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DoomRL Wiki - User contributions [en]
2024-03-29T05:30:51Z
User contributions
MediaWiki 1.21.1
https://drl.chaosforge.org/wiki/Talk:Medals
Talk:Medals
2012-05-01T07:23:01Z
<p>Tehtmi: </p>
<hr />
<div>Multiple references to 'Angel of Haste'. Has this been replaced, or are they just obsolete?<br />
<br />
Confidence and Overconfidence remove quite a lot of medals, probably similar if not the same as what AoH removed. In principal, everything about AoH is obsolete though. (Really, a lot of stuff on the wiki is out-of-date since 0.9.9.4 or so.) P.S. You can sign your discussion page comments with <nowiki>--~~~~</nowiki> --[[User:Tehtmi|Tehtmi]] 09:23, 1 May 2012 (CEST)</div>
Tehtmi
https://drl.chaosforge.org/wiki/Template:Modarg
Template:Modarg
2012-01-28T19:35:28Z
<p>Tehtmi: Death to newlines!</p>
<hr />
<div><noinclude><br />
Whenever an input or output argument is required for an API function, one should use <nowiki>{{modarg|arg}}</nowiki> to express it. This also handles cases where links are required. Some examples:<br />
*<nowiki>{{modarg|integer}}</nowiki> &rarr; '''integer'''<br />
*<nowiki>{{modarg|Being}}</nowiki> &rarr; '''[[Modding:Being|Being]]'''<br />
*<nowiki>{{modarg|CoordList}}</nowiki> &rarr; '''[[Modding:Coord|CoordList]]'''<br />
If there are more links required, feel free to add a line to the template.<br />
</noinclude>{{#switch: {{{1}}}<br />
| {{#if: {{#pos:{{{1}}}|Cell Flags}} |{{{1}}} }} = '''[[Modding:Constants#Cell Flags|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Cellset}} |{{{1}}} }} = '''[[Modding:Constants#Cellsets|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Cell}} |{{{1}}} }} = '''[[Modding:Cell|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|ExplosionFlag}}|{{{1}}} }} = '''[[Modding:Constants#ExplosionFlag|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Item Flag}} |{{{1}}} }} = '''[[Modding:Constants#Item Flags|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|LightFlag}} |{{{1}}} }} = '''[[Modding:Constants#LightFlag|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Level Flag}} |{{{1}}} }} = '''[[Modding:Constants#Level Flags|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Flag}} |{{{1}}} }} = '''[[Modding:Constants#Flags|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|ItemType}} |{{{1}}} }} = '''[[Modding:Constants#ItemType|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|ItemSet}} |{{{1}}} }} = '''[[Modding:ItemSet|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Item}} |{{{1}}} }} = '''[[Modding:Item|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Affect}} |{{{1}}} }} = '''[[Modding:Affect|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|AltReload}} |{{{1}}} }} = '''[[Modding:Constants#AltReload|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|AltFire}} |{{{1}}} }} = '''[[Modding:Constants#AltFire|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Area}} |{{{1}}} }} = '''[[Modding:Area|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Badge}} |{{{1}}} }} = '''[[Modding:Badge|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Being}} |{{{1}}} }} = '''[[Modding:Being|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Color}} |{{{1}}} }} = '''[[Modding:Constants#Colors|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Coord}} |{{{1}}} }} = '''[[Modding:Coord|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|DamageType}} |{{{1}}} }} = '''[[Modding:Constants#DamageType|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Klass}} |{{{1}}} }} = '''[[Modding:Klass|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Medal}} |{{{1}}} }} = '''[[Modding:Medal|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Missile}} |{{{1}}} }} = '''[[Modding:Missile|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|ModArray}} |{{{1}}} }} = '''[[Modding:ModArray|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Player}} |{{{1}}} }} = '''[[Modding:Player|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Rank}} |{{{1}}} }} = '''[[Modding:Rank|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Resistance}} |{{{1}}} }} = '''[[Modding:Constants#Resistance|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Room}} |{{{1}}} }} = '''[[Modding:Generator|{{{1}}}]]'''<br />
| {{#if: {{#pos:{{{1}}}|Trait}} |{{{1}}} }} = '''[[Modding:Trait|{{{1}}}]]'''<br />
| <b>{{{1}}}</b><br />
}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Talk:Shotguns
Talk:Shotguns
2011-12-30T22:38:56Z
<p>Tehtmi: /* Normal spread */</p>
<hr />
<div>== Normal spread ==<br />
<br />
I don't believe that a normal shotgun's spread is 3 anymore. It certainly isn't the same as a wide shotgun, which is how it's currently listed. [[User:GrimmC|GrimmC]] 08:25, 27 November 2011 (CET)<br />
<br />
As explained (perhaps poorly?) in the text of the page, the spread is the half-width of the blast at its maximum range. This means that both the range and the spread determine the angle of the blast's "cone". The reason the wide shotgun is wider with the same spread is that it reaches is maximum spread at range 8 whereas the normal blast reaches the same maximum spread at range 15. --[[User:Tehtmi|Tehtmi]] 23:38, 30 December 2011 (CET)</div>
Tehtmi
https://drl.chaosforge.org/wiki/Shotguns
Shotguns
2011-12-30T22:35:50Z
<p>Tehtmi: Undo revision 1526 by GrimmC (talk); see talk page for details</p>
<hr />
<div>{{infostrat switch}}<br />
The shotguns of DoomRL 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.<br />
<br />
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).<br />
<br />
Doom RL uses four different shotgun types:<br />
<br />
{| style="rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=11 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Shotgun Types'''<br />
|- <br />
|style="text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 0" width=100|'''Name'''<br />
|style="text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px" width=50|'''Range'''<br />
|style="text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px" width=50|'''Spread'''<br />
|style="text-align: center; padding: 1ex; border: solid darkred; border-width: 0 0 1px 1px" width=50|'''Reduction'''<br />
|- style="background: #333;"<br />
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0"|normal<br />
|style="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|15<br />
|style="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|3<br />
|style="text-align: center; border: solid darkred; border-width: 1px 0 0 1px"|7%<br />
|-<br />
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0"|focused<br />
|style="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|15<br />
|style="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|2<br />
|style="text-align: center; border: solid darkred; border-width: 1px 0 0 1px"|5%<br />
|- style="background: #333;"<br />
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0"|wide<br />
|style="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|8<br />
|style="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|3<br />
|style="text-align: center; border: solid darkred; border-width: 1px 0 0 1px"|10%<br />
|-<br />
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0"|plasma<br />
|style="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|15<br />
|style="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|3<br />
|style="text-align: center; border: solid darkred; border-width: 1px 0 0 1px"|5%<br />
|}<br />
<br />
== Area of Effect Details ==<br />
{{Technical}}<br />
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 &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.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Arena_Master
Arena Master
2011-09-19T23:53:26Z
<p>Tehtmi: fixed link</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Arena Master|<br />
monster_looks=<font color="lime"><b>V</b></font>|<br />
monster_hp=100+5&times;difficulty<sup>2</sup> = 105, 120, 145, 180, 225|<br />
monster_ac=2|<br />
monster_acc=+2 melee, N/A ranged (see below)|<br />
monster_melee=1d3+6 = 7-9 = 8 avg|<br />
monster_projectile=10d1 = 10 (always): [[damage type#plasma|plasma damage]], [[explosions|radius]] 2|<br />
monster_speed=160%|<br />
monster_dlvl=[[The Chained Court]]|<br />
monster_xp=608|<br />
monster_inventory=None|<br />
monster_pickup=No|<br />
monster_doors=Yes|<br />
monster_atkchance=50|<br />
monster_abilities=Ranged attack is instant: it always hits its target tile and has no projectile. Resurrects dead monsters (33% chance per action).|<br />
monster_description=''The meanest, ugliest and strongest Arch-Vile you have ever seen...''|<br />
monster_other=Drops the [[Arena Master's Staff]] upon death.}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Item_Generation
Item Generation
2011-09-15T22:14:06Z
<p>Tehtmi: link fix</p>
<hr />
<div>{{Technical}}<br />
<br />
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.<br />
<br />
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:<br />
{|<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Common Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|combat knife<br />
|1<br />
|640<br />
|pistol<br />
|1<br />
|70<br />
|shotgun<br />
|2<br />
|180<br />
|combat shotgun<br />
|2<br />
|160<br />
|double shotgun<br />
|4<br />
|100<br />
|chaingun<br />
|5<br />
|200<br />
|rocket launcher<br />
|7<br />
|200<br />
|plasma rifle<br />
|12<br />
|70<br />
|10mm ammo<br />
|1<br />
|500<br />
|shotgun shell<br />
|2<br />
|700<br />
|rocket<br />
|5<br />
|400<br />
|power cell<br />
|8<br />
|200<br />
|10mm ammo chain<br />
|3<br />
|60<br />
|shell box<br />
|4<br />
|60<br />
|rocket box<br />
|7<br />
|36<br />
|power battery<br />
|10<br />
|18<br />
|green armor<br />
|1<br />
|400<br />
|blue armor<br />
|4<br />
|240<br />
|red armor<br />
|7<br />
|150<br />
|steel boots<br />
|4<br />
|240<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|protective boots<br />
|7<br />
|150<br />
|plasteel boots<br />
|11<br />
|80<br />
|small med-pack<br />
|1<br />
|600<br />
|large med-pack<br />
|5<br />
|400<br />
|phase device<br />
|5<br />
|200<br />
|homing phase device<br />
|7<br />
|100<br />
|envirosuit pack<br />
|5<br />
|100<br />
|thermonuclear bomb<br />
|10<br />
|40<br />
|power mod pack<br />
|7<br />
|120<br />
|agility mod pack<br />
|6<br />
|120<br />
|bulk mod pack<br />
|6<br />
|120<br />
|technical mod pack<br />
|5<br />
|120<br />
|Small Health Globe<br />
|1<br />
|900<br />
|Large Health Globe<br />
|6<br />
|330<br />
|Supercharge Globe<br />
|4<br />
|150<br />
|armor shard<br />
|5<br />
|700<br />
|Megasphere<br />
|16<br />
|60<br />
|Berserk Pack<br />
|1<br />
|200<br />
|Invulnerability Globe<br />
|7<br />
|200<br />
|Computer Map<br />
|1<br />
|200<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Tracking Map<br />
|1<br />
|80<br />
}}<br />
|}<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Exotic Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|acid-proof boots<br />
|8<br />
|5<br />
|assault shotgun<br />
|6<br />
|6<br />
|bfg 9000<br />
|20<br />
|2<br />
|blaster<br />
|4<br />
|2<br />
|blood skull<br />
|5<br />
|8<br />
|ballistic shield<br />
|6<br />
|3<br />
|ballistic vest<br />
|2<br />
|5<br />
|bullet-proof vest<br />
|2<br />
|4<br />
|chainsaw<br />
|12<br />
|3<br />
|combat translocator<br />
|14<br />
|3<br />
|duelist armor<br />
|5<br />
|6<br />
|energy shield<br />
|8<br />
|3<br />
|energy-shielded vest<br />
|5<br />
|3<br />
|fire skull<br />
|7<br />
|8<br />
|firestorm weapon pack<br />
|10<br />
|4<br />
|gothic armor<br />
|15<br />
|6<br />
|gothic boots<br />
|10<br />
|6<br />
|hatred skull<br />
|9<br />
|8<br />
|laser rifle<br />
|12<br />
|5<br />
|medical armor<br />
|5<br />
|6<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|minigun<br />
|10<br />
|6<br />
|missile launcher<br />
|10<br />
|6<br />
|nuclear bfg 9000<br />
|22<br />
|2<br />
|nuclear plasma rifle<br />
|15<br />
|4<br />
|napalm launcher<br />
|10<br />
|6<br />
|onyx armor<br />
|7<br />
|4<br />
|phaseshift armor<br />
|10<br />
|6<br />
|phaseshift boots<br />
|8<br />
|6<br />
|plasma shield<br />
|10<br />
|3<br />
|plasma shotgun<br />
|12<br />
|4<br />
|sniper weapon pack<br />
|10<br />
|2<br />
|super shotgun<br />
|10<br />
|5<br />
|shockwave pack<br />
|5<br />
|10<br />
|tristar blaster<br />
|12<br />
|4<br />
}}<br />
|}<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Unique Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Acid Spitter<br />
|12<br />
|3<br />
|Anti-Freak Jackal<br />
|10<br />
|2<br />
|Berserker Armor<br />
|10<br />
|1<br />
|BFG 10K<br />
|20<br />
|1<br />
|Butcher's Cleaver<br />
|1<br />
|2<br />
|Cybernetic Armor<br />
|10<br />
|2<br />
|Dragonslayer<br />
|16<br />
|1<br />
|Enviroboots<br />
|10<br />
|2<br />
|Grammaton Cleric Beretta<br />
|6<br />
|3<br />
|Hell Staff<br />
|15<br />
|4<br />
|Hellwave Pack<br />
|10<br />
|4<br />
|Lava Armor<br />
|12<br />
|2<br />
|Trigun<br />
|8<br />
|2<br />
|Jackhammer<br />
|12<br />
|2<br />
|Revenant's Launcher<br />
|12<br />
|2<br />
|Railgun<br />
|15<br />
|2<br />
|Malek's Armor<br />
|15<br />
|3<br />
|Medical Powerarmor<br />
|10<br />
|2<br />
|Necroarmor<br />
|10<br />
|3<br />
|Nano Pack<br />
|10<br />
|1<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Onyx Armor Pack<br />
|10<br />
|1<br />
|Shielded Armor<br />
|10<br />
|2<br />
}}<br />
|}<br />
|}<br />
<br />
Ignoring minimum dlevel, the total weight for exotic items is 164. Unique items have a total weight (again ignoring minimum dlevel) of 47. Any particular unique item will never drop more than once in each game. Minimum dlevels for items are NOT modified by difficulty level.<br />
<br />
For convenience, here are the total weights for each dlevel. These allow easier calculation of the probabilities.<br />
{|<br />
|-<br />
|'''dlevel'''<br />
|'''Total Weight'''<br />
|-<br />
|1<br />
|3592<br />
|-<br />
|2<br />
|4641<br />
|-<br />
|3<br />
|4701<br />
|-<br />
|4<br />
|5493<br />
|-<br />
|5<br />
|7646<br />
|-<br />
|6<br />
|8228<br />
|-<br />
|7<br />
|9196<br />
|-<br />
|8<br />
|9412<br />
|-<br />
|9<br />
|9420<br />
|-<br />
|10<br />
|9542<br />
|-<br />
|11<br />
|9622<br />
|-<br />
|12-13<br />
|9717<br />
|-<br />
|14<br />
|9720<br />
|-<br />
|15<br />
|9739<br />
|-<br />
|16-19<br />
|9800<br />
|-<br />
|20-21<br />
|9803<br />
|-<br />
|22+<br />
|9805<br />
|}<br />
<br />
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.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Item_Generation
Item Generation
2011-09-15T21:07:37Z
<p>Tehtmi: 994 updated rarity totals</p>
<hr />
<div>{{Technical}}<br />
<br />
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. [[#Vaults|vaults]]) can cause additional items to drop beyond what is described here.<br />
<br />
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:<br />
{|<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Common Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|combat knife<br />
|1<br />
|640<br />
|pistol<br />
|1<br />
|70<br />
|shotgun<br />
|2<br />
|180<br />
|combat shotgun<br />
|2<br />
|160<br />
|double shotgun<br />
|4<br />
|100<br />
|chaingun<br />
|5<br />
|200<br />
|rocket launcher<br />
|7<br />
|200<br />
|plasma rifle<br />
|12<br />
|70<br />
|10mm ammo<br />
|1<br />
|500<br />
|shotgun shell<br />
|2<br />
|700<br />
|rocket<br />
|5<br />
|400<br />
|power cell<br />
|8<br />
|200<br />
|10mm ammo chain<br />
|3<br />
|60<br />
|shell box<br />
|4<br />
|60<br />
|rocket box<br />
|7<br />
|36<br />
|power battery<br />
|10<br />
|18<br />
|green armor<br />
|1<br />
|400<br />
|blue armor<br />
|4<br />
|240<br />
|red armor<br />
|7<br />
|150<br />
|steel boots<br />
|4<br />
|240<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|protective boots<br />
|7<br />
|150<br />
|plasteel boots<br />
|11<br />
|80<br />
|small med-pack<br />
|1<br />
|600<br />
|large med-pack<br />
|5<br />
|400<br />
|phase device<br />
|5<br />
|200<br />
|homing phase device<br />
|7<br />
|100<br />
|envirosuit pack<br />
|5<br />
|100<br />
|thermonuclear bomb<br />
|10<br />
|40<br />
|power mod pack<br />
|7<br />
|120<br />
|agility mod pack<br />
|6<br />
|120<br />
|bulk mod pack<br />
|6<br />
|120<br />
|technical mod pack<br />
|5<br />
|120<br />
|Small Health Globe<br />
|1<br />
|900<br />
|Large Health Globe<br />
|6<br />
|330<br />
|Supercharge Globe<br />
|4<br />
|150<br />
|armor shard<br />
|5<br />
|700<br />
|Megasphere<br />
|16<br />
|60<br />
|Berserk Pack<br />
|1<br />
|200<br />
|Invulnerability Globe<br />
|7<br />
|200<br />
|Computer Map<br />
|1<br />
|200<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Tracking Map<br />
|1<br />
|80<br />
}}<br />
|}<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Exotic Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|acid-proof boots<br />
|8<br />
|5<br />
|assault shotgun<br />
|6<br />
|6<br />
|bfg 9000<br />
|20<br />
|2<br />
|blaster<br />
|4<br />
|2<br />
|blood skull<br />
|5<br />
|8<br />
|ballistic shield<br />
|6<br />
|3<br />
|ballistic vest<br />
|2<br />
|5<br />
|bullet-proof vest<br />
|2<br />
|4<br />
|chainsaw<br />
|12<br />
|3<br />
|combat translocator<br />
|14<br />
|3<br />
|duelist armor<br />
|5<br />
|6<br />
|energy shield<br />
|8<br />
|3<br />
|energy-shielded vest<br />
|5<br />
|3<br />
|fire skull<br />
|7<br />
|8<br />
|firestorm weapon pack<br />
|10<br />
|4<br />
|gothic armor<br />
|15<br />
|6<br />
|gothic boots<br />
|10<br />
|6<br />
|hatred skull<br />
|9<br />
|8<br />
|laser rifle<br />
|12<br />
|5<br />
|medical armor<br />
|5<br />
|6<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|minigun<br />
|10<br />
|6<br />
|missile launcher<br />
|10<br />
|6<br />
|nuclear bfg 9000<br />
|22<br />
|2<br />
|nuclear plasma rifle<br />
|15<br />
|4<br />
|napalm launcher<br />
|10<br />
|6<br />
|onyx armor<br />
|7<br />
|4<br />
|phaseshift armor<br />
|10<br />
|6<br />
|phaseshift boots<br />
|8<br />
|6<br />
|plasma shield<br />
|10<br />
|3<br />
|plasma shotgun<br />
|12<br />
|4<br />
|sniper weapon pack<br />
|10<br />
|2<br />
|super shotgun<br />
|10<br />
|5<br />
|shockwave pack<br />
|5<br />
|10<br />
|tristar blaster<br />
|12<br />
|4<br />
}}<br />
|}<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Unique Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Acid Spitter<br />
|12<br />
|3<br />
|Anti-Freak Jackal<br />
|10<br />
|2<br />
|Berserker Armor<br />
|10<br />
|1<br />
|BFG 10K<br />
|20<br />
|1<br />
|Butcher's Cleaver<br />
|1<br />
|2<br />
|Cybernetic Armor<br />
|10<br />
|2<br />
|Dragonslayer<br />
|16<br />
|1<br />
|Enviroboots<br />
|10<br />
|2<br />
|Grammaton Cleric Beretta<br />
|6<br />
|3<br />
|Hell Staff<br />
|15<br />
|4<br />
|Hellwave Pack<br />
|10<br />
|4<br />
|Lava Armor<br />
|12<br />
|2<br />
|Trigun<br />
|8<br />
|2<br />
|Jackhammer<br />
|12<br />
|2<br />
|Revenant's Launcher<br />
|12<br />
|2<br />
|Railgun<br />
|15<br />
|2<br />
|Malek's Armor<br />
|15<br />
|3<br />
|Medical Powerarmor<br />
|10<br />
|2<br />
|Necroarmor<br />
|10<br />
|3<br />
|Nano Pack<br />
|10<br />
|1<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Onyx Armor Pack<br />
|10<br />
|1<br />
|Shielded Armor<br />
|10<br />
|2<br />
}}<br />
|}<br />
|}<br />
<br />
Ignoring minimum dlevel, the total weight for exotic items is 164. Unique items have a total weight (again ignoring minimum dlevel) of 47. Any particular unique item will never drop more than once in each game. Minimum dlevels for items are NOT modified by difficulty level.<br />
<br />
For convenience, here are the total weights for each dlevel. These allow easier calculation of the probabilities.<br />
{|<br />
|-<br />
|'''dlevel'''<br />
|'''Total Weight'''<br />
|-<br />
|1<br />
|3592<br />
|-<br />
|2<br />
|4641<br />
|-<br />
|3<br />
|4701<br />
|-<br />
|4<br />
|5493<br />
|-<br />
|5<br />
|7646<br />
|-<br />
|6<br />
|8228<br />
|-<br />
|7<br />
|9196<br />
|-<br />
|8<br />
|9412<br />
|-<br />
|9<br />
|9420<br />
|-<br />
|10<br />
|9542<br />
|-<br />
|11<br />
|9622<br />
|-<br />
|12-13<br />
|9717<br />
|-<br />
|14<br />
|9720<br />
|-<br />
|15<br />
|9739<br />
|-<br />
|16-19<br />
|9800<br />
|-<br />
|20-21<br />
|9803<br />
|-<br />
|22+<br />
|9805<br />
|}<br />
<br />
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.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Item_Generation
Item Generation
2011-09-15T21:03:43Z
<p>Tehtmi: 994 updated total weight table</p>
<hr />
<div>{{Technical}}<br />
<br />
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. [[#Vaults|vaults]]) can cause additional items to drop beyond what is described here.<br />
<br />
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:<br />
{|<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Common Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|combat knife<br />
|1<br />
|640<br />
|pistol<br />
|1<br />
|70<br />
|shotgun<br />
|2<br />
|180<br />
|combat shotgun<br />
|2<br />
|160<br />
|double shotgun<br />
|4<br />
|100<br />
|chaingun<br />
|5<br />
|200<br />
|rocket launcher<br />
|7<br />
|200<br />
|plasma rifle<br />
|12<br />
|70<br />
|10mm ammo<br />
|1<br />
|500<br />
|shotgun shell<br />
|2<br />
|700<br />
|rocket<br />
|5<br />
|400<br />
|power cell<br />
|8<br />
|200<br />
|10mm ammo chain<br />
|3<br />
|60<br />
|shell box<br />
|4<br />
|60<br />
|rocket box<br />
|7<br />
|36<br />
|power battery<br />
|10<br />
|18<br />
|green armor<br />
|1<br />
|400<br />
|blue armor<br />
|4<br />
|240<br />
|red armor<br />
|7<br />
|150<br />
|steel boots<br />
|4<br />
|240<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|protective boots<br />
|7<br />
|150<br />
|plasteel boots<br />
|11<br />
|80<br />
|small med-pack<br />
|1<br />
|600<br />
|large med-pack<br />
|5<br />
|400<br />
|phase device<br />
|5<br />
|200<br />
|homing phase device<br />
|7<br />
|100<br />
|envirosuit pack<br />
|5<br />
|100<br />
|thermonuclear bomb<br />
|10<br />
|40<br />
|power mod pack<br />
|7<br />
|120<br />
|agility mod pack<br />
|6<br />
|120<br />
|bulk mod pack<br />
|6<br />
|120<br />
|technical mod pack<br />
|5<br />
|120<br />
|Small Health Globe<br />
|1<br />
|900<br />
|Large Health Globe<br />
|6<br />
|330<br />
|Supercharge Globe<br />
|4<br />
|150<br />
|armor shard<br />
|5<br />
|700<br />
|Megasphere<br />
|16<br />
|60<br />
|Berserk Pack<br />
|1<br />
|200<br />
|Invulnerability Globe<br />
|7<br />
|200<br />
|Computer Map<br />
|1<br />
|200<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Tracking Map<br />
|1<br />
|80<br />
}}<br />
|}<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Exotic Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|acid-proof boots<br />
|8<br />
|5<br />
|assault shotgun<br />
|6<br />
|6<br />
|bfg 9000<br />
|20<br />
|2<br />
|blaster<br />
|4<br />
|2<br />
|blood skull<br />
|5<br />
|8<br />
|ballistic shield<br />
|6<br />
|3<br />
|ballistic vest<br />
|2<br />
|5<br />
|bullet-proof vest<br />
|2<br />
|4<br />
|chainsaw<br />
|12<br />
|3<br />
|combat translocator<br />
|14<br />
|3<br />
|duelist armor<br />
|5<br />
|6<br />
|energy shield<br />
|8<br />
|3<br />
|energy-shielded vest<br />
|5<br />
|3<br />
|fire skull<br />
|7<br />
|8<br />
|firestorm weapon pack<br />
|10<br />
|4<br />
|gothic armor<br />
|15<br />
|6<br />
|gothic boots<br />
|10<br />
|6<br />
|hatred skull<br />
|9<br />
|8<br />
|laser rifle<br />
|12<br />
|5<br />
|medical armor<br />
|5<br />
|6<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|minigun<br />
|10<br />
|6<br />
|missile launcher<br />
|10<br />
|6<br />
|nuclear bfg 9000<br />
|22<br />
|2<br />
|nuclear plasma rifle<br />
|15<br />
|4<br />
|napalm launcher<br />
|10<br />
|6<br />
|onyx armor<br />
|7<br />
|4<br />
|phaseshift armor<br />
|10<br />
|6<br />
|phaseshift boots<br />
|8<br />
|6<br />
|plasma shield<br />
|10<br />
|3<br />
|plasma shotgun<br />
|12<br />
|4<br />
|sniper weapon pack<br />
|10<br />
|2<br />
|super shotgun<br />
|10<br />
|5<br />
|shockwave pack<br />
|5<br />
|10<br />
|tristar blaster<br />
|12<br />
|4<br />
}}<br />
|}<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Unique Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Acid Spitter<br />
|12<br />
|3<br />
|Anti-Freak Jackal<br />
|10<br />
|2<br />
|Berserker Armor<br />
|10<br />
|1<br />
|BFG 10K<br />
|20<br />
|1<br />
|Butcher's Cleaver<br />
|1<br />
|2<br />
|Cybernetic Armor<br />
|10<br />
|2<br />
|Dragonslayer<br />
|16<br />
|1<br />
|Enviroboots<br />
|10<br />
|2<br />
|Grammaton Cleric Beretta<br />
|6<br />
|3<br />
|Hell Staff<br />
|15<br />
|4<br />
|Hellwave Pack<br />
|10<br />
|4<br />
|Lava Armor<br />
|12<br />
|2<br />
|Trigun<br />
|8<br />
|2<br />
|Jackhammer<br />
|12<br />
|2<br />
|Revenant's Launcher<br />
|12<br />
|2<br />
|Railgun<br />
|15<br />
|2<br />
|Malek's Armor<br />
|15<br />
|3<br />
|Medical Powerarmor<br />
|10<br />
|2<br />
|Necroarmor<br />
|10<br />
|3<br />
|Nano Pack<br />
|10<br />
|1<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Onyx Armor Pack<br />
|10<br />
|1<br />
|Shielded Armor<br />
|10<br />
|2<br />
}}<br />
|}<br />
|}<br />
<br />
Ignoring minimum dlevel, the total weight for exotic items is 132. Unique items a total weight (again ignoring minimum dlevel) of 43. Any particular unique item will never drop more than once in each game. Minimum dlevels for items are NOT modified by difficulty level.<br />
<br />
For convenience, here are the total weights for each dlevel. These allow easier calculation of the probabilities.<br />
{|<br />
|-<br />
|'''dlevel'''<br />
|'''Total Weight'''<br />
|-<br />
|1<br />
|3592<br />
|-<br />
|2<br />
|4641<br />
|-<br />
|3<br />
|4701<br />
|-<br />
|4<br />
|5493<br />
|-<br />
|5<br />
|7646<br />
|-<br />
|6<br />
|8228<br />
|-<br />
|7<br />
|9196<br />
|-<br />
|8<br />
|9412<br />
|-<br />
|9<br />
|9420<br />
|-<br />
|10<br />
|9542<br />
|-<br />
|11<br />
|9622<br />
|-<br />
|12-13<br />
|9717<br />
|-<br />
|14<br />
|9720<br />
|-<br />
|15<br />
|9739<br />
|-<br />
|16-19<br />
|9800<br />
|-<br />
|20-21<br />
|9803<br />
|-<br />
|22+<br />
|9805<br />
|}<br />
<br />
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.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Item_Generation
Item Generation
2011-09-15T20:52:34Z
<p>Tehtmi: 994 item level/weight table update</p>
<hr />
<div>{{Technical}}<br />
<br />
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. [[#Vaults|vaults]]) can cause additional items to drop beyond what is described here.<br />
<br />
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:<br />
{|<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Common Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|combat knife<br />
|1<br />
|640<br />
|pistol<br />
|1<br />
|70<br />
|shotgun<br />
|2<br />
|180<br />
|combat shotgun<br />
|2<br />
|160<br />
|double shotgun<br />
|4<br />
|100<br />
|chaingun<br />
|5<br />
|200<br />
|rocket launcher<br />
|7<br />
|200<br />
|plasma rifle<br />
|12<br />
|70<br />
|10mm ammo<br />
|1<br />
|500<br />
|shotgun shell<br />
|2<br />
|700<br />
|rocket<br />
|5<br />
|400<br />
|power cell<br />
|8<br />
|200<br />
|10mm ammo chain<br />
|3<br />
|60<br />
|shell box<br />
|4<br />
|60<br />
|rocket box<br />
|7<br />
|36<br />
|power battery<br />
|10<br />
|18<br />
|green armor<br />
|1<br />
|400<br />
|blue armor<br />
|4<br />
|240<br />
|red armor<br />
|7<br />
|150<br />
|steel boots<br />
|4<br />
|240<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|protective boots<br />
|7<br />
|150<br />
|plasteel boots<br />
|11<br />
|80<br />
|small med-pack<br />
|1<br />
|600<br />
|large med-pack<br />
|5<br />
|400<br />
|phase device<br />
|5<br />
|200<br />
|homing phase device<br />
|7<br />
|100<br />
|envirosuit pack<br />
|5<br />
|100<br />
|thermonuclear bomb<br />
|10<br />
|40<br />
|power mod pack<br />
|7<br />
|120<br />
|agility mod pack<br />
|6<br />
|120<br />
|bulk mod pack<br />
|6<br />
|120<br />
|technical mod pack<br />
|5<br />
|120<br />
|Small Health Globe<br />
|1<br />
|900<br />
|Large Health Globe<br />
|6<br />
|330<br />
|Supercharge Globe<br />
|4<br />
|150<br />
|armor shard<br />
|5<br />
|700<br />
|Megasphere<br />
|16<br />
|60<br />
|Berserk Pack<br />
|1<br />
|200<br />
|Invulnerability Globe<br />
|7<br />
|200<br />
|Computer Map<br />
|1<br />
|200<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Tracking Map<br />
|1<br />
|80<br />
}}<br />
|}<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Exotic Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|acid-proof boots<br />
|8<br />
|5<br />
|assault shotgun<br />
|6<br />
|6<br />
|bfg 9000<br />
|20<br />
|2<br />
|blaster<br />
|4<br />
|2<br />
|blood skull<br />
|5<br />
|8<br />
|ballistic shield<br />
|6<br />
|3<br />
|ballistic vest<br />
|2<br />
|5<br />
|bullet-proof vest<br />
|2<br />
|4<br />
|chainsaw<br />
|12<br />
|3<br />
|combat translocator<br />
|14<br />
|3<br />
|duelist armor<br />
|5<br />
|6<br />
|energy shield<br />
|8<br />
|3<br />
|energy-shielded vest<br />
|5<br />
|3<br />
|fire skull<br />
|7<br />
|8<br />
|firestorm weapon pack<br />
|10<br />
|4<br />
|gothic armor<br />
|15<br />
|6<br />
|gothic boots<br />
|10<br />
|6<br />
|hatred skull<br />
|9<br />
|8<br />
|laser rifle<br />
|12<br />
|5<br />
|medical armor<br />
|5<br />
|6<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|minigun<br />
|10<br />
|6<br />
|missile launcher<br />
|10<br />
|6<br />
|nuclear bfg 9000<br />
|22<br />
|2<br />
|nuclear plasma rifle<br />
|15<br />
|4<br />
|napalm launcher<br />
|10<br />
|6<br />
|onyx armor<br />
|7<br />
|4<br />
|phaseshift armor<br />
|10<br />
|6<br />
|phaseshift boots<br />
|8<br />
|6<br />
|plasma shield<br />
|10<br />
|3<br />
|plasma shotgun<br />
|12<br />
|4<br />
|sniper weapon pack<br />
|10<br />
|2<br />
|super shotgun<br />
|10<br />
|5<br />
|shockwave pack<br />
|5<br />
|10<br />
|tristar blaster<br />
|12<br />
|4<br />
}}<br />
|}<br />
|style="vertical-align: text-top;"|<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Unique Items'''<br />
|-<br />
|style="text-align: left; padding-right: 1ex;"|'''Item'''<br />
|style="text-align: left;"|'''Level'''<br />
|style="text-align: left; padding-left: 1ex;"|'''Weight'''<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Acid Spitter<br />
|12<br />
|3<br />
|Anti-Freak Jackal<br />
|10<br />
|2<br />
|Berserker Armor<br />
|10<br />
|1<br />
|BFG 10K<br />
|20<br />
|1<br />
|Butcher's Cleaver<br />
|1<br />
|2<br />
|Cybernetic Armor<br />
|10<br />
|2<br />
|Dragonslayer<br />
|16<br />
|1<br />
|Enviroboots<br />
|10<br />
|2<br />
|Grammaton Cleric Beretta<br />
|6<br />
|3<br />
|Hell Staff<br />
|15<br />
|4<br />
|Hellwave Pack<br />
|10<br />
|4<br />
|Lava Armor<br />
|12<br />
|2<br />
|Trigun<br />
|8<br />
|2<br />
|Jackhammer<br />
|12<br />
|2<br />
|Revenant's Launcher<br />
|12<br />
|2<br />
|Railgun<br />
|15<br />
|2<br />
|Malek's Armor<br />
|15<br />
|3<br />
|Medical Powerarmor<br />
|10<br />
|2<br />
|Necroarmor<br />
|10<br />
|3<br />
|Nano Pack<br />
|10<br />
|1<br />
}}<br />
{{Table3Col<br />
|os=background: #333; padding:0px 2px;<br />
|c1=text-align:left; vertical-align:top; padding:0px 2px;<br />
|c2=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|c3=text-align:right; vertical-align:top; padding:0px 2px; padding-left: 1ex;<br />
|Onyx Armor Pack<br />
|10<br />
|1<br />
|Shielded Armor<br />
|10<br />
|2<br />
}}<br />
|}<br />
|}<br />
<br />
Ignoring minimum dlevel, the total weight for exotic items is 132. Unique items a total weight (again ignoring minimum dlevel) of 43. Any particular unique item will never drop more than once in each game. Minimum dlevels for items are NOT modified by difficulty level.<br />
<br />
For convenience, here are the total weights for each dlevel. These allow easier calculation of the probabilities.<br />
{|<br />
|'''dlevel'''<br />
|'''Total Weight'''<br />
|-<br />
|1<br />
|3042<br />
|-<br />
|2-3<br />
|3972<br />
|-<br />
|4<br />
|4584<br />
|-<br />
|5<br />
|6378<br />
|-<br />
|6<br />
|6857<br />
|-<br />
|7<br />
|7639<br />
|-<br />
|8<br />
|7827<br />
|-<br />
|9<br />
|7835<br />
|-<br />
|10<br />
|7922<br />
|-<br />
|11<br />
|7982<br />
|-<br />
|12-13<br />
|8067<br />
|-<br />
|14<br />
|8070<br />
|-<br />
|15<br />
|8089<br />
|-<br />
|16-19<br />
|8140<br />
|-<br />
|20-21<br />
|8143<br />
|-<br />
|22+<br />
|8145<br />
|}<br />
<br />
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.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Modding:sID
Modding:sID
2011-09-15T00:41:42Z
<p>Tehtmi: removed in-progress message</p>
<hr />
<div>Objects in DoomRL have unique identifiers.<br />
<br />
One is the ID, a number used by the engine to track the item.<br /><br />
The other is the sID, a string which is used by the API to track the item, and what you define as <i>id</i> in most of the prototypes.<br />
<br />
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.<br />
<br />
== [[Modding:Affects|Affects]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Affects'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Effects#Berserk|berserk]]|berserk<br />
|[[Effects#Invulnerable|invulnerable]]|inv<br />
|[[Effects#Envirosuit|envirosuit]]|enviro<br />
}}<br />
|}<br />
<br />
== [[Modding:Being|Beings]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Beings'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[former human]]|former<br />
|[[former sergeant]]|sergeant<br />
|[[former captain]]|captain<br />
|[[imp]]|imp<br />
|[[demon]]|demon<br />
|[[lost soul]]|lostsoul<br />
|[[cacodemon]]|cacodemon<br />
|[[baron of hell]]|baron<br />
|[[Cyberdemon]]|Cyberdemon<br />
|[[hell knight]]|knight<br />
|[[arachnotron]]|arachno<br />
|[[John Carmack]]|jc<br />
|[[former commando]]|commando<br />
|[[Angel of Death]]|angel<br />
|[[pain elemental]]|pain<br />
|[[arch-vile]]|arch<br />
|[[mancubus]]|mancubus<br />
|[[revenant]]|revenant<br />
|[[nightmare imp]]|nimp<br />
|[[nightmare cacodemon]]|ncacodemon<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[nightmare demon]]|ndemon<br />
|[[nightmare arachnotron]]|narachno<br />
|[[nightmare arch-vile]]|narch<br />
|[[bruiser brother]]|bruiser<br />
|[[shambler]]|shambler<br />
|[[lava elemental]]|lava_elemental<br />
|[[agony elemental]]|agony<br />
|[[Arena Master]]|arenamaster<br />
|[[soldier]]|soldier<br />
}}<br />
|}<br />
<br />
== [[Modding:Cell|Cells]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Cells'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Levels#Basic Objects|floor]]|floor<br />
|[[Levels#Basic Objects|stone wall (indestructible)]]|pwall<br />
|[[Levels#Basic Objects|bloodstone (indestructible)]]|prwall<br />
|[[Levels#Basic Objects|stone wall]]|wall<br />
|[[Levels#Basic Objects|ice wall]]|iwall<br />
|[[Levels#Basic Objects|blooded ice wall]]|biwall<br />
|[[Levels#Basic Objects|ice wall (indestructible)]]|piwall<br />
|[[Levels#Basic Objects|crate (blue)]]|crate<br />
|[[Levels#Basic Objects|blooded crate (blue)]]|bcrate<br />
|[[Levels#Basic Objects|crate (yellow)]]|ycrate<br />
|[[Levels#Basic Objects|blooded crate (yellow)]]|bycrate<br />
|[[Levels#Basic Objects|bloodstone]]|rwall<br />
|[[Levels#Basic Objects|blooded wall]]|bwall<br />
|[[Levels#Basic Objects|stairs]]|stairs<br />
|[[Levels#Basic Objects|closed door]]|door<br />
|[[Levels#Basic Objects|open door]]|odoor<br />
|[[Levels#Basic Objects|barrel of fuel]]|barrel<br />
|[[Levels#Basic Objects|barrel of acid]]|barrela<br />
|[[Levels#Basic Objects|barrel of napalm]]|barreln<br />
|[[Levels#Basic Objects|bridge]]|bridge<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Levels#Basic Objects|water]]|water<br />
|[[Levels#Basic Objects|acid]]|acid<br />
|[[Levels#Basic Objects|lava]]|lava<br />
|[[Levels#Basic Objects|water (indestructible)]]|pwater<br />
|[[Levels#Basic Objects|acid (indestructible)]]|pacid<br />
|[[Levels#Basic Objects|lava (indestructible)]]|plava<br />
|[[Levels#Basic Objects|blooded wall (indestructible)]]|pbwall<br />
|[[Levels#Basic Objects|locked door]]|ldoor<br />
|[[Levels#Basic Objects|green wall (indestructible)]]|pgwall<br />
|[[Levels#Basic Objects|blooded wall (bloodstone)]]|brwall<br />
|[[Levels#Basic Objects|green wall]]|gwall<br />
|[[Levels#Basic Objects|stone wall (trigger)]]|wall2<br />
|[[Levels#Basic Objects|bloodstone (indestructible, trigger)]]|prwall2<br />
|[[Levels#Basic Objects|Phobos rock]]|rock<br />
|[[thermonuclear bomb|a nuke!]]|nukecell<br />
|[[Levels#Basic Objects|down stairs (yellow)]]|ystairs<br />
|[[Levels#Basic Objects|down stairs (red)]]|rstairs<br />
|[[Levels#Basic Objects|bloody corpse]]|corpse<br />
}}<br />
|}<br />
<br />
Most beings have automatically generated corpse cells. These cells have sID being.id .. "corpse".<br />
<br />
== [[Modding:Item|Items]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Basic Items'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[combat knife]]|knife<br />
|[[green armor]]|garmor<br />
|[[blue armor]]|barmor<br />
|[[red armor]]|rarmor<br />
|[[steel boots]]|sboots<br />
|[[protective boots]]|pboots<br />
|[[plasteel boots]]|psboots<br />
|[[Small Health Globe]]|shglobe<br />
|[[Berserk Pack]]|bpack<br />
|[[Invulnerability Globe]]|iglobe<br />
|[[Supercharge Globe]]|scglobe<br />
|[[Large Health Globe]]|lhglobe<br />
|[[Megasphere]]|msglobe<br />
|[[Computer Map]]|map<br />
|[[Tracking Map]]|pmap<br />
|[[armor shard]]|ashard<br />
|[[10mm ammo]]|ammo<br />
|[[shotgun shell]]|shell<br />
|[[rocket]]|rocket<br />
|[[power cell]]|cell<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[10mm ammo chain]]|pammo<br />
|[[shell box]]|pshell<br />
|[[rocket box]]|procket<br />
|[[power battery]]|pcell<br />
|[[pistol]]|pistol<br />
|[[shotgun]]|shotgun<br />
|[[double shotgun]]|dshotgun<br />
|[[combat shotgun]]|ashotgun<br />
|[[rocket launcher]]|bazooka<br />
|[[chaingun]]|chaingun<br />
|[[plasma rifle]]|plasma<br />
|[[small med-pack]]|smed<br />
|[[large med-pack]]|lmed<br />
|[[phase device]]|phase<br />
|[[homing phase device]]|hphase<br />
|[[envirosuit pack]]|epack<br />
|[[thermonuclear bomb]]|nuke<br />
|[[power mod pack]]|mod_power<br />
|[[technical mod pack]]|mod_tech<br />
|[[agility mod pack]]|mod_agility<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[bulk mod pack]]|mod_bulk<br />
|[[Levers|lever (floods with water)]]|lever_flood_water<br />
|[[Levers|lever (floods with acid)]]|lever_flood_acid<br />
|[[Levers|lever (floods with lava)]]|lever_flood_lava<br />
|[[Levers|lever (harms creatures)]]|lever_kill<br />
|[[Levers|lever (forces explosions)]]|lever_explode<br />
|[[Levers|lever (destroys walls)]]|lever_walls<br />
|[[Levers|lever (summons enemies)]]|lever_summon<br />
|[[Levers|lever (Armor depot)]]|lever_repair<br />
|[[Levers|lever (MediTech depot)]]|lever_medical<br />
|[[Hell's Armory|lever (opens the lab)]]|lever_spec3<br />
|[[schematics|schematics (basic)]]|schematic_0<br />
|[[schematics|schematics (advanced)]]|schematic_1<br />
|[[schematics|schematics (master)]]|schematic_2<br />
|[[Backpack]]|backpack<br />
|[[lava element]]|lava_element<br />
|[[teleport]]|teleport<br />
|stubitem|stubitem<br />
}}<br />
|}<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Exotic Items'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[blaster]]|ublaster<br />
|[[assault shotgun]]|uashotgun<br />
|[[plasma shotgun]]|upshotgun<br />
|[[super shotgun]]|udshotgun<br />
|[[laser rifle]]|ulaser<br />
|[[tristar blaster]]|utristar<br />
|[[minigun]]|uminigun<br />
|[[missile launcher]]|umbazooka<br />
|[[nuclear plasma rifle]]|unplasma<br />
|[[nuclear BFG 9000]]|unbfg9000<br />
|[[combat translocator]]|utrans<br />
|[[napalm launcher]]|unapalm<br />
|[[onyx armor]]|uoarmor<br />
|[[phaseshift armor]]|uparmor<br />
|[[phaseshift boots]]|upboots<br />
|[[gothic armor]]|ugarmor<br />
|[[gothic boots]]|ugboots<br />
|[[medical armor]]|umedarmor<br />
|[[duelist armor]]|uduelarmor<br />
|[[bullet-proof vest]]|ubulletarmor<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[ballistic vest]]|uballisticarmor<br />
|[[energy-shielded vest]]|ueshieldarmor<br />
|[[plasma shield]]|uplasmashield<br />
|[[energy shield]]|uenergyshield<br />
|[[ballistic shield]]|ubalshield<br />
|[[acid-proof boots]]|uacidboots<br />
|[[firestorm weapon pack]]|umod_firestorm<br />
|[[sniper weapon pack]]|umod_sniper<br />
|[[shockwave pack]]|uswpack<br />
|[[blood skull]]|ubskull<br />
|[[fire skull]]|ufskull<br />
|[[hatred skull]]|uhskull<br />
|[[chainsaw]]|chainsaw<br />
|[[BFG 9000]]|bfg9000<br />
}}<br />
|}<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Unique Items'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Hell Staff]]|umodstaff<br />
|[[Butcher's Cleaver]]|ubutcher<br />
|[[Trigun]]|utrigun<br />
|[[Anti-Freak Jackal]]|ujackal<br />
|[[Grammaton Cleric Beretta]]|uberetta<br />
|[[Jackhammer]]|usjack<br />
|[[Revenant's Launcher]]|urbazooka<br />
|[[Acid Spitter]]|uacid<br />
|[[BFG 10K]]|ubfg10k<br />
|[[Railgun]]|urailgun<br />
|[[Malek's Armor]]|umarmor<br />
|[[Cybernetic Armor]]|ucarmor<br />
|[[Necroarmor]]|unarmor<br />
|[[Medical Powerarmor]]|umedparmor<br />
|[[Lava Armor]]|ulavaarmor<br />
|[[Enviroboots]]|uenviroboots<br />
|[[Shielded Armor]]|ushieldarmor<br />
|[[Hellwave Pack]]|uhwpack<br />
|[[Nano Pack]]|umod_nano<br />
|[[Onyx Armor Pack]]|umod_onyx<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Berserker Armor]]|uberarmor<br />
|[[Dragonslayer]]|udragon<br />
|[[Angelic Armor]]|aarmor<br />
|[[Longinus Spear]]|spear<br />
|[[Azrael's Scythe]]|uscythe<br />
|[[Arena Master's Staff]]|uarenastaff<br />
}}<br />
|}<br />
<br />
The Berserker Armor and Dragonslayer are not loaded in custom modules.<br />
<br />
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 "nat_" .. being.id<br />
<br />
== [[Modding:Missile|Missiles]] ==<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Missiles'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|gun<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|chaingun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|plasma<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|rocket<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bazooka_alternative<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|explround<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bfg<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bfgover<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|blaster<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|knife_thrown<br />
|}<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Shotgun Missiles'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|normal<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|wide<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|focused<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|splasma<br />
|}<br />
<br />
Autogenerated missiles have the same sID as the weapon they were assigned to.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Modding:sID
Modding:sID
2011-09-15T00:39:19Z
<p>Tehtmi: Finished new item ids</p>
<hr />
<div>This page is in the process of being updated to 0.9.9.5.<br />
<br />
Objects in DoomRL have unique identifiers.<br />
<br />
One is the ID, a number used by the engine to track the item.<br /><br />
The other is the sID, a string which is used by the API to track the item, and what you define as <i>id</i> in most of the prototypes.<br />
<br />
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.<br />
<br />
== [[Modding:Affects|Affects]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Affects'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Effects#Berserk|berserk]]|berserk<br />
|[[Effects#Invulnerable|invulnerable]]|inv<br />
|[[Effects#Envirosuit|envirosuit]]|enviro<br />
}}<br />
|}<br />
<br />
== [[Modding:Being|Beings]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Beings'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[former human]]|former<br />
|[[former sergeant]]|sergeant<br />
|[[former captain]]|captain<br />
|[[imp]]|imp<br />
|[[demon]]|demon<br />
|[[lost soul]]|lostsoul<br />
|[[cacodemon]]|cacodemon<br />
|[[baron of hell]]|baron<br />
|[[Cyberdemon]]|Cyberdemon<br />
|[[hell knight]]|knight<br />
|[[arachnotron]]|arachno<br />
|[[John Carmack]]|jc<br />
|[[former commando]]|commando<br />
|[[Angel of Death]]|angel<br />
|[[pain elemental]]|pain<br />
|[[arch-vile]]|arch<br />
|[[mancubus]]|mancubus<br />
|[[revenant]]|revenant<br />
|[[nightmare imp]]|nimp<br />
|[[nightmare cacodemon]]|ncacodemon<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[nightmare demon]]|ndemon<br />
|[[nightmare arachnotron]]|narachno<br />
|[[nightmare arch-vile]]|narch<br />
|[[bruiser brother]]|bruiser<br />
|[[shambler]]|shambler<br />
|[[lava elemental]]|lava_elemental<br />
|[[agony elemental]]|agony<br />
|[[Arena Master]]|arenamaster<br />
|[[soldier]]|soldier<br />
}}<br />
|}<br />
<br />
== [[Modding:Cell|Cells]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Cells'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Levels#Basic Objects|floor]]|floor<br />
|[[Levels#Basic Objects|stone wall (indestructible)]]|pwall<br />
|[[Levels#Basic Objects|bloodstone (indestructible)]]|prwall<br />
|[[Levels#Basic Objects|stone wall]]|wall<br />
|[[Levels#Basic Objects|ice wall]]|iwall<br />
|[[Levels#Basic Objects|blooded ice wall]]|biwall<br />
|[[Levels#Basic Objects|ice wall (indestructible)]]|piwall<br />
|[[Levels#Basic Objects|crate (blue)]]|crate<br />
|[[Levels#Basic Objects|blooded crate (blue)]]|bcrate<br />
|[[Levels#Basic Objects|crate (yellow)]]|ycrate<br />
|[[Levels#Basic Objects|blooded crate (yellow)]]|bycrate<br />
|[[Levels#Basic Objects|bloodstone]]|rwall<br />
|[[Levels#Basic Objects|blooded wall]]|bwall<br />
|[[Levels#Basic Objects|stairs]]|stairs<br />
|[[Levels#Basic Objects|closed door]]|door<br />
|[[Levels#Basic Objects|open door]]|odoor<br />
|[[Levels#Basic Objects|barrel of fuel]]|barrel<br />
|[[Levels#Basic Objects|barrel of acid]]|barrela<br />
|[[Levels#Basic Objects|barrel of napalm]]|barreln<br />
|[[Levels#Basic Objects|bridge]]|bridge<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Levels#Basic Objects|water]]|water<br />
|[[Levels#Basic Objects|acid]]|acid<br />
|[[Levels#Basic Objects|lava]]|lava<br />
|[[Levels#Basic Objects|water (indestructible)]]|pwater<br />
|[[Levels#Basic Objects|acid (indestructible)]]|pacid<br />
|[[Levels#Basic Objects|lava (indestructible)]]|plava<br />
|[[Levels#Basic Objects|blooded wall (indestructible)]]|pbwall<br />
|[[Levels#Basic Objects|locked door]]|ldoor<br />
|[[Levels#Basic Objects|green wall (indestructible)]]|pgwall<br />
|[[Levels#Basic Objects|blooded wall (bloodstone)]]|brwall<br />
|[[Levels#Basic Objects|green wall]]|gwall<br />
|[[Levels#Basic Objects|stone wall (trigger)]]|wall2<br />
|[[Levels#Basic Objects|bloodstone (indestructible, trigger)]]|prwall2<br />
|[[Levels#Basic Objects|Phobos rock]]|rock<br />
|[[thermonuclear bomb|a nuke!]]|nukecell<br />
|[[Levels#Basic Objects|down stairs (yellow)]]|ystairs<br />
|[[Levels#Basic Objects|down stairs (red)]]|rstairs<br />
|[[Levels#Basic Objects|bloody corpse]]|corpse<br />
}}<br />
|}<br />
<br />
Most beings have automatically generated corpse cells. These cells have sID being.id .. "corpse".<br />
<br />
== [[Modding:Item|Items]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Basic Items'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[combat knife]]|knife<br />
|[[green armor]]|garmor<br />
|[[blue armor]]|barmor<br />
|[[red armor]]|rarmor<br />
|[[steel boots]]|sboots<br />
|[[protective boots]]|pboots<br />
|[[plasteel boots]]|psboots<br />
|[[Small Health Globe]]|shglobe<br />
|[[Berserk Pack]]|bpack<br />
|[[Invulnerability Globe]]|iglobe<br />
|[[Supercharge Globe]]|scglobe<br />
|[[Large Health Globe]]|lhglobe<br />
|[[Megasphere]]|msglobe<br />
|[[Computer Map]]|map<br />
|[[Tracking Map]]|pmap<br />
|[[armor shard]]|ashard<br />
|[[10mm ammo]]|ammo<br />
|[[shotgun shell]]|shell<br />
|[[rocket]]|rocket<br />
|[[power cell]]|cell<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[10mm ammo chain]]|pammo<br />
|[[shell box]]|pshell<br />
|[[rocket box]]|procket<br />
|[[power battery]]|pcell<br />
|[[pistol]]|pistol<br />
|[[shotgun]]|shotgun<br />
|[[double shotgun]]|dshotgun<br />
|[[combat shotgun]]|ashotgun<br />
|[[rocket launcher]]|bazooka<br />
|[[chaingun]]|chaingun<br />
|[[plasma rifle]]|plasma<br />
|[[small med-pack]]|smed<br />
|[[large med-pack]]|lmed<br />
|[[phase device]]|phase<br />
|[[homing phase device]]|hphase<br />
|[[envirosuit pack]]|epack<br />
|[[thermonuclear bomb]]|nuke<br />
|[[power mod pack]]|mod_power<br />
|[[technical mod pack]]|mod_tech<br />
|[[agility mod pack]]|mod_agility<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[bulk mod pack]]|mod_bulk<br />
|[[Levers|lever (floods with water)]]|lever_flood_water<br />
|[[Levers|lever (floods with acid)]]|lever_flood_acid<br />
|[[Levers|lever (floods with lava)]]|lever_flood_lava<br />
|[[Levers|lever (harms creatures)]]|lever_kill<br />
|[[Levers|lever (forces explosions)]]|lever_explode<br />
|[[Levers|lever (destroys walls)]]|lever_walls<br />
|[[Levers|lever (summons enemies)]]|lever_summon<br />
|[[Levers|lever (Armor depot)]]|lever_repair<br />
|[[Levers|lever (MediTech depot)]]|lever_medical<br />
|[[Hell's Armory|lever (opens the lab)]]|lever_spec3<br />
|[[schematics|schematics (basic)]]|schematic_0<br />
|[[schematics|schematics (advanced)]]|schematic_1<br />
|[[schematics|schematics (master)]]|schematic_2<br />
|[[Backpack]]|backpack<br />
|[[lava element]]|lava_element<br />
|[[teleport]]|teleport<br />
|stubitem|stubitem<br />
}}<br />
|}<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Exotic Items'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[blaster]]|ublaster<br />
|[[assault shotgun]]|uashotgun<br />
|[[plasma shotgun]]|upshotgun<br />
|[[super shotgun]]|udshotgun<br />
|[[laser rifle]]|ulaser<br />
|[[tristar blaster]]|utristar<br />
|[[minigun]]|uminigun<br />
|[[missile launcher]]|umbazooka<br />
|[[nuclear plasma rifle]]|unplasma<br />
|[[nuclear BFG 9000]]|unbfg9000<br />
|[[combat translocator]]|utrans<br />
|[[napalm launcher]]|unapalm<br />
|[[onyx armor]]|uoarmor<br />
|[[phaseshift armor]]|uparmor<br />
|[[phaseshift boots]]|upboots<br />
|[[gothic armor]]|ugarmor<br />
|[[gothic boots]]|ugboots<br />
|[[medical armor]]|umedarmor<br />
|[[duelist armor]]|uduelarmor<br />
|[[bullet-proof vest]]|ubulletarmor<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[ballistic vest]]|uballisticarmor<br />
|[[energy-shielded vest]]|ueshieldarmor<br />
|[[plasma shield]]|uplasmashield<br />
|[[energy shield]]|uenergyshield<br />
|[[ballistic shield]]|ubalshield<br />
|[[acid-proof boots]]|uacidboots<br />
|[[firestorm weapon pack]]|umod_firestorm<br />
|[[sniper weapon pack]]|umod_sniper<br />
|[[shockwave pack]]|uswpack<br />
|[[blood skull]]|ubskull<br />
|[[fire skull]]|ufskull<br />
|[[hatred skull]]|uhskull<br />
|[[chainsaw]]|chainsaw<br />
|[[BFG 9000]]|bfg9000<br />
}}<br />
|}<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Unique Items'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Hell Staff]]|umodstaff<br />
|[[Butcher's Cleaver]]|ubutcher<br />
|[[Trigun]]|utrigun<br />
|[[Anti-Freak Jackal]]|ujackal<br />
|[[Grammaton Cleric Beretta]]|uberetta<br />
|[[Jackhammer]]|usjack<br />
|[[Revenant's Launcher]]|urbazooka<br />
|[[Acid Spitter]]|uacid<br />
|[[BFG 10K]]|ubfg10k<br />
|[[Railgun]]|urailgun<br />
|[[Malek's Armor]]|umarmor<br />
|[[Cybernetic Armor]]|ucarmor<br />
|[[Necroarmor]]|unarmor<br />
|[[Medical Powerarmor]]|umedparmor<br />
|[[Lava Armor]]|ulavaarmor<br />
|[[Enviroboots]]|uenviroboots<br />
|[[Shielded Armor]]|ushieldarmor<br />
|[[Hellwave Pack]]|uhwpack<br />
|[[Nano Pack]]|umod_nano<br />
|[[Onyx Armor Pack]]|umod_onyx<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Berserker Armor]]|uberarmor<br />
|[[Dragonslayer]]|udragon<br />
|[[Angelic Armor]]|aarmor<br />
|[[Longinus Spear]]|spear<br />
|[[Azrael's Scythe]]|uscythe<br />
|[[Arena Master's Staff]]|uarenastaff<br />
}}<br />
|}<br />
<br />
The Berserker Armor and Dragonslayer are not loaded in custom modules.<br />
<br />
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 "nat_" .. being.id<br />
<br />
== [[Modding:Missile|Missiles]] ==<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Missiles'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|gun<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|chaingun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|plasma<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|rocket<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bazooka_alternative<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|explround<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bfg<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bfgover<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|blaster<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|knife_thrown<br />
|}<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Shotgun Missiles'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|normal<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|wide<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|focused<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|splasma<br />
|}<br />
<br />
Autogenerated missiles have the same sID as the weapon they were assigned to.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Modding:sID
Modding:sID
2011-09-13T17:34:36Z
<p>Tehtmi: Started update/templating... will finish later</p>
<hr />
<div>This page is in the process of being updated to 0.9.9.5.<br />
<br />
Objects in DoomRL have unique identifiers.<br />
<br />
One is the ID, a number used by the engine to track the item.<br /><br />
The other is the sID, a string which is used by the API to track the item, and what you define as <i>id</i> in most of the prototypes.<br />
<br />
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.<br />
<br />
== [[Modding:Affects|Affects]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Affects'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Effects#Berserk|berserk]]|berserk<br />
|[[Effects#Invulnerable|invulnerable]]|inv<br />
|[[Effects#Envirosuit|envirosuit]]|enviro<br />
}}<br />
|}<br />
<br />
== [[Modding:Being|Beings]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Beings'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[former human]]|former<br />
|[[former sergeant]]|sergeant<br />
|[[former captain]]|captain<br />
|[[imp]]|imp<br />
|[[demon]]|demon<br />
|[[lost soul]]|lostsoul<br />
|[[cacodemon]]|cacodemon<br />
|[[baron of hell]]|baron<br />
|[[Cyberdemon]]|Cyberdemon<br />
|[[hell knight]]|knight<br />
|[[arachnotron]]|arachno<br />
|[[John Carmack]]|jc<br />
|[[former commando]]|commando<br />
|[[Angel of Death]]|angel<br />
|[[pain elemental]]|pain<br />
|[[arch-vile]]|arch<br />
|[[mancubus]]|mancubus<br />
|[[revenant]]|revenant<br />
|[[nightmare imp]]|nimp<br />
|[[nightmare cacodemon]]|ncacodemon<br />
}}<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[nightmare demon]]|ndemon<br />
|[[nightmare arachnotron]]|narachno<br />
|[[nightmare arch-vile]]|narch<br />
|[[bruiser brother]]|bruiser<br />
|[[shambler]]|shambler<br />
|[[lava elemental]]|lava_elemental<br />
|[[agony elemental]]|agony<br />
|[[Arena Master]]|arenamaster<br />
|[[soldier]]|soldier<br />
}}<br />
|}<br />
<br />
== [[Modding:Cell|Cells]] ==<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Cells'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|[[Levels#Basic Objects|floor]]|floor<br />
|[[Levels#Basic Objects|stone wall (indestructible)]]|pwall<br />
|[[Levels#Basic Objects|bloodstone (indestructible)]]|prwall<br />
|[[Levels#Basic Objects|stone wall]]|wall<br />
|[[Levels#Basic Objects|ice wall]]|iwall<br />
|[[Levels#Basic Objects|blooded ice wall]]|biwall<br />
|[[Levels#Basic Objects|ice wall (indestructible)]]|piwall<br />
|[[Levels#Basic Objects|crate (blue)]]|crate<br />
|[[Levels#Basic Objects|blooded crate (blue)]]|bcrate<br />
|[[Levels#Basic Objects|crate (yellow)]]|ycrate<br />
|[[Levels#Basic Objects|blooded crate (yellow)]]|bycrate<br />
|[[Levels#Basic Objects|bloodstone]]|rwall<br />
|[[Levels#Basic Objects|blooded wall]]|bwall<br />
|[[Levels#Basic Objects|stairs]]|stairs<br />
|[[Levels#Basic Objects|closed door]]|door<br />
|[[Levels#Basic Objects|open door]]|odoor<br />
|[[Levels#Basic Objects|barrel of fuel]]|barrel<br />
|[[Levels#Basic Objects|barrel of acid]]|barrela<br />
|[[Levels#Basic Objects|barrel of napalm]]|barreln<br />
|[[Levels#Basic Objects|bridge]]|bridge<br />
|[[Levels#Basic Objects|water]]|water<br />
|[[Levels#Basic Objects|acid]]|acid<br />
|[[Levels#Basic Objects|lava]]|lava<br />
}}<br />
|}<br />
<br />
Most beings have automatically generated corpse cells. These cells have sID being.id .. "corpse".<br />
<br />
== [[Modding:Item|Items]] ==<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Items'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[combat knife]] || knife<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[green armor]] || garmor<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[blue armor]] || barmor<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[red armor]] || rarmor<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[steel boots]] || sboots<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[protective boots]] || pboots<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[plasteel boots]] || psboots<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Small Health Globe]] || shglobe<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Berserk Pack]] || bpack<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Invulnerability Globe]] || iglobe<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Supercharge Globe]] || scglobe<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Large Health Globe]] || lhglobe<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Megasphere]] || msglobe<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Computer Map]] || map<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Tracking Map]] || pmap<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[armor shard]] || ashard<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[10mm ammo]] || ammo<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[shotgun shell]] || shell<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[rocket]] || rocket<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[power cell]] || cell<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[pistol]] || pistol<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[shotgun]] || shotgun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[double shotgun]] || dshotgun<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[combat shotgun]] || ashotgun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[rocket launcher]] || bazooka<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[chaingun]] || chaingun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[plasma rifle]] || plasma<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[small med-pack]] || smed<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[large med-pack]] || lmed<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[phase device]] || phase<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[homing phase device]] || hphase<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[envirosuit pack]] || epack<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[thermonuclear bomb]] || nuke<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[power mod pack]] || mod_power<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[technical mod pack]] || mod_tech<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[agility mod pack]] || mod_agility<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[bulk mod pack]] || mod_bulk<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_flood_water<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_flood_acid<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_flood_lava<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_kill<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_explode<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_walls<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_summon<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_repair<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[lever]] || lever_medical<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[teleport]] || teleport<br />
|}<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Exotic Items'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[blaster]] || ublaster<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[assault shotgun]] || uashotgun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[plasma shotgun]] || upshotgun<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[super shotgun]] || udshotgun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[laser rifle]] || ulaser<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[minigun]] || uminigun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[tristar blaster]] || utristar<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[missile launcher]] || umbazooka<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[nuclear plasma rifle]] || unplasma<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[nuclear BFG 9000]] || unbfg9000<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[combat translocator]] || utrans<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[napalm launcher]] || unapalm<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[onyx armor]] || uoarmor<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[phaseshift armor]] || uparmor<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[phaseshift boots]] || upboots<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[gothic armor]] || ugarmor<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[gothic boots]] || ugboots<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[medical armor]] || umedarmor<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[firestorm weapon pack]] || umod_firestorm<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[sniper weapon pack]] || umod_sniper<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[shockwave pack]] || uswpack<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[blood skull]] || ubskull<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[fire skull]] || ufskull<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[hatred skull]] || uhskull<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[chainsaw]] || chainsaw<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[BFG 9000]] || bfg9000<br />
|}<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Unique Items'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Hell Staff]] || umodstaff<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Butcher's Cleaver]] || ubutcher<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Trigun]] || utrigun<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Anti-Freak Jackal]] || ujackal<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Grammaton Cleric Beretta]] || uberetta<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Jackhammer]] || usjack<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Revenant's Launcher]] || urbazooka<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Acid Spitter]] || uacid<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[BFG 10K]] || ubfg10k<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Railgun]] || urailgun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Malek's Armor]] || umarmor<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Cybernetic Armor]] || ucarmor<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Necroarmor]] || unarmor<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Medical Powerarmor]] || umedparmor<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Lava Armor]] || ulavaarmor<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Hellwave Pack]] || uhwpack<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Nano Pack]] || umod_nano<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|[[Onyx Armor Pack]] || umod_onyx<br />
|}<br />
<br />
Dragonslayer and Berserker Armor are not available in sandbox.<br />
<br />
Natural enemy weapons (such as the imp's fireball or the Mancubus's launcher) are autogenerated. If you want to use an autogenerated weapon directly (for whatever reason) they are named "nat_" .. being.id<br />
<br />
== [[Modding:Missile|Missiles]] ==<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Missiles'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|gun<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|chaingun<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|plasma<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|rocket<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bazooka_alternative<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|explround<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bfg<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|bfgover<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|blaster<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|knife_thrown<br />
|}<br />
<br />
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Shotgun Missiles'''<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|normal<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|wide<br />
|-<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|focused<br />
|-style="background: #333;"<br />
|style="text-align: right; vertical-align:top; padding-right: 2ex;"|splasma<br />
|}<br />
<br />
Autogenerated missiles have the same sID as the weapon they were assigned to.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Modding:level_blueprint_(0.9.9.7)
Modding:level blueprint (0.9.9.7)
2011-09-10T22:06:00Z
<p>Tehtmi: Created page</p>
<hr />
<div>Level objects define the properties of fixed special levels. The level API, however, is a general purpose API for manipulating the level. This is used both for map generation (along with the [[Modding:Generator#API|generator API]]) and for changing the level on the fly. The Level variable also has some general properties that don't necessarily correspond to special levels in particular.<br />
<br />
== Prototype ==<br />
<br />
Levels prototypes are only used for special levels and scripted levels, not random levels. They are declared using the Levels function with the ID as the first argument, and a prototype table as the second argument. They are stored by ID in a global table called levels.<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Level Prototype'''<br />
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|string|ID|The unique identifier used by the engine for this level. Instead of being included in the table, this must be passed as the first argument to the Levels function.<br />
|string|name|The name displayed in the HUD.<br />
|string|welcome|Optional message displayed on level entry.<br />
|integer|chance|Optional percent chance the level will appear. Defaults to 100.<br />
|[[Modding:Functions$function_resolve_range|Range]]|level|Level range where the level may appear.<br />
|string|entry|Optional mortem history message for level entry.<br />
}}<br />
|}<br />
== Engine Hooks ==<br />
<br />
<br />
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! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Level Hooks'''<br />
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|void|[[#level_Create|Create]]() <br />
|void|[[#level_OnTick|OnTick]]() <br />
|void|[[#level_OnEnter|OnEnter]]() <br />
|void|[[#level_OnExit|OnExit]]() <br />
|void|[[#level_OnKill|OnKill]]() <br />
|void|[[#level_OnKillAll|OnKillAll]]() <br />
|boolean|[[#level_IsCompleted|IsCompleted]]() <br />
}}<br />
|}<br />
<br />
{{Anchor|level_Create}}<br />
;Create() <br />
:This function should create the layout of the level. It also usually sets up the initial being and item locations. The player's initial location should be set here using Level.player.<br />
----<br />
{{Anchor|level_OnTick}}<br />
;OnTick() <br />
:This is called every 0.1s of game time. This will happen many times for each of the player's moves, so be careful about putting intense calculations here.<br />
----<br />
{{Anchor|level_OnEnter}}<br />
;OnEnter() <br />
:This is triggered just after the player enters the level.<br />
----<br />
{{Anchor|level_OnExit}}<br />
;OnExit() <br />
:This is triggered when the player leaves the level.<br />
----<br />
{{Anchor|level_OnKill}}<br />
;OnKill() <br />
:This hook is triggered whenever an enemy is killed.<br />
----<br />
{{Anchor|level_OnKillAll}}<br />
;OnKillAll() <br />
:After OnKill has triggered, if there are no enemies left on the level, the OnKillAll will be triggered. It is possible for OnKillAll to trigger again later if more enemies are spawned. By default, the "relatively safe" message is displayed. <br />
----<br />
{{Anchor|level_IsCompleted}}<br />
;IsCompleted() &rarr; '''boolean'''<br />
:The game calls this hook to determine if the game statistics should count the level as completed. This is only called for special levels, not scripted levels. By default, all enemies must be dead for the level to be complete.<br />
== Properties ==<br />
<br />
These are properties of the global Level variable. They are changed by the engine as the player moves from level to level. For some of the read-only properties, rawset can be used to create a lua property that shadows the pascal property, tricking APIs that are implemented in lua. This is particularly useful for tricking the generator API into using a custom style.<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Level'''<br />
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|Word|status|This is for use by level designers. It is preferred to access it through Level.result.<br />
|string|name|This is the level name as displayed on the HUD.<br />
|Byte|name_number|This controls the "LevX" part of the level name. If zero, it won't be displayed.<br />
|Byte|danger_level|Level generation parameter that corresponds to depth.<br />
|Byte|style|The style (tile set) used by the level generation functions. This property is read-only.<br />
|string|special_exit|The sid of the level that red stairs lead to on the current level number. This property is read-only.<br />
|string|special_name|The sid of the current level prototype or the empty string for random levels. This property is read-only.<br />
|DWord|item_array_size|Length of the sparse array that stores all the items on the level. This property is read-only.<br />
|DWord|being_array_size|Length of the sparse array that stores all the beings on the level. This property is read-only.<br />
}}<br />
|}<br />
== API ==<br />
<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Level Interface'''<br />
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|[[Modding:Being|Being]]|Level.[[#level_get_being|get_being]]('''integer''' index) <br />
|[[Modding:Item|Item]]|Level.[[#level_get_item|get_item]]('''integer''' index) <br />
|[[Modding:Being|Being]]|Level.[[#level_get_being_by_uid|get_being_by_uid]]('''integer''' uid) <br />
|[[Modding:Item|Item]]|Level.[[#level_get_item_by_uid|get_item_by_uid]]('''integer''' uid) <br />
|[[Modding:Being|Being]]|Level.[[#level_drop_being|drop_being]]([[Modding:Being|Being ID]] bid, [[Modding:Coord|Coord]] position) <br />
|[[Modding:Item|Item]]|Level.[[#level_drop_item|drop_item]]([[Modding:Item|Item ID]] iid, [[Modding:Coord|Coord]] position) <br />
|void|Level.[[#level_player|player]]('''integer''' x, '''integer''' y) <br />
|boolean|Level.[[#level_flag_get|flag_get]]([[Modding:Constants#Level Flags|Level Flag]] flag) <br />
|void|Level.[[#level_flag_set|flag_set]]([[Modding:Constants#Level Flags|Level Flag]] flag, '''boolean''' value) <br />
|boolean|Level.[[#level_light_flag_get|light_flag_get]]([[Modding:Coord|Coord]] position, [[Modding:Constants#LightFlag|LightFlag]] flag) <br />
|void|Level.[[#level_light_flag_set|light_flag_set]]([[Modding:Coord|Coord]] position, [[Modding:Constants#LightFlag|LightFlag]] flag, '''boolean''' value) <br />
|integer|Level.[[#level_hp_get|hp_get]]([[Modding:Coord|Coord]] position) <br />
|void|Level.[[#level_hp_set|hp_set]]([[Modding:Coord|Coord]] position, '''integer''' value) <br />
|boolean|Level.[[#level_is_visible|is_visible]]([[Modding:Coord|Coord]] position) <br />
|void|Level.[[#level_nuke|nuke]]() <br />
|void|Level.[[#level_explosion|explosion]]([[Modding:Coord|Coord]] position, '''integer''' radius, '''integer''' delay, '''integer''' damage_dice, '''integer''' damage_sides, [[Modding:Constants#Colors|Color]] color, '''Sound ID''' sound, [[Modding:Constants#DamageType|DamageType]] damagetype, [[Modding:Constants#ExplosionFlag|ExplosionFlag]] '''list''' flags, [[Modding:Cell|Cell ID]] content) <br />
|void|Level.[[#level_clear_item|clear_item]]([[Modding:Coord|Coord]] position) <br />
|void|Level.[[#level_clear_being|clear_being]]([[Modding:Coord|Coord]] position) <br />
|void|Level.[[#level_property_set|property_set]]('''string''' property, '''value''' value) <br />
|value|Level.[[#level_property_get|property_get]]('''string''' property) <br />
}}<br />
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|void|Level.[[#level_fill|fill]]([[Modding:Cell|Cell ID]] cell, [[Modding:Area|Area]] fill_area) <br />
|[[Modding:Being|Being]]iterator|Level.[[#level_beings|beings]]() <br />
|[[Modding:Item|Item]]iterator|Level.[[#level_items|items]]() <br />
|value|Level.[[#level_roll_weight|roll_weight]]('''list''' list, '''integer''' sum) <br />
|integer|Level.[[#level_weight_list_sum|weight_list_sum]]('''list''' list) <br />
|list, integer|Level.[[#level_get_being_list|get_being_list]]() <br />
|list, integer|Level.[[#level_get_item_list|get_item_list]]('''integer''' max_level, '''integer''' unique_mult) <br />
|void|Level.[[#level_flood_monsters|flood_monsters]]('''integer''' amount) <br />
|void|Level.[[#level_flood_monster|flood_monster]]([[Modding:Being|Being ID]] bid, '''integer''' amount) <br />
|void|Level.[[#level_flood_items|flood_items]]('''integer''' amount) <br />
|[[Modding:Being|Being ID]]|Level.[[#level_random_being|random_being]]() <br />
|[[Modding:Item|Item ID]]|Level.[[#level_roll_item_type|roll_item_type]]([[Modding:Constants#ItemType|ItemType]] '''list''' itypes, '''integer''' max_level, '''integer''' unique_mod) <br />
|[[Modding:Item|Item ID]]|Level.[[#level_roll_item|roll_item]]('''integer''' max_level, '''integer''' unique_mod) <br />
|[[Modding:Being|Being]]|Level.[[#level_summon|summon]]([[Modding:Being|Being ID]] bid, '''integer''' count) <br />
|[[Modding:Item|Item]]|Level.[[#level_drop|drop]]([[Modding:Item|Item ID]] iid, '''integer''' count) <br />
|[[Modding:Being|Being]]|Level.[[#level_area_summon|area_summon]]([[Modding:Area|Area]] where, [[Modding:Being|Being ID]] bid, '''integer''' count) <br />
|[[Modding:Item|Item]]|Level.[[#level_area_drop|area_drop]]([[Modding:Area|Area]] where, [[Modding:Item|Item ID]] iid, '''integer''' count) <br />
|void|Level.[[#level_scatter|scatter]]([[Modding:Area|Area]] scatter_area, [[Modding:Cell|Cell ID]] good, [[Modding:Cell|Cell ID]] fill, '''integer''' count) <br />
|void|Level.[[#level_scatter_put|scatter_put]]([[Modding:Area|Area]] scatter_area, '''table''' translation, '''string''' tile, [[Modding:Cell|Cell ID]] good, '''integer''' count) <br />
|boolean|Level.[[#level_scan|scan]]([[Modding:Area|Area]] scan_area, [[Modding:Cell|Cell ID]] good) <br />
}}<br />
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|integer|Level.[[#level_result|result]]('''integer''' value) <br />
|void|Level.[[#level_drop_item_ext|drop_item_ext]]('''table''' item, [[Modding:Coord|Coord]] position) <br />
|void|Level.[[#level_drop_being_ext|drop_being_ext]]('''table''' being, [[Modding:Coord|Coord]] position) <br />
|void|Level.[[#level_flood|flood]]([[Modding:Cell|Cell ID]] tile, [[Modding:Area|Area]] flood_area) <br />
|void|Level.[[#level_place_tile|place_tile]]('''table''' translation, '''string''' tile, '''integer''' x, '''integer''' y) <br />
|boolean|Level.[[#level_is_corpse|is_corpse]]([[Modding:Coord|Coord]] position) <br />
}}<br />
|}<br />
<br />
{{Anchor|level_get_being}}<br />
;Level.get_being('''integer''' index) &rarr; [[Modding:Being|Being]]<br />
:Returns the being at the given index in the sparse being array. A being's index won't change as long as it is in the array.<br />
----<br />
{{Anchor|level_get_item}}<br />
;Level.get_item('''integer''' index) &rarr; [[Modding:Item|Item]]<br />
:Returns the item at the given index in the sparse item array. An item's index won't change as long as it is in the array.<br />
----<br />
{{Anchor|level_get_being_by_uid}}<br />
;Level.get_being_by_uid('''integer''' uid) &rarr; [[Modding:Being|Being]]<br />
:Returns the being with the given uid, or nil if that being doesn't exist or has been removed from the map.<br />
----<br />
{{Anchor|level_get_item_by_uid}}<br />
;Level.get_item_by_uid('''integer''' uid) &rarr; [[Modding:Item|Item]]<br />
:Returns the item with the given uid, or nil if that item doesn't exist or has been removed from the map.<br />
----<br />
{{Anchor|level_drop_being}}<br />
;Level.drop_being([[Modding:Being|Being ID]] bid, [[Modding:Coord|Coord]] position) &rarr; [[Modding:Being|Being]]<br />
:Drops a newly created being in the given position. ''bid'' can also be an actual being object, although this should not be used for beings that are already on the map. If the position is occupied, the being will be dropped nearby. The dropped being is returned. If the function fails, nil is returned.<br />
----<br />
{{Anchor|level_drop_item}}<br />
;Level.drop_item([[Modding:Item|Item ID]] iid, [[Modding:Coord|Coord]] position) &rarr; [[Modding:Item|Item]]<br />
:Drops a newly created item in the given position. ''iid'' can also be an actual item object, although this should not be used for items that are already on the map. If the position is occupied, the item will be dropped nearby. The dropped item is returned. If the function fails, nil is returned.<br />
----<br />
{{Anchor|level_player}}<br />
;Level.player('''integer''' x, '''integer''' y) <br />
:Sets the initial position of the player for a special or scripted level. This should be called in the Create hook; after that it has no meaningful effect.<br />
----<br />
{{Anchor|level_flag_get}}<br />
;Level.flag_get([[Modding:Constants#Level Flags|Level Flag]] flag) &rarr; '''boolean'''<br />
;Level.flags&#091;[[Modding:Constants#Level Flags|Level Flag]] flag] &rarr; '''boolean'''<br />
:Determines the current state of the given level flag.<br />
----<br />
{{Anchor|level_flag_set}}<br />
;Level.flag_set([[Modding:Constants#Level Flags|Level Flag]] flag, '''boolean''' value) <br />
;Level.flags&#091;[[Modding:Constants#Level Flags|Level Flag]] flag] = '''boolean''' value <br />
:Sets the given level flag to the given value.<br />
----<br />
{{Anchor|level_light_flag_get}}<br />
;Level.light_flag_get([[Modding:Coord|Coord]] position, [[Modding:Constants#LightFlag|LightFlag]] flag) &rarr; '''boolean'''<br />
;Level.light&#091;[[Modding:Coord|Coord]] position]&#091;[[Modding:Constants#LightFlag|LightFlag]] flag] &rarr; '''boolean'''<br />
:Gets the value of the given light flag at the given position.<br />
----<br />
{{Anchor|level_light_flag_set}}<br />
;Level.light_flag_set([[Modding:Coord|Coord]] position, [[Modding:Constants#LightFlag|LightFlag]] flag, '''boolean''' value) <br />
;Level.light&#091;[[Modding:Coord|Coord]] position]&#091;[[Modding:Constants#LightFlag|LightFlag]] flag] = '''boolean''' value <br />
;Level.light&#091;[[Modding:Constants#LightFlag|LightFlag]] flag] = '''boolean''' value <br />
:Sets the value of the given light flag at the given position. For the syntax without a position, the light flag will be set at every position on the map. <br />
----<br />
{{Anchor|level_hp_get}}<br />
;Level.hp_get([[Modding:Coord|Coord]] position) &rarr; '''integer'''<br />
;Level.hp&#091;[[Modding:Coord|Coord]] position] &rarr; '''integer'''<br />
:Gets the current hp of the cell at the given position. <br />
----<br />
{{Anchor|level_hp_set}}<br />
;Level.hp_set([[Modding:Coord|Coord]] position, '''integer''' value) <br />
;Level.hp&#091;[[Modding:Coord|Coord]] position] = '''integer''' value <br />
:Sets the current hp of the cell at the given position. Setting hp to 0 won't destroy a cell.<br />
----<br />
{{Anchor|level_is_visible}}<br />
;Level.is_visible([[Modding:Coord|Coord]] position) &rarr; '''boolean'''<br />
:Determines if the given position is visible to the player.<br />
----<br />
{{Anchor|level_nuke}}<br />
;Level.nuke() <br />
:Triggers an immediate nuclear explosion as from a [[thermonuclear bomb]].<br />
----<br />
{{Anchor|level_explosion}}<br />
;Level.explosion([[Modding:Coord|Coord]] position, '''integer''' radius, '''integer''' delay, '''integer''' damage_dice, '''integer''' damage_sides, [[Modding:Constants#Colors|Color]] color, '''Sound ID''' sound, [[Modding:Constants#DamageType|DamageType]] damagetype, [[Modding:Constants#ExplosionFlag|ExplosionFlag]] '''list''' flags, [[Modding:Cell|Cell ID]] content) <br />
:Creates an [[explosions|explosion]] centered at the given position with the given parameters. ''radius'' is the size of the explosion. ''delay'' is the delay in milliseconds between animation frames (typically this is around 40). ''damage_dice'' and ''damage_sides'' determine the damage roll for the explosion. For a no-damage explosion, both should be 0. The default damage type is fire. ''content'' determines the cell that is randomly created wherever the explosion does enough damage. By default, there are no flags and there is no content. Only some colors are supported, and these are automatically translated into 3 color combinations used by the explosion animation. The supported colors are LIGHTBLUE, BLUE, MAGENTA, GREEN, LIGHTRED, YELLOW, and the default RED.<br />
----<br />
{{Anchor|level_clear_item}}<br />
;Level.clear_item([[Modding:Coord|Coord]] position) <br />
;Level.clear_item('''integer''' index) <br />
:Removes an item from the map at the given position, or from the given index in the item array.<br />
----<br />
{{Anchor|level_clear_being}}<br />
;Level.clear_being([[Modding:Coord|Coord]] position) <br />
;Level.clear_being('''integer''' index) <br />
:Removes an item from the map at the given position, or from the given index in the item array.<br />
----<br />
{{Anchor|level_property_set}}<br />
;Level.property_set('''string''' property, '''value''' value) <br />
:Sets the given level property to the given value. It is preferred to use the Lua dot indexing syntax instead.<br />
----<br />
{{Anchor|level_property_get}}<br />
;Level.property_get('''string''' property) &rarr; '''value'''<br />
:Gets the value of the given level property. It is preferred to use the Lua dot indexing syntax instead.<br />
----<br />
{{Anchor|level_fill}}<br />
;Level.fill([[Modding:Cell|Cell ID]] cell, [[Modding:Area|Area]] fill_area) <br />
:Sets every cell in the given area to the area. ''fill_area'' is optional; it defaults to the full map.<br />
----<br />
{{Anchor|level_beings}}<br />
;Level.beings() &rarr; [[Modding:Being|Being]] '''iterator'''<br />
:Gives an iterator over all beings in the level.<br />
----<br />
{{Anchor|level_items}}<br />
;Level.items() &rarr; [[Modding:Item|Item]] '''iterator'''<br />
:Gives an iterator over all items in the level.<br />
----<br />
{{Anchor|level_roll_weight}}<br />
;Level.roll_weight('''list''' list, '''integer''' sum) &rarr; '''value'''<br />
:Randomly chooses an item from the list according to the weight property of the list items. Sum must be the sum of the weights of all the list items.<br />
----<br />
{{Anchor|level_weight_list_sum}}<br />
;Level.weight_list_sum('''list''' list) &rarr; '''integer'''<br />
:Returns the sum of the weight properties of all the items in the list.<br />
----<br />
{{Anchor|level_get_being_list}}<br />
;Level.get_being_list() &rarr; '''list''', '''integer'''<br />
:Returns the list and sum (ready to be used with Level.roll_weight) for beings and beings groups according to Level.danger_level and DIFFICULTY. The result is cached.<br />
----<br />
{{Anchor|level_get_item_list}}<br />
;Level.get_item_list('''integer''' max_level, '''integer''' unique_mult) &rarr; '''list''', '''integer'''<br />
:Returns the list and sum (ready to be used with Level.roll_weight) for items according to ''max_level'', and ''unique_mult''. ''max_level'' defaults to Level.danger_level, and is used to determine which items fall in the proper level range. Unique items' weights are multiplied by ''unique_mult'' (which defaults to 1). The result is cached.<br />
----<br />
{{Anchor|level_flood_monsters}}<br />
;Level.flood_monsters('''integer''' amount) <br />
:Adds monsters to the level using the normal algorithm for random levels. The ''amount'' is a total danger value such as a value returned by Generator.being_weight.<br />
----<br />
{{Anchor|level_flood_monster}}<br />
;Level.flood_monster([[Modding:Being|Being ID]] bid, '''integer''' amount) <br />
:Add the given monster type to the level in an amount specified by the total danger value ''amount'' (so it scales appropriately with Level.flood_monsters).<br />
----<br />
{{Anchor|level_flood_items}}<br />
;Level.flood_items('''integer''' amount) <br />
:Adds items to the level according to the normal algorithm for random levels (not counting special features). The number of items is given by ''amount''.<br />
----<br />
{{Anchor|level_random_being}}<br />
;Level.random_being() &rarr; [[Modding:Being|Being ID]]<br />
:Returns a random being chosen according to weights from the current level's list. This will never choose a group. The returned id is always a string id.<br />
----<br />
{{Anchor|level_roll_item_type}}<br />
;Level.roll_item_type([[Modding:Constants#ItemType|ItemType]] '''list''' itypes, '''integer''' max_level, '''integer''' unique_mod) &rarr; [[Modding:Item|Item ID]]<br />
:Returns a random item chosen from among the given item types according to weights from the list specified by ''max_level'' and ''unique_mod''. The returned id is always a string id.<br />
----<br />
{{Anchor|level_roll_item}}<br />
;Level.roll_item('''integer''' max_level, '''integer''' unique_mod) &rarr; [[Modding:Item|Item ID]]<br />
:As Level.roll_item_type, but the item type of the result isn't restricted.<br />
----<br />
{{Anchor|level_summon}}<br />
;Level.summon([[Modding:Being|Being ID]] bid, '''integer''' count) &rarr; [[Modding:Being|Being]]<br />
:Creates new beings of the type given by ''bid'' and amount given by ''count'' and scatters them around the map. The last dropped being (if any) is returned. ''count'' is optional and defaults to 1.<br />
----<br />
{{Anchor|level_drop}}<br />
;Level.drop([[Modding:Item|Item ID]] iid, '''integer''' count) &rarr; [[Modding:Item|Item]]<br />
:Creates new items of the type given by ''iid'' and amount given by ''count'' and scatters them around the map. The last dropped item (if any) is returned. ''count'' is optional and defaults to 1.<br />
----<br />
{{Anchor|level_area_summon}}<br />
;Level.area_summon([[Modding:Area|Area]] where, [[Modding:Being|Being ID]] bid, '''integer''' count) &rarr; [[Modding:Being|Being]]<br />
:As Level.summon, but all the summoned beings are randomly placed in ''where'' rather than scattered across the whole map.<br />
----<br />
{{Anchor|level_area_drop}}<br />
;Level.area_drop([[Modding:Area|Area]] where, [[Modding:Item|Item ID]] iid, '''integer''' count) &rarr; [[Modding:Item|Item]]<br />
:As Level.drop, but all dropped items are randomly placed in ''where'' rather than scattered across the whole map.<br />
----<br />
{{Anchor|level_scatter}}<br />
;Level.scatter([[Modding:Area|Area]] scatter_area, [[Modding:Cell|Cell ID]] good, [[Modding:Cell|Cell ID]] fill, '''integer''' count) <br />
:Chooses ''count'' random tiles in ''scatter_area'' (possibly with duplicates) and sets any chosen cells that are ''good'' to ''fill''.<br />
----<br />
{{Anchor|level_scatter_put}}<br />
;Level.scatter_put([[Modding:Area|Area]] scatter_area, '''table''' translation, '''string''' tile, [[Modding:Cell|Cell ID]] good, '''integer''' count) <br />
:Chooses ''count'' random subareas with upper-left corner in ''scatter_area'' of the size appropriate of ''tile'' (using the first line length and number of lines to define a rectangular area). There may be duplicates or overlaps. For each subarea, if the area is already filled with ''good'', then it is replaced with ''tile'' (according to ''translation''). See Level.place_tile for the semantics of ''translation'' and ''tile''. <br />
----<br />
{{Anchor|level_scan}}<br />
;Level.scan([[Modding:Area|Area]] scan_area, [[Modding:Cell|Cell ID]] good) &rarr; '''boolean'''<br />
:Determines if every cell in ''scan_area'' is ''good''.<br />
----<br />
{{Anchor|level_result}}<br />
;Level.result('''integer''' value) &rarr; '''integer'''<br />
:If ''value'' is given, updates the level's status and returns nil. If ''value'' is omitted, returns the current status.<br />
----<br />
{{Anchor|level_drop_item_ext}}<br />
;Level.drop_item_ext('''table''' item, [[Modding:Coord|Coord]] position) <br />
:As Level.drop_item, except additional values are acceptable for ''item''. If ''item'' is a table, the first list element is passed used to determine which item to drop. For other key-value pairs in the table, the property of the dropped item that corresponds to the key will be set to the value.<br />
----<br />
{{Anchor|level_drop_being_ext}}<br />
;Level.drop_being_ext('''table''' being, [[Modding:Coord|Coord]] position) <br />
:As Level.drop_being, except additional values are accetable for ''being'' as Level.drop_item_ext.<br />
----<br />
{{Anchor|level_flood}}<br />
;Level.flood([[Modding:Cell|Cell ID]] tile, [[Modding:Area|Area]] flood_area) <br />
:Changes CELLSET_FLOORS and CF_LIQUID tiles in the area to ''tile''. If ''tile'' has CF_HAZARD, then it will destroy items.<br />
----<br />
{{Anchor|level_place_tile}}<br />
;Level.place_tile('''table''' translation, '''string''' tile, '''integer''' x, '''integer''' y) <br />
:Places the map tile given by ''translation'' and ''tile'' on the map at the position given by ''x'' and ''y''. ''translation'' should be a table that maps single character strings to either cell ids, or to tables. These tables have their first array element be a cell id, but they may also contain a being and''or'' item key that is mapped to a being or item id respectively. Level.drop_being_ext and Level.drop_item_ext syntax is allowed. ''tile'' should be a string of characters that are defined in ''translation''. Line breaks correspond to line breaks on the map.<br />
----<br />
{{Anchor|level_is_corpse}}<br />
;Level.is_corpse([[Modding:Coord|Coord]] position) &rarr; '''boolean'''<br />
:Determines whether the given position has a corpse in it. This counts the cell with id "corpse" as a corpse even though it otherwise isn't a corpse as far as the engine is concerned.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Modding:Thing
Modding:Thing
2011-09-10T00:04:36Z
<p>Tehtmi: Testing script with new table templates</p>
<hr />
<div>A thing in DoomRL is a base class that is inherited by beings and items (and the player). This means that beings and items are also things. The thing class is responsible for positioning, flags, resistances, and custom properties.<br />
<br />
== Properties ==<br />
<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Thing'''<br />
{{Table3Col<br />
|es=background: #333;<br />
|c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=vertical-align:top; padding:0px 2px;<br />
|c3=padding:0px 2px;<br />
|Byte|id|Determines the type of thing (e.g. former human, chaingun, etc) that this is. An item and a being may have the same id without being the same type of thing. This property is read-only.<br />
|String|sid|Ids and sids are in one-to-one correspondence. It is generally preferable to write out sids rather than ids to make code more readable. This property is read-only.<br />
|DWord|uid|Every instantiated thing has a distinct uid. (In theory, the game could run out of uids and be forced to repeat, but there are enough possibilities that this is inplausible.) This property is read-only.<br />
|Char|picture|The character used to represent the thing when it is on the map.<br />
|[[Modding:Constants#Colors|Color]]|color|The color used to draw the picture when the thing is on the map. This color is sometimes used in menus as well.<br />
|String|name|This string is used to describe the thing in various game messages.<br />
|String|nameplural|This is the plural of the name string, used in a few game messages.<br />
|Word|sprite|This determines the sprite that is used to represent the thing in the graphical version.<br />
|LongInt|x|This is the thing's x-coordinate on the map. Typically, this is 0 if the thing isn't on the map. This property is read-only.<br />
|LongInt|y|This is the thing's y-coordinate on the map. Typically, this is 0 if the thing isn't on the map. This property is read-only.<br />
|Integer|res_bullet|This is the bullet resistance associated with the thing.<br />
|Integer|res_melee|This is the melee resistance associated with the thing.<br />
|Integer|res_shrapnel|This is the shrapnel resistance associated with the thing.<br />
|Integer|res_acid|This is the acid resistance associated with the thing.<br />
|Integer|res_fire|This is the fire resistance associated with the thing.<br />
|Integer|res_plasma|This is the plasma resistance associated with the thing.<br />
|userdata|__ptr|This is a pointer to the pascal object representing the thing. When the pascal object is deallocated, this field is set to nil.<br />
}}<br />
|}<br />
== API ==<br />
<br />
<br />
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"<br />
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Thing Interface'''<br />
{{Table2Col<br />
|es=background: #333;<br />
|c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;<br />
|c2=padding:0px 2px;<br />
|void|thing.[[#thing_displace|displace]]([[Modding:Thing|Thing]] self, [[Modding:Coord|Coord]] where) <br />
|void|thing.[[#thing_destroy|destroy]]([[Modding:Thing|Thing]] self) <br />
|boolean|thing.[[#thing_flags_get|flags_get]]([[Modding:Thing|Thing]] self, [[Modding:Constants#Flags|Flag]] flag) <br />
|void|thing.[[#thing_flags_set|flags_set]]([[Modding:Thing|Thing]] self, [[Modding:Constants#Flags|Flag]] flag, '''boolean''' value) <br />
|value|thing.[[#thing_property_get|property_get]]([[Modding:Thing|Thing]] self, '''string''' property) <br />
|void|thing.[[#thing_property_set|property_set]]([[Modding:Thing|Thing]] self, '''string''' property, '''value''' value) <br />
|integer|thing.[[#thing_res_get|res_get]]([[Modding:Thing|Thing]] self, [[Modding:Constants#Resistance|Resistance]] resistance) <br />
|void|thing.[[#thing_res_set|res_set]]([[Modding:Thing|Thing]] self, [[Modding:Constants#Resistance|Resistance]] resistance, '''integer''' value) <br />
|[[Modding:Coord|Coord]]|[[Modding:Thing|Thing]]&#058;[[#thing_get_position|get_position]]() <br />
|integer|[[Modding:Thing|Thing]]&#058;[[#thing_distance_to|distance_to]]([[Modding:Thing|Thing]] or [[Modding:Coord|Coord]] other) <br />
|void|[[Modding:Thing|Thing]]&#058;[[#thing_add_property|add_property]]('''string''' key, '''value''' value) <br />
|void|[[Modding:Thing|Thing]]&#058;[[#thing_remove_property|remove_property]]('''string''' key) <br />
|boolean|[[Modding:Thing|Thing]]&#058;[[#thing_has_property|has_property]]('''string''' key) <br />
|value|[[Modding:Thing|Thing]]&#058;[[#thing_get_property|get_property]]('''string''' key) <br />
|void|[[Modding:Thing|Thing]]&#058;[[#thing_set_property|set_property]]('''string''' key, '''value''' value) <br />
}}<br />
|}<br />
<br />
{{Anchor|thing_displace}}<br />
;thing.displace([[Modding:Thing|Thing]] self, [[Modding:Coord|Coord]] where) <br />
:Changes the thing's position to ''where''. This doesn't do any collision checking, so be careful.<br />
----<br />
{{Anchor|thing_destroy}}<br />
;thing.destroy([[Modding:Thing|Thing]] self) <br />
:Deallocates the memory associated with the thing. Generally, the item or being-specific versions should be used instead (although even these are rarely useful to modders).<br />
----<br />
{{Anchor|thing_flags_get}}<br />
;thing.flags_get([[Modding:Thing|Thing]] self, [[Modding:Constants#Flags|Flag]] flag) &rarr; '''boolean'''<br />
;[[Modding:Thing|Thing]].flags&#091;[[Modding:Constants#Flags|Flag]] flag] &rarr; '''boolean'''<br />
:Determines whether the given flag is present in the thing's flag set.<br />
----<br />
{{Anchor|thing_flags_set}}<br />
;thing.flags_set([[Modding:Thing|Thing]] self, [[Modding:Constants#Flags|Flag]] flag, '''boolean''' value) <br />
;[[Modding:Thing|Thing]].flags&#091;[[Modding:Constants#Flags|Flag]] flag] = '''boolean''' value <br />
:Sets or clears the given flag from the thing's flag set.<br />
----<br />
{{Anchor|thing_property_get}}<br />
;thing.property_get([[Modding:Thing|Thing]] self, '''string''' property) &rarr; '''value'''<br />
:Gets value of the given built-in property. This should usually be avoided in favor of [[#thing_set_property|set_property]].<br />
----<br />
{{Anchor|thing_property_set}}<br />
;thing.property_set([[Modding:Thing|Thing]] self, '''string''' property, '''value''' value) <br />
:Sets the value of the given built-in property. This should usually be avoided in favor of [[#thing_get_property|get_property]].<br />
----<br />
{{Anchor|thing_res_get}}<br />
;thing.res_get([[Modding:Thing|Thing]] self, [[Modding:Constants#Resistance|Resistance]] resistance) &rarr; '''integer'''<br />
;[[Modding:Thing|Thing]].resistance&#091;[[Modding:Constants#Resistance|Resistance]] resistance] &rarr; '''integer'''<br />
:Gets the given resistance of the thing.<br />
----<br />
{{Anchor|thing_res_set}}<br />
;thing.res_set([[Modding:Thing|Thing]] self, [[Modding:Constants#Resistance|Resistance]] resistance, '''integer''' value) <br />
;[[Modding:Thing|Thing]].resistance&#091;[[Modding:Constants#Resistance|Resistance]] resistance] = '''integer''' value <br />
:Sets the given resistance of the thing.<br />
----<br />
{{Anchor|thing_get_position}}<br />
;[[Modding:Thing|Thing]]&#058;get_position() &rarr; [[Modding:Coord|Coord]]<br />
:Returns the thing's position. This is a newly allocated coord; it is independent of the thing.<br />
----<br />
{{Anchor|thing_distance_to}}<br />
;[[Modding:Thing|Thing]]&#058;distance_to([[Modding:Thing|Thing]] or [[Modding:Coord|Coord]] other) &rarr; '''integer'''<br />
:Returns the [[distance]] from the thing to another position or thing.<br />
----<br />
{{Anchor|thing_add_property}}<br />
;[[Modding:Thing|Thing]]&#058;add_property('''string''' key, '''value''' value) <br />
:Adds a custom property to the thing with the given initial value. ''value'' is optional; it defaults to false.<br />
----<br />
{{Anchor|thing_remove_property}}<br />
;[[Modding:Thing|Thing]]&#058;remove_property('''string''' key) <br />
:Removes the given custom property from the thing.<br />
----<br />
{{Anchor|thing_has_property}}<br />
;[[Modding:Thing|Thing]]&#058;has_property('''string''' key) &rarr; '''boolean'''<br />
:Determines whether the thing has a custom property with the given name.<br />
----<br />
{{Anchor|thing_get_property}}<br />
;[[Modding:Thing|Thing]]&#058;get_property('''string''' key) &rarr; '''value'''<br />
;[[Modding:Thing|Thing]]&#091;'''string''' key] &rarr; '''value'''<br />
:Gets the value of the given built-in or custom property. Usually the dot notation for table indexing is used.<br />
----<br />
{{Anchor|thing_set_property}}<br />
;[[Modding:Thing|Thing]]&#058;set_property('''string''' key, '''value''' value) <br />
;[[Modding:Thing|Thing]]&#091;'''string''' key] = '''value''' value <br />
:Sets the given built-in or custom property of the thing to the given value. Usually the dot notation for table indexing is used.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Super_shotgun
Super shotgun
2011-09-03T17:36:48Z
<p>Tehtmi: 994 nerf</p>
<hr />
<div>{{infostrat switch}}<br />
{{ranged weapon|<br />
weapon_name=Super shotgun|<br />
weapon_dmg=(8d4)x3/27-108, [[Shotguns|normal shotgun blast]]|<br />
weapon_avgdmg=20 &times; 0.93 &times; 2 = 37.4|<br />
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|<br />
weapon_accuracy=+0|<br />
weapon_ftime=1.0 second|<br />
weapon_rtime=2.0 seconds|<br />
weapon_clip=2|<br />
weapon_ammo=[[Shotgun shell]]|<br />
weapon_afire=None|<br />
weapon_areload=None|<br />
weapon_get=Random (10+)|<br />
weapon_quote=''This little baby brings back memories!''|<br />
weapon_looks=<font color="magenta"><b>}</b></font>|<br />
weapon_description=''After the first hellish invasion, weapon engineers designed the super shotgun as the world's first firearm designed to kill demons. And boy does it.''|<br />
weapon_other=Despite the reported "x3", this weapon only fires two shots. |<br />
weapon_source=Doom II (whaddya expect, Mario?)}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Focused_double_shotgun
Focused double shotgun
2011-09-03T17:35:53Z
<p>Tehtmi: 994 nerf</p>
<hr />
<div>{{infostrat switch}}<br />
{{ranged weapon|<br />
weapon_name=Focused double shotgun|<br />
weapon_dmg=(8d4)x3/27-108, [[Shotguns|normal shotgun blast]]|<br />
weapon_avgdmg=20 &times; 0.93 &times; 2 = 37.4|<br />
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|<br />
weapon_accuracy=+0|<br />
weapon_ftime=1.0 second|<br />
weapon_rtime=2.0 seconds|<br />
weapon_clip=2|<br />
weapon_ammo=[[Shotgun shell]]|<br />
weapon_afire=[[Alternate fire#Single shot|Single shot]]|<br />
weapon_areload=[[Alternate fire#Single reload|Single reload]]|<br />
weapon_get=[[Assemblies|Assembly]]: [[double shotgun]] + PAT|<br />
weapon_looks=<font color="cyan"><b>}</b></font>|<br />
weapon_description=Assembly (same as original)|<br />
weapon_quote=N/A|<br />
weapon_other=Despite the reported "x3", this weapon only fires two shots.<br />
}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Explosion
Explosion
2011-09-02T03:48:16Z
<p>Tehtmi: rocket jump note was out of date</p>
<hr />
<div>{{infostrat switch}}<br />
[[Rocket launcher|Many]] [[Imp|attacks]] create explosions which cause damage in a [[distance|radius]] around the point of impact.<br />
<br />
{| style="rules: cols; border: 2px solid darkred; border-spacing: 0; float: right; font-size: 100%; margin: 0.25em 0.5em; text-align: right"<br />
|style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Drop-off Factors'''<br />
|-<br />
|<pre><br />
555 <br />
5544455 <br />
55444444455 <br />
5444433344445 <br />
544433333334445 <br />
544333222333445 <br />
54433222222233445 <br />
54433221112233445 <br />
5443322111112233445<br />
544332211x112233445<br />
5443322111112233445<br />
54433221112233445 <br />
54433222222233445 <br />
544333222333445 <br />
544433333334445 <br />
5444433344445 <br />
55444444455 <br />
5544455 <br />
555 <br />
</pre><br />
|}<br />
Damage from explosions drops off by a factor of 1/N, where N is 1 point blank and adjacent and increased by 1 per 2 steps distant, so it first decreases at 3 steps [[distance]].<br />
<br />
An explosion will destroy an item if and only if damage at that square is more than 10. [[Specials|Unique]] items are never destroyed. Arch-vile blasts, since they always do 11 damage, always destroy items.<br />
<br />
No explosion will pass through walls. Even the [[BFG 9000]], with its special animation that shows it ignoring walls, is stopped by them. However, explosions expand left to right and can damage things behind walls they have already destroyed.<br />
<br />
Secondary explosions from the BFG have no in-game effect other than to inform you of lost items. Exception: They count as any other explosion for the purposes of the recursive explosion bug.<br />
<br />
Recursive explosions corrupt internal tracking data, causing monsters to be affected more or less than 1 time per explosion. However, it is not possible to cheat damage entirely - you must take damage at least once in total.<br />
<br />
Some explosions, notably those from acid barrels and napalm barrels, have a chance to leave behind puddles of acid or lava. These explosions calculate damage for every tile in their radius and leave behind a puddle whenever the damage is at least 21.<br />
<br />
No explosive missile weapon does impact damage normally.</div>
Tehtmi
https://drl.chaosforge.org/wiki/Lost_soul
Lost soul
2011-09-01T16:05:22Z
<p>Tehtmi: 994 added resists</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Lost soul|<br />
monster_looks=<font color="yellow"><b>s</b></font>|<br />
monster_hp=10|<br />
monster_ac=0|<br />
monster_acc=+4 melee|<br />
monster_melee=1d3+1 = 2-4 = 3 avg|<br />
monster_projectile=None|<br />
monster_speed=220%|<br />
monster_dlvl=6-16|<br />
monster_xp=47|<br />
monster_inventory=None|<br />
monster_pickup=No|<br />
monster_doors=No|<br />
monster_atkchance=N/A|<br />
monster_abilities=Takes no damage from [[fluids]]. Has 50% bullet and 75% fire resistance.|<br />
monster_description=''Quick, flying, fiery skull. These are the souls lost in hell. Let them rest in peace. Or rather, in pieces...''|<br />
monster_other=Leaves no corpse on death. Will run through any fluid to reach the player.}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Imp
Imp
2011-09-01T16:04:49Z
<p>Tehtmi: 994 added resists</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Imp|<br />
monster_looks=<font color="olive"><b>i</b></font>|<br />
monster_hp=12|<br />
monster_ac=0|<br />
monster_acc=+3 melee, +3 ranged|<br />
monster_melee=1d3+2 = 3-5 = 4 avg|<br />
monster_projectile=2d5 = 2-10 = 6 avg: [[Damage type#fire|fire damage]], [[explosions|radius]] 1|<br />
monster_speed=105%|<br />
monster_dlvl=0-17|<br />
monster_xp=32|<br />
monster_inventory=None|<br />
monster_pickup=No|<br />
monster_doors=Yes|<br />
monster_atkchance=40|<br />
monster_abilities=Has 25% fire [[resistance]].|<br />
monster_description=''Brown demonic servants from hell, imps can cast fireballs at you. They're tough, mean and strong, and think only about sending you into oblivion...''|<br />
monster_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Lava_elemental
Lava elemental
2011-09-01T16:04:20Z
<p>Tehtmi: 994 added resists</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Lava elemental|<br />
monster_looks=<font color="yellow"><b>E</b></font>|<br />
monster_hp=80+5&times;difficulty<sup>2</sup> = 85,100,125,160,205|<br />
monster_ac=5|<br />
monster_acc=+4 melee, +4 ranged|<br />
monster_melee=1d3+8 = 9-11 = 10 avg|<br />
monster_projectile=5d4 = 5-20 = 12.5 avg: [[damage type#fire|fire damage]], [[explosions|radius]] 2|<br />
monster_speed=100%|<br />
monster_dlvl=[[The Lava Pits]], or 70 and lower on A100|<br />
monster_xp=788|<br />
monster_inventory=None|<br />
monster_pickup=No|<br />
monster_doors=Yes|<br />
monster_atkchance=30|<br />
monster_abilities=Takes no damage from [[fluids]]. Ranged attack may leave behind lava. Teleportation (5% chance per action), regeneration (+1 HP per action). Has 100% fire [[resistance]].|<br />
monster_description=''Big ball of fire...''|<br />
monster_other=Drops a [[lava element]] when killed.}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Bruiser_brother
Bruiser brother
2011-09-01T16:03:39Z
<p>Tehtmi: 994 added resists</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Bruiser brother|<br />
monster_looks=<font color="red"><b>B</b></font>|<br />
monster_hp=80+5&times;difficulty<sup>2</sup> = 85,100,125,160,205|<br />
monster_ac=3|<br />
monster_acc=+6 melee, +6 ranged|<br />
monster_melee=1d3+8 = 9-11 = 10 avg|<br />
monster_projectile=4d5 = 4-20 = 12 avg: [[damage type#acid|acid damage]], [[explosions|radius]] 2|<br />
monster_speed=100%|<br />
monster_dlvl=[[Phobos Hellgate]], or 50 and lower on A100|<br />
monster_xp=608|<br />
monster_inventory=None|<br />
monster_pickup=Yes|<br />
monster_doors=Yes|<br />
monster_atkchance=40|<br />
monster_abilities=Takes no damage from [[fluids]]. Has 50% acid [[resistance]].|<br />
monster_description=''Tough as a dump truck and nearly as big, these Goliaths are the worst thing on two legs since Tyrannosaurus rex.''|<br />
monster_other=Hunts player precisely: will run through any fluid to reach player.}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Nightmare_imp
Nightmare imp
2011-09-01T16:03:10Z
<p>Tehtmi: 994 added resists</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Nightmare imp|<br />
monster_looks=<b><font color="blue">i</font></b>|<br />
monster_hp=35|<br />
monster_ac=0|<br />
monster_acc=+4 melee, +4 ranged|<br />
monster_melee=1d3+6 = 7-9 = 8 avg|<br />
monster_projectile=2d6 = 2-12 = 7 avg: [[damage type#plasma|plasma damage]], [[explosions|radius]] 1|<br />
monster_speed=115%|<br />
monster_dlvl=30-60|<br />
monster_xp=128|<br />
monster_inventory=None|<br />
monster_pickup=No|<br />
monster_doors=Yes|<br />
monster_atkchance=50|<br />
monster_abilities=Has 50% fire [[resistance]].|<br />
monster_description=''Are you seeing things? What's with the color change? And why is it taking so much longer to kill these things!?''|<br />
monster_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Revenant
Revenant
2011-09-01T16:02:40Z
<p>Tehtmi: 994 resist</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Revenant|<br />
monster_looks=<font color="white"><b>R</b></font>|<br />
monster_hp=30|<br />
monster_ac=4|<br />
monster_acc=+4 melee, +4 ranged|<br />
monster_melee=1d3+6 = 7-9 = 8 avg|<br />
monster_projectile=5d5 = 5-25 = 15 avg: [[damage type#fire|fire damage]], [[explosions|radius]] 1|<br />
monster_speed=120%|<br />
monster_dlvl=13+|<br />
monster_xp=452|<br />
monster_inventory=[[Rocket]] (x3)|<br />
monster_pickup=No|<br />
monster_doors=Yes|<br />
monster_atkchance=50%|<br />
monster_abilities=Ranged attack is homing: it always hits its target tile. Has 50% bullet and 25% fire [[resistance]].|<br />
monster_description=''Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.''|<br />
monster_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Arachnotron
Arachnotron
2011-09-01T16:02:06Z
<p>Tehtmi: 994 resists</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Arachnotron|<br />
monster_looks=<font color="yellow"><b>A</b></font>|<br />
monster_hp=50|<br />
monster_ac=2|<br />
monster_acc=+3 melee, +3 ranged|<br />
monster_melee=1d3+2 = 3-5 = 4 avg|<br />
monster_projectile=(1d5)x5 = 5-25 = 15 avg: [[damage type#plasma|plasma damage]]|<br />
monster_speed=130%|<br />
monster_dlvl=13-50|<br />
monster_xp=263|<br />
monster_inventory=[[Power cell]] (x20)|<br />
monster_pickup=No|<br />
monster_doors=No|<br />
monster_atkchance=60|<br />
monster_abilities=Has -100% melee [[resistance]] (which amounts to taking double melee damage).|<br />
monster_description=''Evil can't get much purer. Spiderdemons equipped with a rapid-fire plasma cannon. Machine and flesh combined, kill on sight...''|<br />
monster_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Hell_knight
Hell knight
2011-09-01T16:00:06Z
<p>Tehtmi: res link</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Hell knight|<br />
monster_looks=<font color="olive"><b>B</b></font>|<br />
monster_hp=50|<br />
monster_ac=1|<br />
monster_acc=+6 melee, +6 ranged|<br />
monster_melee=1d3+6 = 7-9 = 8 avg|<br />
monster_projectile=2d6 = 2-12 = 7 avg: [[damage type#plasma|plasma damage]], [[explosions|radius]] 1|<br />
monster_speed=100%|<br />
monster_dlvl=9-15|<br />
monster_xp=128|<br />
monster_inventory=None|<br />
monster_pickup=Yes|<br />
monster_doors=Yes|<br />
monster_atkchance=40|<br />
monster_abilities=Has 50% acid [[resistance]].|<br />
monster_description=''These are hell's warlords. They command hellish armies to battle. Not as tough as Barons but still a pain in the ass...''|<br />
monster_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Baron_of_hell
Baron of hell
2011-09-01T15:59:36Z
<p>Tehtmi: acid res normalization</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Baron of hell|<br />
monster_looks=<font color="maroon"><b>B</b></font>|<br />
monster_hp=60|<br />
monster_ac=2|<br />
monster_acc=+5 melee, +5 ranged|<br />
monster_melee=1d3+8 = 9-11 = 10 avg|<br />
monster_projectile=4d5 = 4-20 = 12 avg: [[damage type#acid|acid damage]], [[explosions|radius]] 2|<br />
monster_speed=100%|<br />
monster_dlvl=12+|<br />
monster_xp=320|<br />
monster_inventory=None|<br />
monster_pickup=Yes|<br />
monster_doors=Yes|<br />
monster_atkchance=40|<br />
monster_abilities=Has 50% acid [[resistance]].|<br />
monster_description=''Huge, almost humanoid, acid ball hurling monsters from your worst nightmares. They are the nobility of hell.''|<br />
monster_other=Not to be confused with the boss enemies of Hellgate, the [[bruiser brother|Bruiser Brothers]].}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Former_sergeant
Former sergeant
2011-09-01T15:58:45Z
<p>Tehtmi: 994 speed nerf</p>
<hr />
<div>{{infostrat switch}}<br />
{{Monsters|<br />
monster_name=Former sergeant|<br />
monster_looks=<font color="gray"><b>h</b></font>|<br />
monster_hp=10|<br />
monster_ac=0|<br />
monster_acc=-2 melee, N/A ranged (see below)|<br />
monster_melee=Max(1d3-1,1) = 1-2 = 1.5 avg|<br />
monster_projectile=Attacks with a [[shotgun]]: 8d3 = 8-24 = 16 avg)|<br />
monster_speed=70%|<br />
monster_dlvl=2-15|<br />
monster_xp=32|<br />
monster_inventory=Shotgun, [[Shotgun shell]] (x30)|<br />
monster_pickup=Yes|<br />
monster_doors=Yes|<br />
monster_atkchance=75|<br />
monster_abilities=None|<br />
monster_description=''Same as former human soldiers, but meaner and tougher. They'll provide you with an extra hole if you're not careful. They always carry a shotgun, so be on your guard!''|<br />
monster_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Armor
Armor
2011-09-01T15:57:18Z
<p>Tehtmi: Added all 994 armor</p>
<hr />
<div>Armor is the last line of defense between you and anything that wants to kill you.<br />
<br />
Primarily, armor is used as a way to prevent damage, but there are other statistics. The most important ones are as follows:<br />
* '''[[Protection]]''': This is the amount of damage that is absorbed by the armor. Typically, you subtract the protection value from damage taken and the difference is how much damage the player takes, although [[Damage type|damage types]] can change this result.<br />
* '''[[Resistance]]s''': This is an additional source of damage reduction that applies differently to each [[Damage type|damage type]].<br />
* '''Movespeed modifier''': This is how much the armor affects your movespeed. It can be a positive number, meaning that you move faster while wearing the armor, or a negative number, meaning that you move slower instead.<br />
* '''[[Knockback]] modifier''': This affects how much by which the player is knocked back from damage sources. It can be a positive number, meaning you will get knocked back farther than normal, or a negative number, meaning you will get knocked back less.<br />
<br />
== Body Armor ==<br />
Wearing body armor provides protection against most sources of damage: enemy attacks, splash damage, and explosions.<br />
<br />
=== Standard ===<br />
* [[green armor]]<br />
* [[blue armor]]<br />
* [[red armor]]<br />
<br />
=== Assembled ===<br />
* {{assembly link|ballistic armor}} (any)<br />
* {{assembly link|cerberus armor}} (any)<br />
* {{assembly link|cybernano armor}} (any)<br />
* {{assembly link|fireproof armor}} (any)<br />
* {{assembly link|fireshield}} (any)<br />
* {{assembly link|nanofiber armor}} (any)<br />
* {{assembly link|nanofiber skin armor}} (any)<br />
* {{assembly link|plate armor}} (red)<br />
* {{assembly link|power armor}} (red)<br />
* {{assembly link|tactical armor}} (green)<br />
<br />
=== Special ===<br />
* {{exotic link|ballistic shield}}<br />
* {{exotic link|ballistic vest}}<br />
* {{exotic link|bullet-proof vest}}<br />
* {{exotic link|duelist armor}}<br />
* {{exotic link|energy-shielded vest}}<br />
* {{exotic link|energy shield}}<br />
* {{exotic link|gothic armor}}<br />
* {{exotic link|medical armor}}<br />
* {{exotic link|phaseshift armor}}<br />
* {{exotic link|plasma shield}}<br />
* {{exotic link|onyx armor}}<br />
* {{unique link|Berserker Armor}}<br />
* {{unique link|Cybernetic Armor}}<br />
* {{unique link|Lava Armor}}<br />
* {{unique link|Malek's Armor}}<br />
* {{unique link|Medical Powerarmor}}<br />
* {{unique link|Necroarmor}}<br />
* {{unique link|Shielded Armor}}<br />
* {{artifact link|Angelic Armor}}<br />
<br />
{{Anchor|Boots}} {{Anchor|Foot Armor}}<br />
== Foot Armor (Boots)==<br />
Wearing boots provides protection against hazardous terrain. They are also a source of reducing knockback or increasing movespeed of a player with the help of [[Items#Modification Packs|mods]].<br />
<br />
=== Standard ===<br />
* [[steel boots]]<br />
* [[protective boots]]<br />
* [[plasteel boots]]<br />
<br />
=== Assembled ===<br />
* {{assembly link|cerberus boots}} (any)<br />
* {{assembly link|enviromental boots}} (any)<br />
* {{assembly link|fireproof boots}} (any)<br />
* {{assembly link|grappling boots}} (any)<br />
* {{assembly link|gravity boots}} (any)<br />
* {{assembly link|lava boots}} (any)<br />
* {{assembly link|tactical boots}} (steel)<br />
<br />
=== Special ===<br />
* {{exotic link|acid-proof boots}}<br />
* {{exotic link|gothic boots}}<br />
* {{exotic link|phaseshift boots}}<br />
* {{unique link|Enviroboots}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Weapons
Weapons
2011-09-01T15:51:38Z
<p>Tehtmi: typo</p>
<hr />
<div>Weapons are the staple of just about any roguelike: DoomRL is no different. They are absolutely necessary to make any substantial progress in the game (save a [[Game Settings#Challenges|certain exception]]) and will be what a player will base their entire game around. If you want to know how to play this game, you need to learn its weapons.<br />
<br />
There are a number of statistical variables on weapons, but the most important ones are as follows:<br />
* '''Damage''': This is how much the weapon will hurt a target with HP, written in [[dice notation]].<br />
* '''[[Damage type]]''': This is how [[protection]] affects the weapon's damage. This is a hidden statistic, although it is often easily intuited what type of damage a weapon will deal (shotguns deal shrapnel damage, energy weapons deal plasma damage, etc).<br />
* '''Attack/Fire rate''': This determines how much time it takes to use the weapon. Time spent using a weapon (and, for that matter, any action) is always rounded to the nearest game turn, or one tenth of a game second. Typically, a weapon takes one second to use.<br />
* '''[[Accuracy]]''': This determines how likely you are to hit whatever you aim your weapon at. As a standard, a player with no modifiers to their accuracy has a 50% chance to hit their target from a point-blank range which will lower with an increased [[distance]] from the target.<br />
<br />
DoomRL contains an impressive number of weapons. Aside from the standard weapons from Doom itself, there are a number of others that are either improved versions or markedly unique in design.<br />
<br />
== Melee Weapons ==<br />
Rip and tear! Rip and tear your GUTS!<br />
<br />
=== Standard ===<br />
* [[fists]]<br />
* [[combat knife]]<br />
* {{exotic link|chainsaw}}<br />
<br />
=== Assembled ===<br />
* {{assembly link|chainsword}}<br />
* {{assembly link|double chainsaw}}<br />
* {{assembly link|piercing blade}}<br />
* {{assembly link|ripper}}<br />
<br />
=== Special ===<br />
* {{unique link|Butcher's Cleaver}}<br />
* {{unique link|Dragonslayer}}<br />
* {{artifact link|Azrael's Scythe}}<br />
* {{artifact link|Longinus Spear}}<br />
<br />
== Ranged Weapons ==<br />
Unlike melee weapons, you can shoot stuff from further away with these weapons.<br />
<br />
In addition to the stats mentioned above, ranged weapons also have the following:<br />
<br />
* '''Reload time''': This is the time it takes to resupply the weapon with the ammo it uses. This is often a large number compared to the fire rate, and so should be taken into consideration as such from a tactical perspective.<br />
* '''Clip size''': This is how much ammunition a weapon can contain at one time. Once all of the ammunition is depleted from the weapon, it must be reloaded.<br />
* '''Shots''': This is how many shots the weapon can fire in a single action. If a weapon fires more than one shot per action, it will indicated in the damage value with a 'xZ', where Z is the number of shots (e.g., a chaingun's damage appears as '(1d6)x4'). Any weapon which shoots multiple shots has protection applied to each shot individually.<br />
* '''Shot cost''': This is how much ammo a weapon uses per shot. This is very rarely anything larger than one.<br />
<br />
=== Standard ===<br />
* [[pistol]]<br />
* [[shotgun]]<br />
* [[combat shotgun]]<br />
* [[double shotgun]]<br />
* [[chaingun]]<br />
* [[rocket launcher]]<br />
* [[plasma rifle]]<br />
* {{exotic link|BFG 9000}}<br />
<br />
=== Assembled ===<br />
Assembled ranged weapons are listed by the weapon base that they use.<br />
<br />
==== Generic ====<br />
* {{assembly link|demolition ammo}}<br />
* {{assembly link|high power weapon}}<br />
* {{assembly link|nano-shrapnel}}<br />
* {{assembly link|nanomanufacture ammo}}<br />
* {{assembly link|plasmatic shrapnel}}<br />
<br />
==== Pistol ====<br />
* {{assembly link|energy pistol}}<br />
* {{assembly link|speedloader pistol}}<br />
* {{assembly link|storm bolter pistol}}<br />
<br />
==== Shotgun ====<br />
* {{assembly link|elephant gun}}<br />
<br />
==== Combat Shotgun ====<br />
* {{assembly link|tactical shotgun}}<br />
<br />
==== Double Shotgun ====<br />
* {{assembly link|focused double shotgun}}<br />
<br />
==== Chaingun ====<br />
* {{assembly link|assault cannon}}<br />
* {{assembly link|assault rifle}}<br />
* {{assembly link|gatling gun}}<br />
<br />
==== Rocket Launcher ====<br />
* {{assembly link|micro launcher}}<br />
* {{assembly link|tactical rocket launcher}}<br />
<br />
==== Plasma Rifle ====<br />
* {{assembly link|hyperblaster}}<br />
<br />
==== BFG 9000 ====<br />
* {{assembly link|biggest fucking gun}}<br />
* {{assembly link|VBFG9000}}<br />
<br />
=== Special ===<br />
Due to the vast number of special ranged weapons, they are further categorized by type.<br />
<br />
==== Special Pistol ====<br />
* {{exotic link|blaster}}<br />
* {{unique link|Anti-Freak Jackal}}<br />
* {{unique link|Grammaton Cleric Beretta}}<br />
* {{unique link|Trigun}}<br />
<br />
==== Special Shotgun ====<br />
* {{exotic link|assault shotgun}}<br />
* {{exotic link|plasma shotgun}}<br />
* {{exotic link|super shotgun}}<br />
* {{unique link|Jackhammer}}<br />
<br />
==== Special Rapid-Fire ====<br />
* {{exotic link|laser rifle}}<br />
* {{exotic link|minigun}}<br />
* {{exotic link|nuclear plasma rifle}}<br />
* {{unique link|BFG 10K}}<br />
<br />
==== Special Explosive ====<br />
* {{exotic link|missile launcher}}<br />
* {{exotic link|napalm launcher}}<br />
* {{exotic link|nuclear BFG 9000}}<br />
* {{exotic link|tristar blaster}}<br />
* {{unique link|Acid Spitter}}<br />
* {{unique link|Revenant's Launcher}}<br />
<br />
==== Special Miscellaneous ====<br />
* {{exotic link|combat translocator}}<br />
* {{unique link|Railgun}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Weapons
Weapons
2011-09-01T15:51:22Z
<p>Tehtmi: Link to new 994 weapon assemblies</p>
<hr />
<div>Weapons are the staple of just about any roguelike: DoomRL is no different. They are absolutely necessary to make any substantial progress in the game (save a [[Game Settings#Challenges|certain exception]]) and will be what a player will base their entire game around. If you want to know how to play this game, you need to learn its weapons.<br />
<br />
There are a number of statistical variables on weapons, but the most important ones are as follows:<br />
* '''Damage''': This is how much the weapon will hurt a target with HP, written in [[dice notation]].<br />
* '''[[Damage type]]''': This is how [[protection]] affects the weapon's damage. This is a hidden statistic, although it is often easily intuited what type of damage a weapon will deal (shotguns deal shrapnel damage, energy weapons deal plasma damage, etc).<br />
* '''Attack/Fire rate''': This determines how much time it takes to use the weapon. Time spent using a weapon (and, for that matter, any action) is always rounded to the nearest game turn, or one tenth of a game second. Typically, a weapon takes one second to use.<br />
* '''[[Accuracy]]''': This determines how likely you are to hit whatever you aim your weapon at. As a standard, a player with no modifiers to their accuracy has a 50% chance to hit their target from a point-blank range which will lower with an increased [[distance]] from the target.<br />
<br />
DoomRL contains an impressive number of weapons. Aside from the standard weapons from Doom itself, there are a number of others that are either improved versions or markedly unique in design.<br />
<br />
== Melee Weapons ==<br />
Rip and tear! Rip and tear your GUTS!<br />
<br />
=== Standard ===<br />
* [[fists]]<br />
* [[combat knife]]<br />
* {{exotic link|chainsaw}}<br />
<br />
=== Assembled ===<br />
* {{assembly link|chainsword}}<br />
* {{assembly link|double chainsaw}}<br />
* {{assembly link|piercing blade}}<br />
* {{assembly link|ripper}}<br />
<br />
=== Special ===<br />
* {{unique link|Butcher's Cleaver}}<br />
* {{unique link|Dragonslayer}}<br />
* {{artifact link|Azrael's Scythe}}<br />
* {{artifact link|Longinus Spear}}<br />
<br />
== Ranged Weapons ==<br />
Unlike melee weapons, you can shoot stuff from further away with these weapons.<br />
<br />
In addition to the stats mentioned above, ranged weapons also have the following:<br />
<br />
* '''Reload time''': This is the time it takes to resupply the weapon with the ammo it uses. This is often a large number compared to the fire rate, and so should be taken into consideration as such from a tactical perspective.<br />
* '''Clip size''': This is how much ammunition a weapon can contain at one time. Once all of the ammunition is depleted from the weapon, it must be reloaded.<br />
* '''Shots''': This is how many shots the weapon can fire in a single action. If a weapon fires more than one shot per action, it will indicated in the damage value with a 'xZ', where Z is the number of shots (e.g., a chaingun's damage appears as '(1d6)x4'). Any weapon which shoots multiple shots has protection applied to each shot individually.<br />
* '''Shot cost''': This is how much ammo a weapon uses per shot. This is very rarely anything larger than one.<br />
<br />
=== Standard ===<br />
* [[pistol]]<br />
* [[shotgun]]<br />
* [[combat shotgun]]<br />
* [[double shotgun]]<br />
* [[chaingun]]<br />
* [[rocket launcher]]<br />
* [[plasma rifle]]<br />
* {{exotic link|BFG 9000}}<br />
<br />
=== Assembled ===<br />
Assembled ranged weapons are listed by the weapon base that they use.<br />
<br />
==== Generic ====<br />
* {{assembly link|demolition ammo}}<br />
* {{assembly link|high power weapon}}<br />
( {{assembly link|nano-shrapnel}}<br />
* {{assembly link|nanomanufacture ammo}}<br />
* {{assembly link|plasmatic shrapnel}}<br />
<br />
==== Pistol ====<br />
* {{assembly link|energy pistol}}<br />
* {{assembly link|speedloader pistol}}<br />
* {{assembly link|storm bolter pistol}}<br />
<br />
==== Shotgun ====<br />
* {{assembly link|elephant gun}}<br />
<br />
==== Combat Shotgun ====<br />
* {{assembly link|tactical shotgun}}<br />
<br />
==== Double Shotgun ====<br />
* {{assembly link|focused double shotgun}}<br />
<br />
==== Chaingun ====<br />
* {{assembly link|assault cannon}}<br />
* {{assembly link|assault rifle}}<br />
* {{assembly link|gatling gun}}<br />
<br />
==== Rocket Launcher ====<br />
* {{assembly link|micro launcher}}<br />
* {{assembly link|tactical rocket launcher}}<br />
<br />
==== Plasma Rifle ====<br />
* {{assembly link|hyperblaster}}<br />
<br />
==== BFG 9000 ====<br />
* {{assembly link|biggest fucking gun}}<br />
* {{assembly link|VBFG9000}}<br />
<br />
=== Special ===<br />
Due to the vast number of special ranged weapons, they are further categorized by type.<br />
<br />
==== Special Pistol ====<br />
* {{exotic link|blaster}}<br />
* {{unique link|Anti-Freak Jackal}}<br />
* {{unique link|Grammaton Cleric Beretta}}<br />
* {{unique link|Trigun}}<br />
<br />
==== Special Shotgun ====<br />
* {{exotic link|assault shotgun}}<br />
* {{exotic link|plasma shotgun}}<br />
* {{exotic link|super shotgun}}<br />
* {{unique link|Jackhammer}}<br />
<br />
==== Special Rapid-Fire ====<br />
* {{exotic link|laser rifle}}<br />
* {{exotic link|minigun}}<br />
* {{exotic link|nuclear plasma rifle}}<br />
* {{unique link|BFG 10K}}<br />
<br />
==== Special Explosive ====<br />
* {{exotic link|missile launcher}}<br />
* {{exotic link|napalm launcher}}<br />
* {{exotic link|nuclear BFG 9000}}<br />
* {{exotic link|tristar blaster}}<br />
* {{unique link|Acid Spitter}}<br />
* {{unique link|Revenant's Launcher}}<br />
<br />
==== Special Miscellaneous ====<br />
* {{exotic link|combat translocator}}<br />
* {{unique link|Railgun}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Cerberus_armor
Cerberus armor
2011-09-01T15:50:04Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Cerberus armor| armor_prot=0| armor_resists=Original; 70% fire, 50% plasma, 70% acid| armor_health=100%| armor_move=-30%| armor_knockback..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Cerberus armor|<br />
armor_prot=0|<br />
armor_resists=Original; 70% fire, 50% plasma, 70% acid|<br />
armor_health=100%|<br />
armor_move=-30%|<br />
armor_knockback=-30%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Body Armor|armor]] + PPAT|<br />
armor_looks=<font color="cyan"><b>[</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Cerberus_boots
Cerberus boots
2011-09-01T15:48:42Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Cerberus boots| armor_prot=0| armor_resists=100% acid, 100% fire| armor_health=100%| armor_move=-30%| armor_knockback=-30%| armor_get=[[A..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Cerberus boots|<br />
armor_prot=0|<br />
armor_resists=100% acid, 100% fire|<br />
armor_health=100%|<br />
armor_move=-30%|<br />
armor_knockback=-30%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Boots|boots]] + PPAT|<br />
armor_looks=<font color="cyan"><b>;</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Nano-shrapnel
Nano-shrapnel
2011-09-01T15:46:53Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{ranged weapon| weapon_name=Nano-shrapnel| weapon_dmg=Original + 1 or Original + 2 (added to highest value), Original shotgun blast| weapon_dmg..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{ranged weapon|<br />
weapon_name=Nano-shrapnel|<br />
weapon_dmg=Original + 1 or Original + 2 (added to highest value), Original [[Shotguns|shotgun blast]]|<br />
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|<br />
weapon_avgdmg=Original|<br />
weapon_accuracy=Original|<br />
weapon_ftime=Original|<br />
weapon_rtime=Original|<br />
weapon_clip=Original|<br />
weapon_ammo=Original|<br />
weapon_afire=Original|<br />
weapon_areload=Original|<br />
weapon_get=[[Assemblies|Assembly]]: any shotgun + PPN|<br />
weapon_quote=N/A|<br />
weapon_looks=<font color="cyan"><b>}</b></font>|<br />
weapon_description=Assembly (same as original)|<br />
weapon_other=Unless the Nano Pack is added last, this assembly regenerates one ammo per action. The damage bonus depends on whether a power mod was added last. Beware: ammo regeneration prevents manual reloading including pumping which may be undesirable for some shotguns.<br />
<br />
'''Note:''' Adds "nano" to the front of weapon name (example: "shotgun" will become "nano shotgun")|<br />
weapon_source=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Fireshield
Fireshield
2011-09-01T15:45:22Z
<p>Tehtmi: name</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Fireshield|<br />
armor_prot=Original|<br />
armor_resists=Original; 95% fire|<br />
armor_health=Infinite|<br />
armor_move=-30%|<br />
armor_knockback=-30%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Body Armor|armor]] + ATO|<br />
armor_looks=<font color="cyan"><b>[</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=If the Onyx Armor Pack is applied last, then the durability won't be healed.}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Fireshield
Fireshield
2011-09-01T15:44:38Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Fireproof armor| armor_prot=Original| armor_resists=Original; 95% fire| armor_health=Infinite| armor_move=-30%| armor_knockback=-30%| arm..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Fireproof armor|<br />
armor_prot=Original|<br />
armor_resists=Original; 95% fire|<br />
armor_health=Infinite|<br />
armor_move=-30%|<br />
armor_knockback=-30%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Body Armor|armor]] + ATO|<br />
armor_looks=<font color="cyan"><b>[</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=If the Onyx Armor Pack is applied last, then the durability won't be healed.}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Environmental_boots
Environmental boots
2011-09-01T15:42:08Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Enviromental boots| armor_prot=Original| armor_resists=90% acid, 90% fire| armor_health=100%| armor_move=-20%| armor_knockback=-20%| armo..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Enviromental boots|<br />
armor_prot=Original|<br />
armor_resists=90% acid, 90% fire|<br />
armor_health=100%|<br />
armor_move=-20%|<br />
armor_knockback=-20%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Boots|boots]] + ATT|<br />
armor_looks=<font color="cyan"><b>;</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Lava_boots
Lava boots
2011-09-01T15:40:40Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Fireproof boots| armor_prot=Original| armor_resists=Original + 100% fire| armor_health=100%| armor_move=-30%| armor_knockback=-30%| armor..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Fireproof boots|<br />
armor_prot=Original|<br />
armor_resists=Original + 100% fire|<br />
armor_health=100%|<br />
armor_move=-30%|<br />
armor_knockback=-30%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Boots|boots]] + TO|<br />
armor_looks=<font color="cyan"><b>;</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Ballistic_armor
Ballistic armor
2011-09-01T15:39:18Z
<p>Tehtmi: recipe (yay copypasta)</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Ballistic armor|<br />
armor_prot=Original|<br />
armor_resists=Original + 30% bullet, 30% shrapnel; 0% melee, 0% fire, 0% plasma|<br />
armor_health=100%|<br />
armor_move=Original|<br />
armor_knockback=-20%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Body Armor|armor]] + AT|<br />
armor_looks=<font color="cyan"><b>[</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Ballistic_armor
Ballistic armor
2011-09-01T15:38:50Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Ballistic armor| armor_prot=Original| armor_resists=Original + 30% bullet, 30% shrapnel; 0% melee, 0% fire, 0% plasma| armor_health=100%|..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Ballistic armor|<br />
armor_prot=Original|<br />
armor_resists=Original + 30% bullet, 30% shrapnel; 0% melee, 0% fire, 0% plasma|<br />
armor_health=100%|<br />
armor_move=Original|<br />
armor_knockback=-20%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Body Armor|armor]] + BT|<br />
armor_looks=<font color="cyan"><b>[</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Fireproof_boots
Fireproof boots
2011-09-01T15:33:52Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Fireproof boots| armor_prot=Original| armor_resists=Original + 30% fire| armor_health=100%| armor_move=Original| armor_knockback=-20%| ar..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Fireproof boots|<br />
armor_prot=Original|<br />
armor_resists=Original + 30% fire|<br />
armor_health=100%|<br />
armor_move=Original|<br />
armor_knockback=-20%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Boots|boots]] + BT|<br />
armor_looks=<font color="cyan"><b>;</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Fireproof_armor
Fireproof armor
2011-09-01T15:32:12Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Fireproof armor| armor_prot=Original| armor_resists=Original + 30% fire| armor_health=100%| armor_move=Original| armor_knockback=-20%| ar..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Fireproof armor|<br />
armor_prot=Original|<br />
armor_resists=Original + 30% fire|<br />
armor_health=100%|<br />
armor_move=Original|<br />
armor_knockback=-20%|<br />
armor_get=[[Assemblies|Assembly]]: any [[Armor#Body Armor|armor]] + BT|<br />
armor_looks=<font color="cyan"><b>[</b></font>|<br />
armor_description=Assembly (same as original)|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Piercing_blade
Piercing blade
2011-09-01T15:29:50Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{melee weapon| weapon_name=Chainsword| weapon_dmg=Original or Original + 1 die| weapon_avgdmg=varies| weapon_dmgtype=Piercing| weap..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{melee weapon|<br />
weapon_name=Chainsword|<br />
weapon_dmg=Original or Original + 1 die|<br />
weapon_avgdmg=varies|<br />
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|<br />
weapon_accuracy=Original|<br />
weapon_afire=Original|<br />
weapon_get=[[Assemblies|Assembly]]: melee weapon + AP|<br />
weapon_quote=N/A|<br />
weapon_looks=<font color="cyan"><b>\</b></font>|<br />
weapon_description=Assembly (same as original equipment)|<br />
weapon_other=Depending on whether the agility or power mod was added last, either the damage or fire time will be enhanced.|}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Assemblies
Assemblies
2011-09-01T15:27:09Z
<p>Tehtmi: 994 other new assemblies</p>
<hr />
<div>Added in 0.9.9.2, assemblies are the finished product of combining [[Weapons|standard]] or [[Specials|exotic]] equipment with a particular set of [[Items#Modification Packs|mod packs]]. Some assemblies can only be made with a particular piece of equipment, while others can take a variety of different weapons, armors, or boots. There are three types of assemblies: basic, advanced and master.<br />
<br />
You may choose not to assemble when prompted. If you do so, you will instead have a normal modified piece of equipment that can be modified further (if your [[Traits#Whizkid|Whizkid]] level allows it). The latter is particularly useful to remember if you're trying to figure out basic assembly combinations or when trying to assemble a higher rank assembly the recipe for which partially matches a lower rank assembly recipe (for example, the power armor and the nanofiber skin armor).<br />
<br />
The schematics are listed in the order in which they appear on the in-game assembly screen, listing their name, base equipment and the required mods.<br />
<br />
<br />
<br />
Mod types in the tables below are:<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
! scope="col" width="75" align="left"| Mod type <br />
! scope="col" width="50" align="left"| Shorthand<br />
|-<br />
| scope="row" | [[power mod pack|Power]] || P<br />
|-<br />
| scope="row" | [[agility mod pack|Agility]] || A<br />
|-<br />
| scope="row" | [[bulk mod pack|Bulk]] || B<br />
|-<br />
| scope="row" | [[technical mod pack|Technical]] || T<br />
|-<br />
| scope="row" | [[firestorm weapon pack|Firestorm]] || F<br />
|-<br />
| scope="row" | [[sniper weapon pack|Sniper]] || S<br />
|-<br />
| scope="row" | [[Onyx Armor Pack|Onyx]] || O<br />
|-<br />
| scope="row" | [[Nano Pack|Nano]] || N<br />
|}<br />
<br />
<br />
<br />
* '''Basic''' assemblies require two mod packs and can be built at any point in the game. Current list of basic assemblies:<br />
{| class="wikitable" cellpadding="2"<br />
! scope="col" width="200" align="left"| Assembly <br />
! scope="col" width="175" align="left"| Base <br />
! scope="col" width="100" align="left"| Mods<br />
|-<br />
| '''{{assembly link|chainsword}}''' || [[combat knife]] || '''PB'''<br />
|-<br />
| '''{{assembly link|piercing blade}}'''<sup>*</sup> || any melee weapon || '''AP'''<br />
|-<br />
| '''{{assembly link|speedloader pistol}}'''<sup>*</sup> || [[pistol]] || '''AT'''<br />
|-<br />
| '''{{assembly link|elephant gun}}''' || [[shotgun]] || '''PP'''<br />
|-<br />
| '''{{assembly link|gatling gun}}''' || [[chaingun]] || '''BB'''<br />
|-<br />
| '''{{assembly link|micro launcher}}''' || [[rocket launcher]] || '''TT'''<br />
|-<br />
| '''{{assembly link|tactical armor}}''' || [[green armor]] || '''AA'''<br />
|-<br />
| '''{{assembly link|tactical boots}}''' || [[steel boots]] || '''AA'''<br />
|-<br />
| '''{{assembly link|nanofiber armor}}''' || any [[Armor#Body Armor|armor]] || '''PP'''<br />
|-<br />
| '''{{assembly link|high power weapon}}'''<sup>*</sup> || any [[Weapons#Ranged Weapons|not shotgun, clip > 5]] || '''PB'''<br />
|-<br />
| '''{{assembly link|power armor}}''' || [[red armor]] || '''PN'''<br />
|-<br />
| '''{{assembly link|tactical shotgun}}''' || [[combat shotgun]] || '''PT'''<br />
|-<br />
| '''{{assembly link|plate armor}}''' || [[red armor]] || '''PO'''<br />
|-<br />
| '''{{assembly link|fireproof armor}}''' || any [[Armor#Body Armor|armor]] || '''BT'''<br />
|-<br />
| '''{{assembly link|fireproof boots}}''' || any [[Armor#Foot Armor (Boots)|boots]] || '''BT'''<br />
|-<br />
| '''{{assembly link|ballistic armor}}''' || any [[Armor#Body Armor|armor]] || '''AT'''<br />
|-<br />
| '''{{assembly link|plasmatic shrapnel}}'''<sup>*</sup> || any [[Weapons#Ranged Weapons|shotgun]] || '''PN'''<br />
|-<br />
| '''{{assembly link|grappling boots}}''' || any [[Armor#Foot Armor (Boots)|boots]] || '''TT'''<br />
|-<br />
| '''{{assembly link|lava boots}}''' || any [[Armor#Foot Armor (Boots)|boots]] || '''TO'''<br />
|}<br />
<br />
<br />
* '''Advanced''' assemblies require three mod packs and require the first level of [[Traits#Whizkid|Whizkid]] to be built. Current list of advanced assemblies:<br />
{| class="wikitable" cellpadding="2"<br />
! scope="col" width="200" align="left"| Assembly <br />
! scope="col" width="175" align="left"| Base <br />
! scope="col" width="100" align="left"| Mods<br />
|-<br />
| '''{{assembly link|double chainsaw}}''' || [[chainsaw]] || '''PPB'''<br />
|-<br />
| '''{{assembly link|tactical rocket launcher}}''' || [[rocket launcher]] || '''BBB'''<br />
|-<br />
| '''{{assembly link|storm bolter pistol}}''' || [[pistol]] || '''TBF'''<br />
|-<br />
| '''{{assembly link|assault rifle}}''' || [[chaingun]] || '''AAA'''<br />
|-<br />
| '''{{assembly link|energy pistol}}'''<sup>*</sup> || [[pistol]] || '''PPS'''<br />
|-<br />
| '''{{assembly link|assault cannon}}''' || [[chaingun]] || '''BBF'''<br />
|-<br />
| '''{{assembly link|VBFG9000}}''' || [[BFG 9000]] || '''PPN'''<br />
|-<br />
| '''{{assembly link|enviromental boots}}''' || any [[Items#Foot Armor (Boots)|boots]] || '''ATT'''<br />
|-<br />
| '''{{assembly link|fireshield}}''' || any [[Armor#Body Armor|armor]] || '''TAO'''<br />
|-<br />
| '''{{assembly link|nanofiber skin armor}}''' || any [[Armor#Body Armor|armor]] || '''PPN'''<br />
|-<br />
| '''{{assembly link|gravity boots}}''' || any [[Items#Foot Armor (Boots)|boots]] || '''AAN'''<br />
|-<br />
| '''{{assembly link|nano-shrapnel}}''' || any [[Weapons#Ranged Weapons|shotgun]] || '''PPN'''<br />
|-<br />
| '''{{assembly link|hyperblaster}}''' || [[plasma rifle]] || '''ATT'''<br />
|-<br />
| '''{{assembly link|focused double shotgun}}''' || [[double shotgun]] || '''PAT'''<br />
|}<br />
<br />
<br />
* '''Master''' assemblies require four mod packs and require both levels of [[Traits#Whizkid|Whizkid]] to be built. Current list of master assemblies:<br />
{| class="wikitable" cellpadding="2"<br />
! scope="col" width="200" align="left"| Assembly <br />
! scope="col" width="175" align="left"| Base <br />
! scope="col" width="100" align="left"| Mods<br />
|-<br />
| '''{{assembly link|nanomanufacture ammo}}'''<sup>*</sup> || any [[Weapons#Ranged Weapons|ranged, not shotgun]] || '''BBBN'''<br />
|-<br />
| '''{{assembly link|demolition ammo}}'''<sup>*</sup> || any [[Weapons#Ranged Weapons|10mm]] || '''TTTN'''<br />
|-<br />
| '''{{assembly link|cybernano armor}}''' || any [[Armor#Body Armor|armor]] || '''PPON'''<br />
|-<br />
| '''{{assembly link|biggest fucking gun}}'''<sup>*</sup> || [[BFG 9000]] || '''PFSN'''<br />
|-<br />
| '''{{assembly link|ripper}}''' || [[chainsaw]] || '''TPBN'''<br />
|-<br />
| '''{{assembly link|cerberus boots}}''' || any [[Items#Foot Armor (Boots)|boots]] || '''PPTA'''<br />
|-<br />
| '''{{assembly link|cerberus armor}}''' || any [[Armor#Body Armor|armor]] || '''PPTA'''<br />
|}<br />
<br />
<br />
<sup>*</sup> The order in which the mods are applied sometimes matters; In some cases the bonus from the last mod you applied is not added to the resulting assembly. This means, for example, that the high power weapon assembly can be made in two flavors, one with larger magazine (if you added the bulk mod first) and one with better damage (if you added the power mod first).</div>
Tehtmi
https://drl.chaosforge.org/wiki/Assemblies
Assemblies
2011-09-01T15:21:07Z
<p>Tehtmi: 994 basic assembly update</p>
<hr />
<div>Added in 0.9.9.2, assemblies are the finished product of combining [[Weapons|standard]] or [[Specials|exotic]] equipment with a particular set of [[Items#Modification Packs|mod packs]]. Some assemblies can only be made with a particular piece of equipment, while others can take a variety of different weapons, armors, or boots. There are three types of assemblies: basic, advanced and master.<br />
<br />
You may choose not to assemble when prompted. If you do so, you will instead have a normal modified piece of equipment that can be modified further (if your [[Traits#Whizkid|Whizkid]] level allows it). The latter is particularly useful to remember if you're trying to figure out basic assembly combinations or when trying to assemble a higher rank assembly the recipe for which partially matches a lower rank assembly recipe (for example, the power armor and the nanofiber skin armor).<br />
<br />
The schematics are listed in the order in which they appear on the in-game assembly screen, listing their name, base equipment and the required mods.<br />
<br />
<br />
<br />
Mod types in the tables below are:<br />
{| class="wikitable" cellpadding="2"<br />
|-<br />
! scope="col" width="75" align="left"| Mod type <br />
! scope="col" width="50" align="left"| Shorthand<br />
|-<br />
| scope="row" | [[power mod pack|Power]] || P<br />
|-<br />
| scope="row" | [[agility mod pack|Agility]] || A<br />
|-<br />
| scope="row" | [[bulk mod pack|Bulk]] || B<br />
|-<br />
| scope="row" | [[technical mod pack|Technical]] || T<br />
|-<br />
| scope="row" | [[firestorm weapon pack|Firestorm]] || F<br />
|-<br />
| scope="row" | [[sniper weapon pack|Sniper]] || S<br />
|-<br />
| scope="row" | [[Onyx Armor Pack|Onyx]] || O<br />
|-<br />
| scope="row" | [[Nano Pack|Nano]] || N<br />
|}<br />
<br />
<br />
<br />
* '''Basic''' assemblies require two mod packs and can be built at any point in the game. Current list of basic assemblies:<br />
{| class="wikitable" cellpadding="2"<br />
! scope="col" width="200" align="left"| Assembly <br />
! scope="col" width="175" align="left"| Base <br />
! scope="col" width="100" align="left"| Mods<br />
|-<br />
| '''{{assembly link|chainsword}}''' || [[combat knife]] || '''PB'''<br />
|-<br />
| '''{{assembly link|piercing blade}}'''<sup>*</sup> || any melee weapon || '''AP'''<br />
|-<br />
| '''{{assembly link|speedloader pistol}}'''<sup>*</sup> || [[pistol]] || '''AT'''<br />
|-<br />
| '''{{assembly link|elephant gun}}''' || [[shotgun]] || '''PP'''<br />
|-<br />
| '''{{assembly link|gatling gun}}''' || [[chaingun]] || '''BB'''<br />
|-<br />
| '''{{assembly link|micro launcher}}''' || [[rocket launcher]] || '''TT'''<br />
|-<br />
| '''{{assembly link|tactical armor}}''' || [[green armor]] || '''AA'''<br />
|-<br />
| '''{{assembly link|tactical boots}}''' || [[steel boots]] || '''AA'''<br />
|-<br />
| '''{{assembly link|nanofiber armor}}''' || any [[Armor#Body Armor|armor]] || '''PP'''<br />
|-<br />
| '''{{assembly link|high power weapon}}'''<sup>*</sup> || any [[Weapons#Ranged Weapons|not shotgun, clip > 5]] || '''PB'''<br />
|-<br />
| '''{{assembly link|power armor}}''' || [[red armor]] || '''PN'''<br />
|-<br />
| '''{{assembly link|tactical shotgun}}''' || [[combat shotgun]] || '''PT'''<br />
|-<br />
| '''{{assembly link|plate armor}}''' || [[red armor]] || '''PO'''<br />
|-<br />
| '''{{assembly link|fireproof armor}}''' || any [[Armor#Body Armor|armor]] || '''BT'''<br />
|-<br />
| '''{{assembly link|fireproof boots}}''' || any [[Armor#Foot Armor (Boots)|boots]] || '''BT'''<br />
|-<br />
| '''{{assembly link|ballistic armor}}''' || any [[Armor#Body Armor|armor]] || '''AT'''<br />
|-<br />
| '''{{assembly link|plasmatic shrapnel}}'''<sup>*</sup> || any [[Weapons#Ranged Weapons|shotgun]] || '''PN'''<br />
|-<br />
| '''{{assembly link|grappling boots}}''' || any [[Armor#Foot Armor (Boots)|boots]] || '''TT'''<br />
|}<br />
<br />
<br />
* '''Advanced''' assemblies require three mod packs and require the first level of [[Traits#Whizkid|Whizkid]] to be built. Current list of advanced assemblies:<br />
{| class="wikitable" cellpadding="2"<br />
! scope="col" width="200" align="left"| Assembly <br />
! scope="col" width="175" align="left"| Base <br />
! scope="col" width="100" align="left"| Mods<br />
|-<br />
| '''{{assembly link|double chainsaw}}''' || [[chainsaw]] || '''PPB'''<br />
|-<br />
| '''{{assembly link|tactical rocket launcher}}''' || [[rocket launcher]] || '''BBB'''<br />
|-<br />
| '''{{assembly link|storm bolter pistol}}''' || [[pistol]] || '''TBF'''<br />
|-<br />
| '''{{assembly link|assault rifle}}''' || [[chaingun]] || '''AAA'''<br />
|-<br />
| '''{{assembly link|energy pistol}}'''<sup>*</sup> || [[pistol]] || '''PPS'''<br />
|-<br />
| '''{{assembly link|assault cannon}}''' || [[chaingun]] || '''BBF'''<br />
|-<br />
| '''{{assembly link|VBFG9000}}''' || [[BFG 9000]] || '''PPN'''<br />
|-<br />
| '''{{assembly link|nanofiber skin armor}}''' || any [[Armor#Body Armor|armor]] || '''PPN'''<br />
|-<br />
| '''{{assembly link|gravity boots}}''' || any [[Items#Foot Armor (Boots)|boots]] || '''AAN'''<br />
|-<br />
| '''{{assembly link|plasmatic shrapnel}}''' || any [[Weapons#Ranged Weapons|shotgun]] || '''PPN'''<br />
|-<br />
| '''{{assembly link|hyperblaster}}''' || [[plasma rifle]] || '''ATT'''<br />
|-<br />
| '''{{assembly link|focused double shotgun}}''' || [[double shotgun]] || '''PAT'''<br />
|}<br />
<br />
<br />
* '''Master''' assemblies require four mod packs and require both levels of [[Traits#Whizkid|Whizkid]] to be built. Current list of master assemblies:<br />
{| class="wikitable" cellpadding="2"<br />
! scope="col" width="200" align="left"| Assembly <br />
! scope="col" width="175" align="left"| Base <br />
! scope="col" width="100" align="left"| Mods<br />
|-<br />
| '''{{assembly link|nanomanufacture ammo}}'''<sup>*</sup> || any [[Weapons#Ranged Weapons|ranged, not shotgun]] || '''BBBN'''<br />
|-<br />
| '''{{assembly link|demolition ammo}}'''<sup>*</sup> || any [[Weapons#Ranged Weapons|10mm]] || '''TTTN'''<br />
|-<br />
| '''{{assembly link|cybernano armor}}''' || any [[Armor#Body Armor|armor]] || '''PPON'''<br />
|-<br />
| '''{{assembly link|biggest fucking gun}}'''<sup>*</sup> || [[BFG 9000]] || '''PFSN'''<br />
|-<br />
| '''{{assembly link|ripper}}''' || [[chainsaw]] || '''TPBN'''<br />
|}<br />
<br />
<br />
<sup>*</sup> The order in which the mods are applied sometimes matters; In some cases the bonus from the last mod you applied is not added to the resulting assembly. This means, for example, that the high power weapon assembly can be made in two flavors, one with larger magazine (if you added the bulk mod first) and one with better damage (if you added the power mod first).</div>
Tehtmi
https://drl.chaosforge.org/wiki/Shielded_Armor
Shielded Armor
2011-09-01T15:14:42Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Shielded Armor| armor_prot=2| armor_resists=90% melee, 90% bullet, 90% shrapnel| armor_health=100%| armor_move=-25%| armor_knockback=-50%..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Shielded Armor|<br />
armor_prot=2|<br />
armor_resists=90% melee, 90% bullet, 90% shrapnel|<br />
armor_health=100%|<br />
armor_move=-25%|<br />
armor_knockback=-50%|<br />
armor_get=Random (10+)|<br />
armor_looks=<font color="lime"><b>[</b></font>|<br />
armor_description=''While it is massive, you no longer fear the little ones!''|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Enviroboots
Enviroboots
2011-09-01T15:12:54Z
<p>Tehtmi: appearance</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Enviroboots|<br />
armor_prot=0|<br />
armor_resists=100% acid, 100% fire|<br />
armor_health=100%|<br />
armor_move=-25%|<br />
armor_knockback=-50%|<br />
armor_get=Random (10+)|<br />
armor_looks=<font color="lime"><b>;</b></font>|<br />
armor_description=''I fear lava nor acid no more!''|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Enviroboots
Enviroboots
2011-09-01T15:12:33Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Enviroboots| armor_prot=0| armor_resists=100% acid, 100% fire| armor_health=100%| armor_move=-25%| armor_knockback=-50%| armor_get=Random..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Enviroboots|<br />
armor_prot=0|<br />
armor_resists=100% acid, 100% fire|<br />
armor_health=100%|<br />
armor_move=-25%|<br />
armor_knockback=-50%|<br />
armor_get=Random (10+)|<br />
armor_looks=<font color="fuchsia"><b>[</b></font>|<br />
armor_description=''I fear lava nor acid no more!''|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Acid-proof_boots
Acid-proof boots
2011-09-01T15:11:18Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Acid-proof boots| armor_prot=0| armor_resists=100% acid| armor_health=100%| armor_move=+0%| armor_knockback=+0%| armor_get=Random (8+)| a..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Acid-proof boots|<br />
armor_prot=0|<br />
armor_resists=100% acid|<br />
armor_health=100%|<br />
armor_move=+0%|<br />
armor_knockback=+0%|<br />
armor_get=Random (8+)|<br />
armor_looks=<font color="fuchsia"><b>;</b></font>|<br />
armor_description=''The best thing to carry for an acid-bath.''|<br />
armor_other=N/A}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Ballistic_shield
Ballistic shield
2011-09-01T15:09:56Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Ballistic shield| armor_prot=0| armor_resists=95% melee, 95% bullet, 95% shrapnel| armor_health=100%| armor_move=+0%| armor_knockback=+0%..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Ballistic shield|<br />
armor_prot=0|<br />
armor_resists=95% melee, 95% bullet, 95% shrapnel|<br />
armor_health=100%|<br />
armor_move=+0%|<br />
armor_knockback=+0%|<br />
armor_get=Random (6+)|<br />
armor_looks=<font color="fuchsia"><b>[</b></font>|<br />
armor_description=''Under some circumstances, this is the best thing... too bad it can't be repaired.''|<br />
armor_other=This armor cannot be repaired or modded.}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Energy_shield
Energy shield
2011-09-01T15:08:45Z
<p>Tehtmi: Created page with "{{infostrat switch}} {{Armor| armor_name=Energy shield| armor_prot=0| armor_resists=80% fire, 80% plasma, 80% acid| armor_health=100%| armor_move=+0%| armor_knockback=+0%| armor_..."</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Energy shield|<br />
armor_prot=0|<br />
armor_resists=80% fire, 80% plasma, 80% acid|<br />
armor_health=100%|<br />
armor_move=+0%|<br />
armor_knockback=+0%|<br />
armor_get=Random (8+)|<br />
armor_looks=<font color="fuchsia"><b>[</b></font>|<br />
armor_description=''Under some circumstances, this is the best thing... too bad it can't be repaired.''|<br />
armor_other=This armor cannot be repaired or modded.}}</div>
Tehtmi
https://drl.chaosforge.org/wiki/Plasma_shield
Plasma shield
2011-09-01T15:07:16Z
<p>Tehtmi: level</p>
<hr />
<div>{{infostrat switch}}<br />
{{Armor|<br />
armor_name=Plasma shield|<br />
armor_prot=0|<br />
armor_resists=95% plasma|<br />
armor_health=100%|<br />
armor_move=+0%|<br />
armor_knockback=+0%|<br />
armor_get=Random (10+)|<br />
armor_looks=<font color="fuchsia"><b>[</b></font>|<br />
armor_description=''Under some circumstances, this is the best thing... too bad it can't be repaired.''|<br />
armor_other=This armor cannot be repaired or modded.}}</div>
Tehtmi