&gt;
  |[[small med-pack]]&lt;br /&gt;
  |1&lt;br /&gt;
  |600&lt;br /&gt;
  |[[large med-pack]]&lt;br /&gt;
  |5&lt;br /&gt;
  |400&lt;br /&gt;
  |[[phase device]]&lt;br /&gt;
  |5&lt;br /&gt;
  |200&lt;br /&gt;
  |[[homing phase device]]&lt;br /&gt;
  |7&lt;br /&gt;
  |100&lt;br /&gt;
  |[[envirosuit pack]]&lt;br /&gt;
  |5&lt;br /&gt;
  |100&lt;br /&gt;
  |[[thermonuclear bomb]]&lt;br /&gt;
  |10&lt;br /&gt;
  |40&lt;br /&gt;
  |[[power mod pack]]&lt;br /&gt;
  |7&lt;br /&gt;
  |120&lt;br /&gt;
  |[[agility mod pack]]&lt;br /&gt;
  |6&lt;br /&gt;
  |120&lt;br /&gt;
  |[[bulk mod pack]]&lt;br /&gt;
  |6&lt;br /&gt;
  |120&lt;br /&gt;
  |[[technical mod pack]]&lt;br /&gt;
  |5&lt;br /&gt;
  |120&lt;br /&gt;
  |[[Small Health Globe]]&lt;br /&gt;
  |1&lt;br /&gt;
  |900&lt;br /&gt;
  |[[Large Health Globe]]&lt;br /&gt;
  |6&lt;br /&gt;
  |330&lt;br /&gt;
  |[[Supercharge Globe]]&lt;br /&gt;
  |4&lt;br /&gt;
  |150&lt;br /&gt;
  |[[armor shard]]&lt;br /&gt;
  |5&lt;br /&gt;
  |700&lt;br /&gt;
  |[[Megasphere]]&lt;br /&gt;
  |16&lt;br /&gt;
  |60&lt;br /&gt;
  |[[Berserk Pack]]&lt;br /&gt;
  |1&lt;br /&gt;
  |200&lt;br /&gt;
  |[[Invulnerability Globe]]&lt;br /&gt;
  |7&lt;br /&gt;
  |200&lt;br /&gt;
  |[[Computer Map]]&lt;br /&gt;
  |1&lt;br /&gt;
  |200&lt;br /&gt;
  |[[Light-Amp Goggles]]&lt;br /&gt;
  |1&lt;br /&gt;
  |80&lt;br /&gt;
  |[[Tracking Map]]&lt;br /&gt;
  |1&lt;br /&gt;
  |80&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Exotic Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |{{exotic link|acid-proof boots}}&lt;br /&gt;
  |8&lt;br /&gt;
  |5&lt;br /&gt;
  |{{exotic link|assault shotgun}}&lt;br /&gt;
  |6&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|BFG 9000}}&lt;br /&gt;
  |20&lt;br /&gt;
  |2&lt;br /&gt;
  |{{exotic link|blaster}}&lt;br /&gt;
  |8&lt;br /&gt;
  |2&lt;br /&gt;
  |{{exotic link|blood skull}}&lt;br /&gt;
  |5&lt;br /&gt;
  |8&lt;br /&gt;
  |{{exotic link|ballistic shield}}&lt;br /&gt;
  |6&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|ballistic vest}}&lt;br /&gt;
  |2&lt;br /&gt;
  |5&lt;br /&gt;
  |{{exotic link|bullet-proof vest}}&lt;br /&gt;
  |2&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|chainsaw}}&lt;br /&gt;
  |12&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|combat pistol}}&lt;br /&gt;
  |4&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|combat translocator}}&lt;br /&gt;
  |14&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|duelist armor}}&lt;br /&gt;
  |5&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|energy shield}}&lt;br /&gt;
  |8&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|energy-shielded vest}}&lt;br /&gt;
  |5&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|fire skull}}&lt;br /&gt;
  |7&lt;br /&gt;
  |8&lt;br /&gt;
  |{{exotic link|firestorm weapon pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|gothic armor}}&lt;br /&gt;
  |15&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|gothic boots}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|hatred skull}}&lt;br /&gt;
  |9&lt;br /&gt;
  |8&lt;br /&gt;
  |{{exotic link|laser rifle}}&lt;br /&gt;
  |12&lt;br /&gt;
  |5&lt;br /&gt;
  |{{exotic link|medical armor}}&lt;br /&gt;
  |5&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|minigun}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|missile launcher}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|Nano Pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|nuclear BFG 9000}}&lt;br /&gt;
  |22&lt;br /&gt;
  |2&lt;br /&gt;
  |{{exotic link|nuclear plasma rifle}}&lt;br /&gt;
  |15&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|napalm launcher}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|onyx armor}}&lt;br /&gt;
  |7&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|Onyx Armor Pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|phaseshift armor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|phaseshift boots}}&lt;br /&gt;
  |8&lt;br /&gt;
  |6&lt;br /&gt;
  |{{exotic link|plasma shield}}&lt;br /&gt;
  |10&lt;br /&gt;
  |3&lt;br /&gt;
  |{{exotic link|plasma shotgun}}&lt;br /&gt;
  |12&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|sniper weapon pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{exotic link|super shotgun}}&lt;br /&gt;
  |10&lt;br /&gt;
  |5&lt;br /&gt;
  |{{exotic link|shockwave pack}}&lt;br /&gt;
  |5&lt;br /&gt;
  |10&lt;br /&gt;
  |{{exotic link|tristar blaster}}&lt;br /&gt;
  |12&lt;br /&gt;
  |4&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Unique Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |{{unique link|Acid Spitter}}&lt;br /&gt;
  |12&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Anti-Freak Jackal}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Berserker Armor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|BFG 10K}}&lt;br /&gt;
  |20&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Butcher's Cleaver}}&lt;br /&gt;
  |1&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Charch's Null Pointer}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Cybernetic Armor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Dragonslayer}}&lt;br /&gt;
  |16&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Enviroboots}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Frag Shotgun}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Grammaton Cleric Beretta}}&lt;br /&gt;
  |6&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Hell Staff}}&lt;br /&gt;
  |15&lt;br /&gt;
  |4&lt;br /&gt;
  |{{unique link|Hellwave Pack}}&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |{{unique link|Jackhammer}}&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Lava Armor}}&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Malek's Armor}}&lt;br /&gt;
  |15&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Medical Powerarmor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Mega Buster}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Mjollnir}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |{{unique link|Necroarmor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Nyarlaptotep's Boots}}&lt;br /&gt;
  |15&lt;br /&gt;
  |3&lt;br /&gt;
  |{{unique link|Railgun}}&lt;br /&gt;
  |15&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Revenant's Launcher}}&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Shielded Armor}}&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |{{unique link|Subtle Knife}}&lt;br /&gt;
  |15&lt;br /&gt;
  |1 &lt;br /&gt;
  |{{unique link|Trigun}}&lt;br /&gt;
  |8&lt;br /&gt;
  |2&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ignoring minimum dlevel, the total weight for exotic items is 174. Unique items have a total weight (again ignoring minimum dlevel) of 45. Any particular unique item will never drop more than once in each game. Minimum dlevels for items are NOT modified by difficulty level.&lt;br /&gt;
&lt;br /&gt;
For convenience, here are the total weights for each dlevel. These allow easier calculation of the probabilities.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''dlevel'''&lt;br /&gt;
|'''Total Weight'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3592&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4641&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4701&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5493&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7646&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|8228&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|9196&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|9412&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|9420&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9550&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|9632&lt;br /&gt;
|-&lt;br /&gt;
|12-13&lt;br /&gt;
|9725&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|9728&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|9747&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|9808&lt;br /&gt;
|-&lt;br /&gt;
|20-21&lt;br /&gt;
|9811&lt;br /&gt;
|-&lt;br /&gt;
|22+&lt;br /&gt;
|9813&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of items that appear on a level is usually ceil(21 - max(25-dlevel,0)/3). The items are chosen at random using the weights as relative probabilities. At most 1 unique item can drop per level.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2013-07-01T15:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: cross-links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
For the more all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former human|Former Human]]&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former sergeant|Former Sergeant]]&lt;br /&gt;
|2&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former captain|Former Captain]]&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Imp]]&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Demon]]&lt;br /&gt;
|4&lt;br /&gt;
|20&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lost soul|Lost Soul]]&lt;br /&gt;
|6&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Hell knight|Hell Knight]]&lt;br /&gt;
|9&lt;br /&gt;
|15&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cacodemon]]&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former commando|Former Commando]]&lt;br /&gt;
|12&lt;br /&gt;
|17&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Pain elemental|Pain Elemental]]&lt;br /&gt;
|10&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Baron of hell|Baron of Hell]]&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arachnotron]]&lt;br /&gt;
|13&lt;br /&gt;
|50&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Revenant]]&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Mancubus]]&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arch-vile]]&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare imp|Nightmare Imp]]&lt;br /&gt;
|30&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare demon|Nightmare Demon]]&lt;br /&gt;
|40&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare cacodemon|Nightmare Cacodemon]]&lt;br /&gt;
|51&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arachnotron|Nightmare Arachnotron]]&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arch-vile|Nightmare Arch-vile]]&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former human|Elite Former Human]]&lt;br /&gt;
|40&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former sergeant|Elite Former Sergeant]]&lt;br /&gt;
|60&lt;br /&gt;
|90&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former captain|Elite Former Captain]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former commando|Elite Former Commando]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Bruiser brother|Bruiser Brother]]&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lava elemental|Lava Elemental]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Shambler]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Agony elemental|Agony Elemental]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cyberdemon]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
The minimum level of monsters and monster groups is modified according to difficulty level. (Other numbers are not changed.)&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -0&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -0&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -3&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -6&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2013-07-01T15:38:15Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: update monster table to 0997&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
For the more all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Former Human&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Former Sergeant&lt;br /&gt;
|2&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Former Captain&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Imp&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Demon&lt;br /&gt;
|4&lt;br /&gt;
|20&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Lost Soul&lt;br /&gt;
|6&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Hell Knight&lt;br /&gt;
|9&lt;br /&gt;
|15&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Cacodemon&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Former Commando&lt;br /&gt;
|12&lt;br /&gt;
|17&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Pain Elemental&lt;br /&gt;
|10&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Baron of Hell&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Arachnotron&lt;br /&gt;
|13&lt;br /&gt;
|50&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Revenant&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Mancubus&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Arch-vile&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Nightmare Imp&lt;br /&gt;
|30&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Nightmare Demon&lt;br /&gt;
|40&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Nightmare Cacodemon&lt;br /&gt;
|51&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Nightmare Arachnotron&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Nightmare Arch-vile&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Elite Former Human&lt;br /&gt;
|40&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Elite Former Sergeant&lt;br /&gt;
|60&lt;br /&gt;
|90&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Elite Former Captain&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Elite Former Commando&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Bruiser Brother&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Lava Elemental&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Shambler&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Agony Elemental&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|Cyberdemon&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
The minimum level of monsters and monster groups is modified according to difficulty level. (Other numbers are not changed.)&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -0&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -0&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -3&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -6&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot;| -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Item_Generation</id>
		<title>Item Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Item_Generation"/>
				<updated>2013-07-01T15:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: update items table to 0997&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Note that this section only describes items that are dropped explicitly; in addition many monsters also carry items (usually guns and ammo). Also, some special level features (e.g. [[Room Generation#Vaults|vaults]]) can cause additional items to drop beyond what is described here.&lt;br /&gt;
&lt;br /&gt;
Item placement is similar to monster placement. Every item has a minimum dlevel and a weight. Here are the levels and weights for all the items:&lt;br /&gt;
{|&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Common Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |combat knife&lt;br /&gt;
  |1&lt;br /&gt;
  |640&lt;br /&gt;
  |pistol&lt;br /&gt;
  |1&lt;br /&gt;
  |70&lt;br /&gt;
  |shotgun&lt;br /&gt;
  |2&lt;br /&gt;
  |150&lt;br /&gt;
  |combat shotgun&lt;br /&gt;
  |6&lt;br /&gt;
  |200&lt;br /&gt;
  |double shotgun&lt;br /&gt;
  |4&lt;br /&gt;
  |100&lt;br /&gt;
  |chaingun&lt;br /&gt;
  |5&lt;br /&gt;
  |200&lt;br /&gt;
  |rocket launcher&lt;br /&gt;
  |7&lt;br /&gt;
  |200&lt;br /&gt;
  |plasma rifle&lt;br /&gt;
  |12&lt;br /&gt;
  |70&lt;br /&gt;
  |10mm ammo&lt;br /&gt;
  |1&lt;br /&gt;
  |500&lt;br /&gt;
  |shotgun shell&lt;br /&gt;
  |2&lt;br /&gt;
  |700&lt;br /&gt;
  |rocket&lt;br /&gt;
  |5&lt;br /&gt;
  |400&lt;br /&gt;
  |power cell&lt;br /&gt;
  |8&lt;br /&gt;
  |200&lt;br /&gt;
  |10mm ammo chain&lt;br /&gt;
  |3&lt;br /&gt;
  |60&lt;br /&gt;
  |shell box&lt;br /&gt;
  |4&lt;br /&gt;
  |60&lt;br /&gt;
  |rocket box&lt;br /&gt;
  |7&lt;br /&gt;
  |36&lt;br /&gt;
  |power battery&lt;br /&gt;
  |10&lt;br /&gt;
  |18&lt;br /&gt;
  |green armor&lt;br /&gt;
  |1&lt;br /&gt;
  |400&lt;br /&gt;
  |blue armor&lt;br /&gt;
  |4&lt;br /&gt;
  |240&lt;br /&gt;
  |red armor&lt;br /&gt;
  |9&lt;br /&gt;
  |150&lt;br /&gt;
  |steel boots&lt;br /&gt;
  |4&lt;br /&gt;
  |240&lt;br /&gt;
  |protective boots&lt;br /&gt;
  |7&lt;br /&gt;
  |150&lt;br /&gt;
  |plasteel boots&lt;br /&gt;
  |11&lt;br /&gt;
  |80&lt;br /&gt;
  |small med-pack&lt;br /&gt;
  |1&lt;br /&gt;
  |600&lt;br /&gt;
  |large med-pack&lt;br /&gt;
  |5&lt;br /&gt;
  |400&lt;br /&gt;
  |phase device&lt;br /&gt;
  |5&lt;br /&gt;
  |200&lt;br /&gt;
  |homing phase device&lt;br /&gt;
  |7&lt;br /&gt;
  |100&lt;br /&gt;
  |envirosuit pack&lt;br /&gt;
  |5&lt;br /&gt;
  |100&lt;br /&gt;
  |thermonuclear bomb&lt;br /&gt;
  |10&lt;br /&gt;
  |40&lt;br /&gt;
  |power mod pack&lt;br /&gt;
  |7&lt;br /&gt;
  |120&lt;br /&gt;
  |agility mod pack&lt;br /&gt;
  |6&lt;br /&gt;
  |120&lt;br /&gt;
  |bulk mod pack&lt;br /&gt;
  |6&lt;br /&gt;
  |120&lt;br /&gt;
  |technical mod pack&lt;br /&gt;
  |5&lt;br /&gt;
  |120&lt;br /&gt;
  |Small Health Globe&lt;br /&gt;
  |1&lt;br /&gt;
  |900&lt;br /&gt;
  |Large Health Globe&lt;br /&gt;
  |6&lt;br /&gt;
  |330&lt;br /&gt;
  |Supercharge Globe&lt;br /&gt;
  |4&lt;br /&gt;
  |150&lt;br /&gt;
  |armor shard&lt;br /&gt;
  |5&lt;br /&gt;
  |700&lt;br /&gt;
  |Megasphere&lt;br /&gt;
  |16&lt;br /&gt;
  |60&lt;br /&gt;
  |Berserk Pack&lt;br /&gt;
  |1&lt;br /&gt;
  |200&lt;br /&gt;
  |Invulnerability Globe&lt;br /&gt;
  |7&lt;br /&gt;
  |200&lt;br /&gt;
  |Computer Map&lt;br /&gt;
  |1&lt;br /&gt;
  |200&lt;br /&gt;
  |Light-Amp Googles&lt;br /&gt;
  |1&lt;br /&gt;
  |80&lt;br /&gt;
  |Tracking Map&lt;br /&gt;
  |1&lt;br /&gt;
  |80&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Exotic Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |acid-proof boots&lt;br /&gt;
  |8&lt;br /&gt;
  |5&lt;br /&gt;
  |assault shotgun&lt;br /&gt;
  |6&lt;br /&gt;
  |6&lt;br /&gt;
  |bfg 9000&lt;br /&gt;
  |20&lt;br /&gt;
  |2&lt;br /&gt;
  |blaster&lt;br /&gt;
  |8&lt;br /&gt;
  |2&lt;br /&gt;
  |blood skull&lt;br /&gt;
  |5&lt;br /&gt;
  |8&lt;br /&gt;
  |ballistic shield&lt;br /&gt;
  |6&lt;br /&gt;
  |3&lt;br /&gt;
  |ballistic vest&lt;br /&gt;
  |2&lt;br /&gt;
  |5&lt;br /&gt;
  |bullet-proof vest&lt;br /&gt;
  |2&lt;br /&gt;
  |4&lt;br /&gt;
  |chainsaw&lt;br /&gt;
  |12&lt;br /&gt;
  |3&lt;br /&gt;
  |combat pistol&lt;br /&gt;
  |4&lt;br /&gt;
  |6&lt;br /&gt;
  |combat translocator&lt;br /&gt;
  |14&lt;br /&gt;
  |3&lt;br /&gt;
  |duelist armor&lt;br /&gt;
  |5&lt;br /&gt;
  |6&lt;br /&gt;
  |energy shield&lt;br /&gt;
  |8&lt;br /&gt;
  |3&lt;br /&gt;
  |energy-shielded vest&lt;br /&gt;
  |5&lt;br /&gt;
  |3&lt;br /&gt;
  |fire skull&lt;br /&gt;
  |7&lt;br /&gt;
  |8&lt;br /&gt;
  |firestorm weapon pack&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |gothic armor&lt;br /&gt;
  |15&lt;br /&gt;
  |6&lt;br /&gt;
  |gothic boots&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |hatred skull&lt;br /&gt;
  |9&lt;br /&gt;
  |8&lt;br /&gt;
  |laser rifle&lt;br /&gt;
  |12&lt;br /&gt;
  |5&lt;br /&gt;
  |medical armor&lt;br /&gt;
  |5&lt;br /&gt;
  |6&lt;br /&gt;
  |minigun&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |missile launcher&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |nano pack&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |nuclear bfg 9000&lt;br /&gt;
  |22&lt;br /&gt;
  |2&lt;br /&gt;
  |nuclear plasma rifle&lt;br /&gt;
  |15&lt;br /&gt;
  |4&lt;br /&gt;
  |napalm launcher&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |onyx armor&lt;br /&gt;
  |7&lt;br /&gt;
  |4&lt;br /&gt;
  |onyx armor pack&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |phaseshift armor&lt;br /&gt;
  |10&lt;br /&gt;
  |6&lt;br /&gt;
  |phaseshift boots&lt;br /&gt;
  |8&lt;br /&gt;
  |6&lt;br /&gt;
  |plasma shield&lt;br /&gt;
  |10&lt;br /&gt;
  |3&lt;br /&gt;
  |plasma shotgun&lt;br /&gt;
  |12&lt;br /&gt;
  |4&lt;br /&gt;
  |sniper weapon pack&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |super shotgun&lt;br /&gt;
  |10&lt;br /&gt;
  |5&lt;br /&gt;
  |shockwave pack&lt;br /&gt;
  |5&lt;br /&gt;
  |10&lt;br /&gt;
  |tristar blaster&lt;br /&gt;
  |12&lt;br /&gt;
  |4&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
 |style=&amp;quot;vertical-align: text-top;&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Unique Items'''&lt;br /&gt;
  |-&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-right: 1ex;&amp;quot;|'''Item'''&lt;br /&gt;
  |style=&amp;quot;text-align: left;&amp;quot;|'''Level'''&lt;br /&gt;
  |style=&amp;quot;text-align: left; padding-left: 1ex;&amp;quot;|'''Weight'''&lt;br /&gt;
 {{Table3Col&lt;br /&gt;
  |os=background: #333;  padding:0px 2px;&lt;br /&gt;
  |c1=text-align:left; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;&lt;br /&gt;
  |Acid Spitter&lt;br /&gt;
  |12&lt;br /&gt;
  |3&lt;br /&gt;
  |Anti-Freak Jackal&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |Berserker Armor&lt;br /&gt;
  |10&lt;br /&gt;
  |1&lt;br /&gt;
  |BFG 10K&lt;br /&gt;
  |20&lt;br /&gt;
  |1&lt;br /&gt;
  |Butcher's Cleaver&lt;br /&gt;
  |1&lt;br /&gt;
  |2&lt;br /&gt;
  |Charch's Null Pointer&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |Cybernetic Armor&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |Dragonslayer&lt;br /&gt;
  |16&lt;br /&gt;
  |1&lt;br /&gt;
  |Enviroboots&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |Frag Shotgun&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |Grammaton Cleric Beretta&lt;br /&gt;
  |6&lt;br /&gt;
  |3&lt;br /&gt;
  |Hell Staff&lt;br /&gt;
  |15&lt;br /&gt;
  |4&lt;br /&gt;
  |Hellwave Pack&lt;br /&gt;
  |10&lt;br /&gt;
  |4&lt;br /&gt;
  |Lava Armor&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |Megabuster&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |Trigun&lt;br /&gt;
  |8&lt;br /&gt;
  |2&lt;br /&gt;
  |Jackhammer&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |Revenant's Launcher&lt;br /&gt;
  |12&lt;br /&gt;
  |2&lt;br /&gt;
  |Railgun&lt;br /&gt;
  |15&lt;br /&gt;
  |2&lt;br /&gt;
  |Malek's Armor&lt;br /&gt;
  |15&lt;br /&gt;
  |3&lt;br /&gt;
  |Medical Powerarmor&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |Mjollnir&lt;br /&gt;
  |15&lt;br /&gt;
  |1&lt;br /&gt;
  |Necroarmor&lt;br /&gt;
  |10&lt;br /&gt;
  |3&lt;br /&gt;
  |Nyarlaptotep's Boots&lt;br /&gt;
  |15&lt;br /&gt;
  |3&lt;br /&gt;
  |Shielded Armor&lt;br /&gt;
  |10&lt;br /&gt;
  |2&lt;br /&gt;
  |Subtle Knife&lt;br /&gt;
  |15&lt;br /&gt;
  |1 &lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ignoring minimum dlevel, the total weight for exotic items is 174. Unique items have a total weight (again ignoring minimum dlevel) of 45. Any particular unique item will never drop more than once in each game. Minimum dlevels for items are NOT modified by difficulty level.&lt;br /&gt;
&lt;br /&gt;
For convenience, here are the total weights for each dlevel. These allow easier calculation of the probabilities.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''dlevel'''&lt;br /&gt;
|'''Total Weight'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3592&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4641&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4701&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5493&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7646&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|8228&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|9196&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|9412&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|9420&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9550&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|9632&lt;br /&gt;
|-&lt;br /&gt;
|12-13&lt;br /&gt;
|9725&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|9728&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|9747&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|9808&lt;br /&gt;
|-&lt;br /&gt;
|20-21&lt;br /&gt;
|9811&lt;br /&gt;
|-&lt;br /&gt;
|22+&lt;br /&gt;
|9813&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of items that appear on a level is usually ceil(21 - max(25-dlevel,0)/3). The items are chosen at random using the weights as relative probabilities. At most 1 unique item can drop per level.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:thing</id>
		<title>Modding:thing</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:thing"/>
				<updated>2013-06-25T06:36:18Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: Redirected page to Modding:Thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Modding:Thing]]&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Levels</id>
		<title>Levels</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Levels"/>
				<updated>2013-06-25T05:58:47Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Levels are the heart of DoomRL, and without them there would be no game. It is where the player explores, where enemies roam, where special items lie in wait. They are filled with either fortune or your own personal doom.&lt;br /&gt;
&lt;br /&gt;
==Basic Objects==&lt;br /&gt;
All levels are made of basic objects like floors, walls, and doors.&lt;br /&gt;
*'''HP''': This is one of the parameters that governs how difficulty the object is to destroy. Whenever an object takes damage, it's HP is decreased. Once its HP falls to 0, it changes to a floor tile. Some objects cannot be destroyed; these are indicated as &amp;quot;none&amp;quot;. Also, some objects have two versions: one that can be destroyed and one that can't.&lt;br /&gt;
*'''Armor''': This also makes objects harder to destroy. Whenever an object takes damage, the object's armor is subtracted from the damage before the damage is subtracted from HP. Unlike the armor of the player and his enemies, objects' armor may reduce damage to 0.&lt;br /&gt;
*'''Fragile''': Objects can usually only be damaged by [[Damage type#plasma|plasma]], [[Damage type#fire|fire]], or [[Damage type#acid|acid]] damage. Fragile objects can be damaged by any damage type.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=11 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Basic Objects'''&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 0&amp;quot; width=100|'''Name'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Appearance'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''HP'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Armor'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Fragile'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 0 1px 1px&amp;quot;|'''Special'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|floor&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;'''&amp;amp;middot;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|blood&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;'''&amp;amp;middot;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|pool of blood&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;'''&amp;amp;bull;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|Phobos rock&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;'''.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|wall, blooded wall&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|bloodstone, blooded wall&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|green wall&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|crate, blooded crate&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:navy;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|ammo crate, armor crate, blooded crate&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|When destroyed, sometimes leaves behind ammo, armor, or packs (?) depending on the crate type. Note that walls have HP, a wall's hp can be downgraded to 1HP and still be standing.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|closed door&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''+'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be opened.&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|locked door&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''+'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|open door&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''/'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be closed.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|[[lever]]&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;'''&amp;amp;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|see link in name for details&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of fuel&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 5d5 [[Damage type#fire|fire damage]].&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of acid&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 6d6 [[Damage type#acid|acid damage]], sometimes leaving behind acid tiles.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of napalm&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 7d7 [[Damage type#fire|fire damage]], sometimes (often) leaving behind lava tiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Random levels==&lt;br /&gt;
The archetypical level in DoomRL is a randomly-generated one. It is produced in such a way that no two games are particularly alike. There are many special considerations within the game engine, although many of these are technical and unimportant from a gameplay perspective.&lt;br /&gt;
&lt;br /&gt;
* [[Level type]]&lt;br /&gt;
* [[Level feeling]]&lt;br /&gt;
* [[Level event]]&lt;br /&gt;
* [[Monster Generation]]&lt;br /&gt;
* [[Item Generation]]&lt;br /&gt;
* [[Room Generation]]&lt;br /&gt;
* [[Fluids]]&lt;br /&gt;
&lt;br /&gt;
== Special levels ==&lt;br /&gt;
In stark contrast to random levels, special levels are constant and many of them appear every game. As you gain more experience playing DoomRL, these become stepping stones used as a grip against the turbulent flow of random levels.&lt;br /&gt;
&lt;br /&gt;
For obvious reasons, all of these pages are considered spoilers if you wish to learn how to beat them yourself. Some are particularly spoiler-heavy, though, and are indicated as such here.&lt;br /&gt;
&lt;br /&gt;
* [[Phobos Base Entry]]&lt;br /&gt;
* [[Hell's Arena]]&lt;br /&gt;
* [[The Chained Court]]&lt;br /&gt;
* [[Military Base]]&lt;br /&gt;
* [[Phobos Lab]]&lt;br /&gt;
* [[Phobos Anomaly]]&lt;br /&gt;
* [[Hell's Armory]]&lt;br /&gt;
* [[Deimos Lab]]&lt;br /&gt;
* [[The Wall]]&lt;br /&gt;
* [[Containment Area]]&lt;br /&gt;
* [[Abyssal Plains]]&lt;br /&gt;
* [[City of Skulls]]&lt;br /&gt;
* [[Halls of Carnage]]&lt;br /&gt;
* [[Spider's Lair]]&lt;br /&gt;
* [[Tower of Babel]]&lt;br /&gt;
* [[Unholy Cathedral]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(Spoilers!)&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[The Vaults]]&lt;br /&gt;
* [[The Mortuary]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(Spoilers!)&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[Limbo]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(Spoilers!)&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[The Lava Pits]]&lt;br /&gt;
* [[Mt. Erebus]]&lt;br /&gt;
* [[Dis]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(Spoilers!)&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[Hell Fortress]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(MAJOR SPOILERS!)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special level placement===&lt;br /&gt;
Some levels don't spawn on I'm Too Young To Die: Hell's Armory and Deimos Lab, Unholy Cathedral, The Vaults, The Mortuary and Limbo.&lt;br /&gt;
&lt;br /&gt;
Special stairs are always placed on a random empty tile.&lt;br /&gt;
&lt;br /&gt;
Special level pairs are chosen randomly - exactly one from each pair appears per game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Depth'''&lt;br /&gt;
|-&lt;br /&gt;
|Hell's Arena&lt;br /&gt;
|2 (Phobos 2)&lt;br /&gt;
|-&lt;br /&gt;
|The Chained Court&lt;br /&gt;
|5 (Phobos 5)&lt;br /&gt;
|-&lt;br /&gt;
|Phobos Lab/Military Base&lt;br /&gt;
|7 (Phobos 7)&lt;br /&gt;
|-&lt;br /&gt;
|Hell's Armory/Deimos Lab&lt;br /&gt;
|9 (Deimos 1)&lt;br /&gt;
|-&lt;br /&gt;
|The Wall/Containment Area&lt;br /&gt;
|11 (Deimos 3)&lt;br /&gt;
|-&lt;br /&gt;
|City of Skulls/Abyssal Plains&lt;br /&gt;
|12 (Deimos 4)&lt;br /&gt;
|-&lt;br /&gt;
|Spider's Lair/Halls of Carnage&lt;br /&gt;
|14 (Deimos 6)&lt;br /&gt;
|-&lt;br /&gt;
|Unholy Cathedral&lt;br /&gt;
|17 (Hell 1)&lt;br /&gt;
|-&lt;br /&gt;
|The Vaults&lt;br /&gt;
|19 (Hell 3)&lt;br /&gt;
|-&lt;br /&gt;
|The Mortuary/Limbo&lt;br /&gt;
|20 (Hell 4)&lt;br /&gt;
|-&lt;br /&gt;
|The Lava Pits/Mt. Erebus&lt;br /&gt;
|22 (Hell 6)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Cyberdemon</id>
		<title>Cyberdemon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Cyberdemon"/>
				<updated>2013-06-22T01:07:52Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: it's called as olive; see  User:Tehtmi/Map Colorizer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Cyberdemon|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;C&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=200+10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 210, 240, 290, 360, 450|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+8 melee, +12 ranged|&lt;br /&gt;
monster_melee=1d3+15 = 16-18 = 17 avg|&lt;br /&gt;
monster_projectile=Attacks with a [[rocket launcher]]: 6d6 = 6-36 = 21 avg|&lt;br /&gt;
monster_speed=110%|&lt;br /&gt;
monster_dlvl=[[Tower of Babel]], or 80 and lower on A100|&lt;br /&gt;
monster_xp=2720|&lt;br /&gt;
monster_inventory=Rocket launcher, [[rocket]] (x30)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75%|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]] nor from its own attacks. Immune to [[knockback]] in the Tower of Babel.|&lt;br /&gt;
monster_description=''Monster and machine, combined. Equipped with a rocket launcher, this nightmare is the worst thing you can find in Hell. Or at least that is what you hope...''|&lt;br /&gt;
monster_other=Hunts player precisely.}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:Rabinowitz</id>
		<title>User:Rabinowitz</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:Rabinowitz"/>
				<updated>2013-06-20T19:52:00Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We had two shell-box, seventy-five energy cells, high-powered railgun, a spitter full of acid, and a whole galaxy of multicolored mod packs...  and also green armor, blue armor, red armor, two of nuclear plasma rifle and dozen of large med-packs. &lt;br /&gt;
&lt;br /&gt;
Not that we needed all that for the trip, but once you get locked into a serious stuff collection, the tendency is to push it as far as you can.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:Rabinowitz</id>
		<title>User:Rabinowitz</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:Rabinowitz"/>
				<updated>2013-06-20T17:05:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: Created page with &amp;quot;We had two shell-box, seventy-five energy cells, high-powered railgun, an acid-spitter full of acid, and a whole galaxy of multicolored mod packs...  and also green armor, blue a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We had two shell-box, seventy-five energy cells, high-powered railgun, an acid-spitter full of acid, and a whole galaxy of multicolored mod packs...  and also green armor, blue armor, red armor, two of nuclear plasma rifle and dozen of large med-packs. &lt;br /&gt;
&lt;br /&gt;
Not that we needed all that for the trip, but once you get locked into a serious stuff collection, the tendency is to push it as far as you can.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:BFG_9000</id>
		<title>Strategy:BFG 9000</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:BFG_9000"/>
				<updated>2013-06-18T20:33:49Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: fixed size clip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Main Guide (0.9.9.5) ==&lt;br /&gt;
&lt;br /&gt;
=== Version Changes (0.9.9.6) ===&lt;br /&gt;
Nothing significant to the weapon itself.&lt;br /&gt;
&lt;br /&gt;
=== General Tactics ===&lt;br /&gt;
Basic strategy written by [[ZicherCZ|ZicherCZ]] 16:55, February 03 2012 (GMT).&lt;br /&gt;
&lt;br /&gt;
BFG9000, the ultimate in conventional DoomRL warfare, is highly efficient against practically any foe, but consumes ammunition like there's no tomorrow.&lt;br /&gt;
&lt;br /&gt;
A few tips on efficient use:&lt;br /&gt;
* BFG is the best weapon to use against targets you want to take out really quickly. [[Arch-vile|Archviles]] (doubly so those in the Mortuary) or [[Mancubus|mancubi]] can serve as a prime example, although, more likely than not, these would require two shots to go down. If you don't mind a bit of an overkill, you can, with near-certainty, take out those nasty [[Former_commando|former commandos]] and [[Revenant|revenants]] in one shot as well. [[Cyberdemon|Cyberdemon]] will then die (on average) after 5, 6, 7, 9 and 11 shots (with growing difficulty level). For the [[Spider Mastermind|Mastermind]] and [[John_Carmack|JC]] add 1 to Cyberdemon's numbers.&lt;br /&gt;
* If at all possible, try to hit multiple foes at once. The explosion radius of 10 is a definite help to this.&lt;br /&gt;
* If you happen to find another BFG, take it to save space in your inventory.. Its clip can hold 100 plasma cells, while an inventory slot can hold only 50 (70 with [[Backpack|backpack]]).&lt;br /&gt;
* Bulk-modding the BFG once increases the number of shots without reloading from two to three, which can be a life-saver at times. Another bulk mod will then increase this number to four, another one to five (the exact clip sizes are 130, 169 and 220).&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Experience</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Experience"/>
				<updated>2013-06-18T10:24:43Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: since 0996&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
The player earns experience whenever enemies are killed. Different enemies are worth different amounts of experience (as listed on [[Enemies|their individual pages]]). The amount of experience given by enemies is also modified depending on the [[Game Settings#Difficulty|difficulty level]].&lt;br /&gt;
&lt;br /&gt;
Whenever the player's experience passes certain predetermined thresholds, he gains a level. Whenever the player gains a level, he gets to select a new [[Traits|trait]]. Once the player reaches level 25, he will no longer gain additional levels, although level 25 is nearly impossible to reach in most game modes. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Experience Table'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|'''Experience'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|500&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|3&lt;br /&gt;
|1500&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
|7000&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|11000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|7&lt;br /&gt;
|16000&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|22000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|9&lt;br /&gt;
|30000&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|40000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|11&lt;br /&gt;
|50000&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|60000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|13&lt;br /&gt;
|70000&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|80000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|15&lt;br /&gt;
|100000&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|120000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|17&lt;br /&gt;
|140000&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|160000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|19&lt;br /&gt;
|200000&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|300000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|21&lt;br /&gt;
|400000&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|500000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|23&lt;br /&gt;
|600000&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|700000&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|25&lt;br /&gt;
|900000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Jackhammer</id>
		<title>Jackhammer</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Jackhammer"/>
				<updated>2013-06-16T07:20:03Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Jackhammer|&lt;br /&gt;
weapon_dmg=(8d3)x3/24-72, [[Shotguns|focused shotgun blast]]|&lt;br /&gt;
weapon_avgdmg=16 &amp;amp;times; 0.95 &amp;amp;times; 3 = 45.6|&lt;br /&gt;
weapon_accuracy=+0|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.5 seconds|&lt;br /&gt;
weapon_clip=9|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (12+)|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''The Pancor Corporation Jackhammer is a 12 gauge, gas-operated automatic weapon.''|&lt;br /&gt;
weapon_other=works with [[Traits#Triggerhappy|Triggerhappy]]|&lt;br /&gt;
weapon_source={{wiki|Pancor_Jackhammer|Real Life}}}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:sID</id>
		<title>Modding:sID</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:sID"/>
				<updated>2013-06-15T11:43:36Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: adding new monsters; nano and onyx to exotic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Objects in DoomRL have unique identifiers.&lt;br /&gt;
&lt;br /&gt;
One is the ID, a number used by the engine to track the item.&amp;lt;br /&amp;gt;&lt;br /&gt;
The other is the sID, a string which is used by the API to track the item, and what you define as &amp;lt;i&amp;gt;id&amp;lt;/i&amp;gt; in most of the prototypes.&lt;br /&gt;
&lt;br /&gt;
With the notable exception of defining a weapon's ammotype the sID is what the sandbox uses.  You can use numerical IDs or constants that represent them; it's a legacy feature from the early sandbox days.  But those aren't listed on this page, and string IDs are, so if you don't want to define your own building blocks, enjoy.&lt;br /&gt;
&lt;br /&gt;
== [[Modding:Affects|Affects]] ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Affects'''&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[Effects#Berserk|berserk]]|berserk&lt;br /&gt;
  |[[Effects#Invulnerable|invulnerable]]|inv&lt;br /&gt;
  |[[Effects#Envirosuit|envirosuit]]|enviro&lt;br /&gt;
  |[[Effects#Light-Amp|light-amp]]|light&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Modding:Being|Beings]] ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Beings'''&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[former human]]|former&lt;br /&gt;
  |[[former sergeant]]|sergeant&lt;br /&gt;
  |[[former captain]]|captain&lt;br /&gt;
  |[[imp]]|imp&lt;br /&gt;
  |[[demon]]|demon&lt;br /&gt;
  |[[lost soul]]|lostsoul&lt;br /&gt;
  |[[cacodemon]]|cacodemon&lt;br /&gt;
  |[[hell knight]]|knight&lt;br /&gt;
  |[[baron of hell]]|baron&lt;br /&gt;
  |[[arachnotron]]|arachno&lt;br /&gt;
  |[[former commando]]|commando&lt;br /&gt;
  |[[pain elemental]]|pain&lt;br /&gt;
  |[[revenant]]|revenant&lt;br /&gt;
  |[[mancubus]]|mancubus&lt;br /&gt;
  |[[arch-vile]]|arch&lt;br /&gt;
  |[[nightmare imp]]|nimp&lt;br /&gt;
  |[[nightmare cacodemon]]|ncacodemon&lt;br /&gt;
  |[[nightmare demon]]|ndemon&lt;br /&gt;
  |[[nightmare arachnotron]]|narachno&lt;br /&gt;
  |[[nightmare arch-vile]]|narch&lt;br /&gt;
  |[[elite former human]]|eformer&lt;br /&gt;
  |[[elite former sergeant]]|esergeant&lt;br /&gt;
  |[[elite former captain]]|ecaptain&lt;br /&gt;
  |[[elite former commando]]|ecommando&lt;br /&gt;
}}&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[bruiser brother]]|bruiser&lt;br /&gt;
  |[[shambler]]|shambler&lt;br /&gt;
  |[[lava elemental]]|lava_elemental&lt;br /&gt;
  |[[agony elemental]]|agony&lt;br /&gt;
  |[[Angel of Death]]|angel&lt;br /&gt;
  |[[Cyberdemon]]|cyberdemon&lt;br /&gt;
  |[[Spider Mastermind]]|mastermind&lt;br /&gt;
  |[[John Carmack]]|jc&lt;br /&gt;
  |[[Arena Master]]|arenamaster&lt;br /&gt;
  |[[Apostle]]|apostle&lt;br /&gt;
  |[[player]]|soldier&lt;br /&gt;
 }}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== [[Modding:Cell|Cells]] ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Cells'''&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[Levels#Basic Objects|floor]]|floor&lt;br /&gt;
  |[[Levels#Basic Objects|stone wall]]|wall&lt;br /&gt;
  |[[Levels#Basic Objects|blooded wall]]|bwall&lt;br /&gt;
  |[[Levels#Basic Objects|base wall]]|dwall&lt;br /&gt;
  |[[Levels#Basic Objects|blooded base wall]]|bdwall&lt;br /&gt;
  |[[Levels#Basic Objects|ice wall]]|iwall&lt;br /&gt;
  |[[Levels#Basic Objects|blooded ice wall]]|biwall&lt;br /&gt;
  |[[Levels#Basic Objects|green wall]]|gwall&lt;br /&gt;
  |[[Levels#Basic Objects|blooded green wall]]|bgwall&lt;br /&gt;
  |[[Levels#Basic Objects|bloodstone]]|rwall&lt;br /&gt;
  |[[Levels#Basic Objects|blooded wall (bloodstone)]]|brwall&lt;br /&gt;
  |[[Levels#Basic Objects|crate (blue)]]|crate&lt;br /&gt;
  |[[Levels#Basic Objects|blooded crate (blue)]]|bcrate&lt;br /&gt;
  |[[Levels#Basic Objects|crate (yellow)]]|ycrate&lt;br /&gt;
  |[[Levels#Basic Objects|blooded crate (yellow)]]|bycrate&lt;br /&gt;
  |[[Levels#Basic Objects|closed door]]|door&lt;br /&gt;
  |[[Levels#Basic Objects|open door]]|odoor&lt;br /&gt;
  |[[Levels#Basic Objects|locked door]]|ldoor&lt;br /&gt;
 }}&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[Levels#Basic Objects|stairs]]|stairs&lt;br /&gt;
  |[[Levels#Basic Objects|down stairs (yellow)]]|ystairs&lt;br /&gt;
  |[[Levels#Basic Objects|down stairs (red)]]|rstairs&lt;br /&gt;
  |[[Levels#Basic Objects|barrel of fuel]]|barrel&lt;br /&gt;
  |[[Levels#Basic Objects|barrel of acid]]|barrela&lt;br /&gt;
  |[[Levels#Basic Objects|barrel of napalm]]|barreln&lt;br /&gt;
  |[[Levels#Basic Objects|water]]|water&lt;br /&gt;
  |[[Levels#Basic Objects|acid]]|acid&lt;br /&gt;
  |[[Levels#Basic Objects|lava]]|lava&lt;br /&gt;
  |[[Levels#Basic Objects|water (indestructible)]]|pwater&lt;br /&gt;
  |[[Levels#Basic Objects|acid (indestructible)]]|pacid&lt;br /&gt;
  |[[Levels#Basic Objects|lava (indestructible)]]|plava&lt;br /&gt;
  |[[Levels#Basic Objects|bridge]]|bridge&lt;br /&gt;
  |[[Levels#Basic Objects|Phobos rock]]|rock&lt;br /&gt;
  |[[thermonuclear bomb|a nuke!]]|nukecell&lt;br /&gt;
  |[[Levels#Basic Objects]]|tree&lt;br /&gt;
  |[[Levels#Basic Objects|bloody corpse]]|corpse&lt;br /&gt;
  |[[Levels#Basic Objects|blood]]|blood&lt;br /&gt;
  |[[Levels#Basic Objects|blood pool]]|bloodpool&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most beings have automatically generated corpse cells. These cells have sID &amp;lt;tt&amp;gt;being.id .. &amp;quot;corpse&amp;quot;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== [[Modding:Item|Items]] ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Basic Items'''&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[combat knife]]|knife&lt;br /&gt;
  |[[green armor]]|garmor&lt;br /&gt;
  |[[blue armor]]|barmor&lt;br /&gt;
  |[[red armor]]|rarmor&lt;br /&gt;
  |[[steel boots]]|sboots&lt;br /&gt;
  |[[protective boots]]|pboots&lt;br /&gt;
  |[[plasteel boots]]|psboots&lt;br /&gt;
  |[[Small Health Globe]]|shglobe&lt;br /&gt;
  |[[Berserk Pack]]|bpack&lt;br /&gt;
  |[[Invulnerability Globe]]|iglobe&lt;br /&gt;
  |[[Supercharge Globe]]|scglobe&lt;br /&gt;
  |[[Large Health Globe]]|lhglobe&lt;br /&gt;
  |[[Megasphere]]|msglobe&lt;br /&gt;
  |[[Computer Map]]|map&lt;br /&gt;
  |[[Tracking Map]]|pmap&lt;br /&gt;
  |[[Light-Amp Goggles]]|gpack&lt;br /&gt;
  |[[armor shard]]|ashard&lt;br /&gt;
  |[[10mm ammo]]|ammo&lt;br /&gt;
 }}&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[shotgun shell]]|shell&lt;br /&gt;
  |[[rocket]]|rocket&lt;br /&gt;
  |[[power cell]]|cell&lt;br /&gt;
  |[[10mm ammo chain]]|pammo&lt;br /&gt;
  |[[shell box]]|pshell&lt;br /&gt;
  |[[rocket box]]|procket&lt;br /&gt;
  |[[power battery]]|pcell&lt;br /&gt;
  |[[pistol]]|pistol&lt;br /&gt;
  |[[shotgun]]|shotgun&lt;br /&gt;
  |[[double shotgun]]|dshotgun&lt;br /&gt;
  |[[combat shotgun]]|ashotgun&lt;br /&gt;
  |[[rocket launcher]]|bazooka&lt;br /&gt;
  |[[chaingun]]|chaingun&lt;br /&gt;
  |[[plasma rifle]]|plasma&lt;br /&gt;
  |[[small med-pack]]|smed&lt;br /&gt;
  |[[large med-pack]]|lmed&lt;br /&gt;
 }}&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[phase device]]|phase&lt;br /&gt;
  |[[homing phase device]]|hphase&lt;br /&gt;
  |[[envirosuit pack]]|epack&lt;br /&gt;
  |[[thermonuclear bomb]]|nuke&lt;br /&gt;
  |[[power mod pack]]|mod_power&lt;br /&gt;
  |[[technical mod pack]]|mod_tech&lt;br /&gt;
  |[[agility mod pack]]|mod_agility&lt;br /&gt;
 }}&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[bulk mod pack]]|mod_bulk&lt;br /&gt;
  |[[Lever|lever (floods with water)]]|lever_flood_water&lt;br /&gt;
  |[[Lever|lever (floods with acid)]]|lever_flood_acid&lt;br /&gt;
  |[[Lever|lever (floods with lava)]]|lever_flood_lava&lt;br /&gt;
  |[[Lever|lever (harms creatures)]]|lever_kill&lt;br /&gt;
  |[[Lever|lever (forces explosions)]]|lever_explode&lt;br /&gt;
  |[[Lever|lever (destroys walls)]]|lever_walls&lt;br /&gt;
  |[[Lever|lever (summons enemies)]]|lever_summon&lt;br /&gt;
  |[[Lever|lever (Armor depot)]]|lever_repair&lt;br /&gt;
  |[[Lever|lever (MediTech depot)]]|lever_medical&lt;br /&gt;
  |[[Hell's Armory|lever (opens the lab)]]|lever_spec3&lt;br /&gt;
  |[[Dis|lever (lowers walls)]]|dis_switch&lt;br /&gt;
  |[[schematics|schematics (basic)]]|schematic_0&lt;br /&gt;
  |[[schematics|schematics (advanced)]]|schematic_1&lt;br /&gt;
  |[[schematics|schematics (master)]]|schematic_2&lt;br /&gt;
  |[[Backpack]]|backpack&lt;br /&gt;
  |[[lava element]]|lava_element&lt;br /&gt;
  |[[teleport]]|teleport&lt;br /&gt;
  |stubitem|stubitem&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Exotic Items'''&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[chainsaw]]|chainsaw&lt;br /&gt;
  |[[combat pistol]]|ucpistol&lt;br /&gt;
  |[[blaster]]|ublaster&lt;br /&gt;
  |[[super shotgun]]|udshotgun&lt;br /&gt;
  |[[assault shotgun]]|uashotgun&lt;br /&gt;
  |[[plasma shotgun]]|upshotgun&lt;br /&gt;
  |[[tristar blaster]]|utristar&lt;br /&gt;
  |[[minigun]]|uminigun&lt;br /&gt;
  |[[missile launcher]]|umbazooka&lt;br /&gt;
  |[[napalm launcher]]|unapalm&lt;br /&gt;
  |[[nuclear plasma rifle]]|unplasma&lt;br /&gt;
  |[[laser rifle]]|ulaser&lt;br /&gt;
  |[[combat translocator]]|utrans&lt;br /&gt;
  |[[BFG 9000]]|bfg9000&lt;br /&gt;
  |[[nuclear BFG 9000]]|unbfg9000&lt;br /&gt;
 }}&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[medical armor]]|umedarmor&lt;br /&gt;
  |[[duelist armor]]|uduelarmor&lt;br /&gt;
  |[[bullet-proof vest]]|ubulletarmor&lt;br /&gt;
  |[[ballistic vest]]|uballisticarmor&lt;br /&gt;
  |[[energy-shielded vest]]|ueshieldarmor&lt;br /&gt;
  |[[ballistic shield]]|ubalshield&lt;br /&gt;
  |[[plasma shield]]|uplasmashield&lt;br /&gt;
  |[[energy shield]]|uenergyshield&lt;br /&gt;
  |[[onyx armor]]|uoarmor&lt;br /&gt;
  |[[phaseshift armor]]|uparmor&lt;br /&gt;
  |[[phaseshift boots]]|upboots&lt;br /&gt;
  |[[gothic armor]]|ugarmor&lt;br /&gt;
  |[[gothic boots]]|ugboots&lt;br /&gt;
  |[[acid-proof boots]]|uacidboots&lt;br /&gt;
  |[[firestorm weapon pack]]|umod_firestorm&lt;br /&gt;
  |[[sniper weapon pack]]|umod_sniper&lt;br /&gt;
  |[[Onyx Armor Pack]]|umod_onyx&lt;br /&gt;
  |[[Nano Pack]]|umod_nano&lt;br /&gt;
  |[[shockwave pack]]|uswpack&lt;br /&gt;
  |[[blood skull]]|ubskull&lt;br /&gt;
  |[[fire skull]]|ufskull&lt;br /&gt;
  |[[hatred skull]]|uhskull&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Unique Items'''&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[Butcher's Cleaver]]|ubutcher&lt;br /&gt;
  |[[Subtle Knife]]|usubtle&lt;br /&gt;
  |[[Mjollnir]]|umjoll&lt;br /&gt;
  |[[Trigun]]|utrigun&lt;br /&gt;
  |[[Grammaton Cleric Beretta]]|uberetta&lt;br /&gt;
  |[[Anti-Freak Jackal]]|ujackal&lt;br /&gt;
  |[[Jackhammer]]|usjack&lt;br /&gt;
  |[[Frag Shotgun]]|ufshotgun&lt;br /&gt;
  |[[Mega Buster]]|umega&lt;br /&gt;
  |[[Revenant's Launcher]]|urbazooka&lt;br /&gt;
  |[[Railgun]]|urailgun&lt;br /&gt;
  |[[BFG 10K]]|ubfg10k&lt;br /&gt;
  |[[Acid Spitter]]|uacid&lt;br /&gt;
  |[[Charch's Null Pointer]]|unullpointer &lt;br /&gt;
  |[[Cybernetic Armor]]|ucarmor&lt;br /&gt;
  |[[Medical Powerarmor]]|umedparmor&lt;br /&gt;
  |[[Shielded Armor]]|ushieldarmor&lt;br /&gt;
  |[[Necroarmor]]|unarmor&lt;br /&gt;
  |[[Lava Armor]]|ulavaarmor&lt;br /&gt;
  |[[Malek's Armor]]|umarmor&lt;br /&gt;
  |[[Enviroboots]]|uenviroboots&lt;br /&gt;
  |[[Nyarlaptotep's Boots]]|unboots&lt;br /&gt;
  |[[Hellwave Pack]]|uhwpack&lt;br /&gt;
  |[[Hell Staff]]|umodstaff&lt;br /&gt;
 }}&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333;&lt;br /&gt;
  |c1=text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |[[Berserker Armor]]|uberarmor&lt;br /&gt;
  |[[Dragonslayer]]|udragon&lt;br /&gt;
  |[[Angelic Armor]]|aarmor&lt;br /&gt;
  |[[Longinus Spear]]|spear&lt;br /&gt;
  |[[Azrael's Scythe]]|uscythe&lt;br /&gt;
  |[[Arena Master's Staff]]|uarenastaff&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Berserker Armor and Dragonslayer are not loaded in custom modules.&lt;br /&gt;
&lt;br /&gt;
Natural enemy weapons (such as the imp's fireball or the mancubus's launcher) are autogenerated.  If you want to use an natural weapon directly (for whatever reason) they are named &amp;lt;tt&amp;gt;&amp;quot;nat_&amp;quot; .. being.id&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== [[Modding:Missile|Missiles]] ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Missiles'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|gun&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|chaingun&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|plasma&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|rocket&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|bazooka_alternative&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|explround&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|bfg&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|bfgover&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|blaster&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|knife_thrown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Shotgun Missiles'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|normal&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|wide&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|focused&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; vertical-align:top; padding-right: 2ex;&amp;quot;|splasma&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Autogenerated missiles are similar to the sID of the weapon to which they are assigned, but an &amp;quot;m&amp;quot; is included before the name. Thus, for autogenerated missiles from autogenerated natural weapons, you'll use the use &amp;lt;tt&amp;gt;&amp;quot;mnat_&amp;quot; .. being.id&amp;lt;/tt&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Subtle_Knife</id>
		<title>Subtle Knife</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Subtle_Knife"/>
				<updated>2013-06-12T22:59:45Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{melee weapon|&lt;br /&gt;
weapon_name=Subtle Knife - [[Melee_Types|Melee Family]]|&lt;br /&gt;
weapon_dmg=3d5/3-15|&lt;br /&gt;
weapon_avgdmg=9|&lt;br /&gt;
weapon_dmgtype=[[Damage type#BFG Plasma|BFG Plasma]]|&lt;br /&gt;
weapon_accuracy=+0|&lt;br /&gt;
weapon_afire=Invoke|&lt;br /&gt;
weapon_get=Random (15+)|&lt;br /&gt;
weapon_quote=''Looks very inconspicious.''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;&amp;lt;b&amp;gt;\&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''A weapon that can cut the very fabric of reality. Too bad it's only eight inches long...''|&lt;br /&gt;
weapon_other=Using invoke will deal 10 [[Damage type#BFG Plasma|BFG Plasma]] damage to all enemies you can see, at the cost of making you [[Tactics|tired]] and reducing your max health by 2 points.  Takes 1 second to activate.|&lt;br /&gt;
weapon_source={{Wiki|The_Subtle_Knife|His Dark Materials}}by Philip Pullman}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Elite_former_sergeant</id>
		<title>Elite former sergeant</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Elite_former_sergeant"/>
				<updated>2013-06-06T15:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Elite former sergeant|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;h&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=25|&lt;br /&gt;
monster_ac=2 (+1 from equipped [[green armor]], total 3)|&lt;br /&gt;
monster_acc=+0 melee, +0 ranged|&lt;br /&gt;
monster_melee=1d3+1 = 2-4 = 3 avg|&lt;br /&gt;
monster_projectile=Attacks with an {{exotic link|assault shotgun}}: 7d3 = 7-21 = 14 avg&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Attacks with a {{exotic link|plasma shotgun}}: 7d3 = 7-21 = 14 avg&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Attacks with a {{exotic link|super shotgun}}: (8d4)x2 = 16-64 = 40 avg|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=60-90|&lt;br /&gt;
monster_xp=320|&lt;br /&gt;
monster_inventory=Assault Shotgun/Super Shotgun: [[shotgun shell]] (x60), [[green armor]] (equipped)&lt;br /&gt;
&lt;br /&gt;
Plasma Shotgun: [[power cell]] (x60), [[green armor]] (equipped)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75|&lt;br /&gt;
monster_abilities=N/A|&lt;br /&gt;
monster_description=''These are the elite among the former sergeants. And they carry firepower to boot! Too bad their weapons are set to self-destruct on death.''|&lt;br /&gt;
monster_other=15% bullet and shrapnel resist from green armor.&lt;br /&gt;
Weapon is picked randomly for each elite former sergeant.&lt;br /&gt;
&lt;br /&gt;
Elite formers never drop their weapon.}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Elite_former_commando</id>
		<title>Elite former commando</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Elite_former_commando"/>
				<updated>2013-06-05T00:34:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Elite former commando|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;h&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=40|&lt;br /&gt;
monster_ac=2 (+2 from equipped [[blue armor]], total 4)|&lt;br /&gt;
monster_acc=+3 melee, +5 (tristar blaster) or +10 (missile launcher, napalm launcher) ranged|&lt;br /&gt;
monster_melee=1d3+3 = 4-6 = 5 avg|&lt;br /&gt;
monster_projectile=Attacks with an {{exotic link|missile launcher}}: 6d6 = 6-36 = 21 avg&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Attacks with a {{exotic link|napalm launcher}}: 7d7 = 7-49 = 28 avg&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Attacks with a {{exotic link|tristar blaster}}: (4d5)x3 = 4-20 each = 12 avg each|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=80+|&lt;br /&gt;
monster_xp=608|&lt;br /&gt;
monster_inventory=Missile Launcher: [[rocket]] (x20), [[blue armor]] (equipped)&lt;br /&gt;
Napalm Launcher: [[rocket]] (x12), [[blue armor]] (equipped)&lt;br /&gt;
&lt;br /&gt;
Tristar Blaster: [[power cell]] (x60), [[blue armor]] (equipped)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75|&lt;br /&gt;
monster_abilities=N/A|&lt;br /&gt;
monster_description=''As expected, these ex-human soldiers are the best of the best! Armored, resilient and with superior firepower! Too bad their weapons are set to self-destruct on death.''|&lt;br /&gt;
monster_other=20% plasma resist from blue armor.&lt;br /&gt;
&lt;br /&gt;
Takes no damage from [[fluids]].&lt;br /&gt;
&lt;br /&gt;
Weapon is picked randomly for each elite former commando.&lt;br /&gt;
&lt;br /&gt;
Elite formers never drop their weapon.}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Elite_former_captain</id>
		<title>Elite former captain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Elite_former_captain"/>
				<updated>2013-06-04T23:53:11Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Elite former captain|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&amp;lt;b&amp;gt;h&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=25|&lt;br /&gt;
monster_ac=2 (+2 from equipped [[blue armor]], total 4)|&lt;br /&gt;
monster_acc=+1 melee, +1 (minigun) OR +8 (laser rifle) ranged|&lt;br /&gt;
monster_melee=1d3+1 = 2-4 = 3 avg|&lt;br /&gt;
monster_projectile=Attacks with a {{exotic link|laser rifle}}: (1d7)x5 = 5-35 = 20 avg&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Attacks with a {{exotic link|minigun}}: (1d6)x8 = 8-48 = 28 avg|&lt;br /&gt;
monster_speed=90%|&lt;br /&gt;
monster_dlvl=70+|&lt;br /&gt;
monster_xp=452|&lt;br /&gt;
monster_inventory=Minigun: [[10mm ammo]] (x200), [[blue armor]] (equipped)&lt;br /&gt;
Laser Rifle: [[power cell]] (x50), [[blue armor]] (equipped)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75|&lt;br /&gt;
monster_abilities=20% plasma resist from blue armor.&lt;br /&gt;
&lt;br /&gt;
Weapon is picked randomly for each elite former captain.&lt;br /&gt;
&lt;br /&gt;
Elite formers never drop their weapon.|&lt;br /&gt;
monster_description=''These are the elite among the former captains. Beware of the superior firepower! Too bad their weapons are set to self-destruct on death.''|&lt;br /&gt;
monster_other=N/A}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Barrel</id>
		<title>Barrel</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Barrel"/>
				<updated>2013-06-04T22:21:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: Created page with &amp;quot;{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot; |colspan=11 style=&amp;quot;background: darkred; color: yellow; font-size: 120%...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=11 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Barrels O'Fun'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 0&amp;quot; width=100|'''Name'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Appearance'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''HP'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Armor'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Fragile'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 0 1px 1px&amp;quot;|'''Special'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of fuel&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 5d5 [[Damage type#fire|fire damage]].&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of acid&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 6d6 [[Damage type#acid|acid damage]], sometimes leaving behind acid tiles.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of napalm&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 7d7 [[Damage type#fire|fire damage]], sometimes (often) leaving behind lava tiles.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Level_feeling</id>
		<title>Level feeling</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Level_feeling"/>
				<updated>2013-06-04T21:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Level feelings are determined at random throughout the game and add features to a particular map. Depending on the level feeling, multiple feelings can exist on the same level.&lt;br /&gt;
&lt;br /&gt;
If you can't find a displayed message here, check the [[level event]] page for other possibilities.&lt;br /&gt;
&lt;br /&gt;
=== [[Room Generation#Lever Rooms|Levers]] ===&lt;br /&gt;
&lt;br /&gt;
* '''You feel that smell? That gasoline smell? Oh hell...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|lava]]. If you see this message then don't pull any of the levers in the level; it will not be worth the risk, even if you have an [[envirosuit pack]].&lt;br /&gt;
* '''In the State of Denmark there was the odor of decay...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|acid]]. Just as with the level feeling above, don't pull levers if this shows up. Enough points invested into [[Traits#Intuition|Intuition]] will make this manageable, however.&lt;br /&gt;
* '''The air is really humid here...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|water]]. Same as the last two, except not deadly at all and can actually be useful in preventing corpses.&lt;br /&gt;
* '''The smell of a massacre... '''&lt;br /&gt;
** This indicates the presence of a 'kills creatures' lever that affects all creatures on the map. This is particularly useful early on, as it is capable of destroying most early-game enemies completely.&lt;br /&gt;
* '''You hear the trumpets of Jericho echoing in the distance...'''&lt;br /&gt;
** There is a lever that will destroy all walls on the map when pulled. Does not include border walls. Generally a big problem for the player, considering that they make use of the cover more than enemies do.&lt;br /&gt;
&lt;br /&gt;
=== [[Room Generation#Vaults|Vaults]] ===&lt;br /&gt;
&lt;br /&gt;
Each of these feelings indicate that there is a [[Room Generation#Vault room|vault]] somewhere on the level. Multiple instances of these feelings indicate multiple vaults, as well.&lt;br /&gt;
&lt;br /&gt;
* '''There's something special here...'''&lt;br /&gt;
* '''There's the smell of blood in the air!'''&lt;br /&gt;
* '''You feel excited!'''&lt;br /&gt;
&lt;br /&gt;
===[[Level type|Level Type]]===&lt;br /&gt;
&lt;br /&gt;
If this level feeling occurs, it means you get a level type very different in style. In addition, Levers and Vaults feelings cannot occur.&lt;br /&gt;
&lt;br /&gt;
* '''Suddenly monsters come from everywhere!'''&lt;br /&gt;
** Indicates that you have spawned in an [[Level type#Arena|Arena]].&lt;br /&gt;
* '''Twisted passages carry the smell of death...'''&lt;br /&gt;
** Indicates that you have spawned in a [[Level type#Cave|Cave]].&lt;br /&gt;
* '''Where the hell is the way out of here!?!'''&lt;br /&gt;
** Indicates that you have spawned in a [[Level type#Maze|Maze]].&lt;br /&gt;
* The following messages indicate a [[Level type#Single Monster|single monster]] level type:&lt;br /&gt;
**'''You hear many marching feet.''' (equal distribution of all former-type enemies)&lt;br /&gt;
**'''The walls are scratched and flame-scorched!''' (all [[imp|imps]])&lt;br /&gt;
**'''A battle cry chants in the distance!''' (equal distribution of [[hell knight|hell knights]] and [[baron of hell|barons of hell]])&lt;br /&gt;
**'''You hear deep, guttural noises!''' (all [[mancubus|mancubi]])&lt;br /&gt;
**'''Bones clatter all around you!''' (all [[revenant|revenants]])&lt;br /&gt;
**'''You hear crackling flames!''' (all [[arch-vile|arch-viles]])&lt;br /&gt;
**'''Hellish magic haunts air!''' (half archviles, half formers)&lt;br /&gt;
**'''You hear loud wails that cannot mean anything good!''' (all [[bruiser brother|bruiser brothers]])&lt;br /&gt;
**'''The air is crackling with electricity!''' (all [[shambler|shamblers]])&lt;br /&gt;
**'''Suddenly you have a great urge to turn back! You scream in TERROR!''' (all [[Cyberdemon|Cyberdemons]])&lt;br /&gt;
&lt;br /&gt;
===[[Levels#Special Levels|Special Levels]]===&lt;br /&gt;
&lt;br /&gt;
If this level feeling occurs, it means there will be a separate set of stairs (colored red) that allows access to one of the special levels.&lt;br /&gt;
&lt;br /&gt;
* '''You feel a breeze of morbid air...'''&lt;br /&gt;
* '''You sense a passage to a place beyond...'''&lt;br /&gt;
* '''You shiver from cold...'''&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* '''You feel there is something really valuable here!'''&lt;br /&gt;
** Somewhere on the level one of the [[specials|uniques]] was generated.&lt;br /&gt;
* '''Khe, he, he. This will be a mess...'''&lt;br /&gt;
** The level is generated chock-full of [[Barrel|barrels]]. Barrel type depends on depth rather than being random.&lt;br /&gt;
* '''As you enter, some weird alarm starts howling!'''&lt;br /&gt;
** All monsters are set to actively hunt the player.&lt;br /&gt;
* '''The air seems deadly here, you better leave quick!'''&lt;br /&gt;
** Every X seconds ((0.1s × (100 - 5 × difficulty)), the player and enemies will lose a few HP. Envirosuit prevents those damages.&lt;br /&gt;
* '''You hear sounds of hellish mortars!'''&lt;br /&gt;
** Every few seconds of game time, an explosion occurs somewhere on the level.  This explosion can damage you or enemies and destroy items or barrels.&lt;br /&gt;
* '''They rolled out BIG guns!'''&lt;br /&gt;
** Always paired with You hear the sounds of hellish mortars!.  Same as above, but napalm explosions occur, covering the area with lava.&lt;br /&gt;
&amp;lt;!-- * '''You feel you're being targeted''' --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Elite_former_human</id>
		<title>Elite former human</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Elite_former_human"/>
				<updated>2013-06-04T20:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Elite former human|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;h&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=20|&lt;br /&gt;
monster_ac=2 (+1 from equipped [[green armor]], total 3)|&lt;br /&gt;
monster_acc=-2 melee, +5 ranged|&lt;br /&gt;
monster_melee=1d3+1 = 2-4 = 3 avg|&lt;br /&gt;
monster_projectile=Attacks with a {{exotic link|combat pistol}}: 3d3 = 3-9 = 6 avg|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=40-80|&lt;br /&gt;
monster_xp=167|&lt;br /&gt;
monster_inventory=[[10mm ammo]] (x72), [[green armor]] (equipped)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75|&lt;br /&gt;
monster_abilities=15% bullet and shrapnel resist from green armor.&lt;br /&gt;
Elite formers never drop their weapon.|&lt;br /&gt;
monster_description=''These are the elite among the former humans. As stupid as their regular counterparts, but more resilient and packing quite a punch. Too bad their weapons are set to self-destruct on death.''|&lt;br /&gt;
monster_other=N/A}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Megasphere</id>
		<title>Megasphere</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Megasphere"/>
				<updated>2013-06-04T17:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Megasphere|&lt;br /&gt;
item_get=Random (16+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;fuchsia&amp;quot;&amp;gt;&amp;lt;b&amp;gt;^&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=Sets HP to 200%; repairs any [[armor]] currently equipped to its maximum durability, including that that cannot be repaired regularly (shields, {{unique link|Lava Armor}}, etc). Restores [[tactics|fatigue]].|&lt;br /&gt;
item_description=N/A|&lt;br /&gt;
item_other=N/A}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Megasphere</id>
		<title>Megasphere</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Megasphere"/>
				<updated>2013-06-04T17:38:59Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Megasphere|&lt;br /&gt;
item_get=Random (16+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;fuchsia&amp;quot;&amp;gt;&amp;lt;b&amp;gt;^&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=Sets HP to 200%; repairs any [[armor]] currently equipped to its maximum durability, including 'unrepairable' shields. Restores [[tactics|fatigue]].|&lt;br /&gt;
item_description=N/A|&lt;br /&gt;
item_other=N/A}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Misc_Types</id>
		<title>Misc Types</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Misc_Types"/>
				<updated>2013-06-04T17:11:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The following is a list of [[weapons]] that are [[Weapon_Families|classified]] as the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://doom.chaosforge.org/wiki/Misc_Types miscellaneous type]&amp;lt;/span&amp;gt;, as they do not belong in any proper group.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Type''' ==&lt;br /&gt;
&lt;br /&gt;
=== '''Special''' === &lt;br /&gt;
* {{exotic link|Tristar blaster}}&lt;br /&gt;
* {{exotic link|Combat translocator}}&lt;br /&gt;
* {{unique link|Railgun}}&lt;br /&gt;
* {{unique link|Acid Spitter}}&lt;br /&gt;
* {{unique link|Charch's Null Pointer}}&lt;br /&gt;
&lt;br /&gt;
== '''About Miscellaneous Weapons''' ==&lt;br /&gt;
&lt;br /&gt;
=== '''Overview and Strategy''' ===&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
edit me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Special Details''' ===&lt;br /&gt;
{{Technical}}&lt;br /&gt;
edit me&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Rapid-fire_Types</id>
		<title>Rapid-fire Types</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Rapid-fire_Types"/>
				<updated>2013-06-04T17:08:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The following is a list of [[weapons]] that are [[Weapon_Families|classified]] as the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://doom.chaosforge.org/wiki/Rapid-fire_Types rapid-fire type]&amp;lt;/span&amp;gt; for the purposes of [[Challenges]] and [[Traits]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Types''' ==&lt;br /&gt;
&lt;br /&gt;
=== '''Standard''' ===&lt;br /&gt;
*[[Chaingun]]&lt;br /&gt;
*[[Plasma_rifle|Plasma rifle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''[[Assemblies|Assembly]]''' ===&lt;br /&gt;
*{{assembly link|Gatling gun}}&lt;br /&gt;
*{{assembly link|Hyperblaster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|High power chaingun}}&lt;br /&gt;
*{{SpAssembly link|High power plasma rifle}}&lt;br /&gt;
*{{SpAssembly link|High power minigun}}&lt;br /&gt;
*{{SpAssembly link|High power laser rifle}}&lt;br /&gt;
*{{SpAssembly link|High power nuclear plasma rifle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Assault rifle chaingun}}&lt;br /&gt;
*{{SpAssembly link|Assault rifle plasma rifle}}&lt;br /&gt;
*{{SpAssembly link|Assault rifle minigun}}&lt;br /&gt;
*{{SpAssembly link|Assault rifle laser rifle}}&lt;br /&gt;
*{{SpAssembly link|Assault rifle nuclear plasma rifle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Burst cannon chaingun}}&lt;br /&gt;
*{{SpAssembly link|Burst cannon plasma rifle}}&lt;br /&gt;
*{{SpAssembly link|Burst cannon minigun}}&lt;br /&gt;
*{{SpAssembly link|Burst cannon laser rifle}}&lt;br /&gt;
*{{SpAssembly link|Burst cannon nuclear plasma rifle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Demolition ammo chaingun}}&lt;br /&gt;
*{{SpAssembly link|Demolition ammo minigun}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Nanomanufacture ammo chaingun}}&lt;br /&gt;
*{{SpAssembly link|Nanomanufacture plasma rifle}}&lt;br /&gt;
*{{SpAssembly link|Nanomanufacture ammo minigun}}&lt;br /&gt;
*{{SpAssembly link|Nanomanufacture ammo laser rifle}}&lt;br /&gt;
*{{SpAssembly link|Nanomanufacture ammo nuclear plasma rifle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Special''' ===&lt;br /&gt;
* {{exotic link|Minigun}}&lt;br /&gt;
* {{exotic link|Laser rifle}}&lt;br /&gt;
* {{exotic link|Nuclear plasma rifle}}&lt;br /&gt;
* {{unique link|BFG 10K}}&lt;br /&gt;
* {{unique link|Mega Buster}}&lt;br /&gt;
&lt;br /&gt;
== '''About Rapid-fire Weapons''' ==&lt;br /&gt;
=== '''Overview and Strategy''' ===&lt;br /&gt;
edit me&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
=== '''Special Details''' ===&lt;br /&gt;
{{Technical}}&lt;br /&gt;
edit me&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Shotgun_Types</id>
		<title>Shotgun Types</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Shotgun_Types"/>
				<updated>2013-06-04T17:07:30Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The following is a list of [[weapons]] that are [[Weapon_Families|classified]] as the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://doom.chaosforge.org/wiki/Shotgun_Types shotgun type]&amp;lt;/span&amp;gt; for the purposes of [[Challenges]] and [[Traits]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Standard''' ===&lt;br /&gt;
*[[Shotgun]]&lt;br /&gt;
*[[Combat_shotgun|Combat shotgun]]&lt;br /&gt;
*[[Double_shotgun|Double shotgun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''[[Assemblies|Assembly]]''' ===&lt;br /&gt;
*{{assembly link|Elephant gun}}&lt;br /&gt;
*{{assembly link|Tactical shotgun}}&lt;br /&gt;
*{{assembly link|Focused double shotgun}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel combat shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel double shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel assault shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel plasma shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel super shotgun}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel combat shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel double shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel assault shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel plasma shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel super shotgun}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Special''' ===&lt;br /&gt;
* {{exotic link|Assault shotgun}}&lt;br /&gt;
* {{exotic link|Plasma shotgun}}&lt;br /&gt;
* {{exotic link|Super shotgun}}&lt;br /&gt;
* {{unique link|Jackhammer}}&lt;br /&gt;
* {{unique link|Frag Shotgun}}&lt;br /&gt;
&lt;br /&gt;
== '''About Shotguns''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Overview and Strategy''' ===&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
The weapons from the shotgun family of DoomRL all have an cone-shaped area of effect attack that makes them unique and powerful. Shotguns never miss any target in their affected area, and they always do at least one damage to each target. The size of the shotgun blast varies from weapon to weapon. It is governed by two parameters: range and spread. The range of a shotgun determines how far the blast extends from the attacker, and the spread determines the half-width of the blast when it reaches it's furthest point.&lt;br /&gt;
&lt;br /&gt;
Shotgun damage also diminishes over distance. Each shotgun has a reduction rating that determines what percentage of damage is taken off per tile of [[distance]]. This penalty is applied linearly, and it is applied even at point-blank range. Rounding is to the nearest integer (0.5 rounds to even).&lt;br /&gt;
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DoomRL uses shotguns with four different Area of Effect types:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=11 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Shotgun Area of Effect  Types'''&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 0&amp;quot; width=100|'''Name'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Range'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Spread'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 0 1px 1px&amp;quot; width=50|'''Reduction'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|normal&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|7%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|focused&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|5%&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|wide&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|10%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|plasma&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|5%&lt;br /&gt;
|}&lt;br /&gt;
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=== '''Area of Effect Details''' ===&lt;br /&gt;
{{Technical}}&lt;br /&gt;
To calculate a shotgun's area of effect, first a target square is calculated by extrapolating from the vector pointing at the manually targeted square. The true target will be a tile that is at the shotgun's maximum range with an approximately parallel vector. Then, for each tile in a (2 &amp;amp;times; spread + 1) side-length square around the target, the game traces out the path of a missile until it hits a wall. (Shotgun blasts go through enemies.) The missile paths are truncated if the distance along one of the axes becomes greater than the shotgun's range. For each tile that was traced out in at least one of the missile paths, damage is applied.&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Melee_Types</id>
		<title>Melee Types</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Melee_Types"/>
				<updated>2013-06-04T17:03:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The following is a list of [[weapons]] that are [[Weapon_Families|classified]] as the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://doom.chaosforge.org/wiki/Melee_Types melee type]&amp;lt;/span&amp;gt; for the purposes of [[Challenges]] and [[Traits]]. Note that some [[Challenges]] and [[Traits]] go to further lengths, and specify blades in specific, which are a sub-class of this family''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Types''' ==&lt;br /&gt;
&lt;br /&gt;
=== '''Standard''' ===&lt;br /&gt;
*[[Fists]]&lt;br /&gt;
*[[Combat_knife|Combat knife]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''[[Assemblies|Assembly]]''' ===&lt;br /&gt;
*{{assembly link|Chainsword}}&lt;br /&gt;
*{{assembly link|Piercing blade}}&lt;br /&gt;
*{{assembly link|Double chainsaw}}&lt;br /&gt;
*{{assembly link|Ripper}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Piercing combat knife}}&lt;br /&gt;
*{{SpAssembly link|Piercing chainsaw}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Special''' ===&lt;br /&gt;
* {{exotic link|Chainsaw}}&lt;br /&gt;
* {{unique link|Butcher's Cleaver}}&lt;br /&gt;
* {{unique link|Dragonslayer}}&lt;br /&gt;
* {{unique link|Mjollnir}}&lt;br /&gt;
* {{unique link|Subtle Knife}}&lt;br /&gt;
* {{artifact link|Azrael's Scythe}}&lt;br /&gt;
* {{artifact link|Longinus Spear}}&lt;br /&gt;
&lt;br /&gt;
== '''About Melee''' ==&lt;br /&gt;
&lt;br /&gt;
=== '''Overview and Strategy''' ===&lt;br /&gt;
&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
edit me&lt;br /&gt;
&lt;br /&gt;
=== '''Special Details''' ===&lt;br /&gt;
{{Technical}}&lt;br /&gt;
edit me&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Backpack</id>
		<title>Backpack</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Backpack"/>
				<updated>2013-06-02T01:59:21Z</updated>
		
		<summary type="html">&lt;p&gt;Rabinowitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Backpack!|&lt;br /&gt;
item_get=[[The Wall]], [[Containment Area]]|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;^&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_description=N/A|&lt;br /&gt;
item_effect=Permanently increases stack size of [[Items#Ammo|ammo]] in your inventory by 40%.|&lt;br /&gt;
item_other=N/A}}&lt;/div&gt;</summary>
		<author><name>Rabinowitz</name></author>	</entry>

	</feed>