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  • 04:05, 15 July 2011 (diff | hist) . . (+5,966). . N Room Generation(Created page with "__NOTOC__ {{Technical}} On levels that generate rooms (normal type, city type, single monster type), certain rooms can have special properties. These levels generate 7d2-7 speci...")
  • 04:03, 15 July 2011 (diff | hist) . . (+50). . m Level type(changed links a bit)
  • 04:00, 15 July 2011 (diff | hist) . . (+15). . Level type
  • 04:00, 15 July 2011 (diff | hist) . . (+27,836). . N Level type(Created page with "__NOTOC__ For the standard, randomly-generated, level, there is a certain level type associated with it. For dlevel < 3, the level type is always normal. For dlevel < 6, the le...")
  • 02:49, 15 July 2011 (diff | hist) . . (-1). . Damage type
  • 02:49, 15 July 2011 (diff | hist) . . (+11). . Damage type(removed table of contents)
  • 02:36, 15 July 2011 (diff | hist) . . (+2,043). . N Dodging(Created page with "Monsters have a chance of targeting your previous position instead of your current one. The chance of an enemy firing wrong in this way is computed as follows: (initial chance) ...")
  • 02:34, 15 July 2011 (diff | hist) . . (+60). . Knockback(BFG addition)
  • 02:33, 15 July 2011 (diff | hist) . . (+2,237). . N Explosion(Created page with "Many attacks create explosions which cause damage in a radius around the point of impact. {| style="rules: cols; border: 2px solid darkr...")
  • 02:31, 15 July 2011 (diff | hist) . . (+1,001). . N Corpse(Created page with "Gibbing a monster stops it from leaving a corpse. This can be useful if arch-viles are present (or on Nightmare! difficulty). To gib a monster you must kill it by dealing a larg...")
  • 02:29, 15 July 2011 (diff | hist) . . (-16). . Mechanics
  • 02:28, 15 July 2011 (diff | hist) . . (+1,219). . N Distance(Created page with "{{Technical}} {| style="rules: cols; border: 2px solid darkred; border-spacing: 0; float: right; font-size: 100%; margin: 0.25em 0.5em; text-align: right" |style="background: da...")
  • 02:02, 15 July 2011 (diff | hist) . . (+298). . Armor(added assemblies)
  • 01:57, 15 July 2011 (diff | hist) . . (+3,688). . N Accuracy(Created page with "Almost every attack, against the player or against the minions of Hell, has a chance of missing its target. {| style="rules: cols; border: 2px solid darkred; border-spacing: 0; ...")
  • 01:56, 15 July 2011 (diff | hist) . . (0). . Mechanics
  • 01:55, 15 July 2011 (diff | hist) . . (+1,357). . N Damage type(Created page with "Every damage source has a damage type associated with it. There are five types of damage: physical, shrapnel, fire, plasma, and acid. Each is, of course, different from the other...")
  • 01:41, 15 July 2011 (diff | hist) . . (0). . m Dice notation(moved Dice Notation to Dice notation: No full capitalization)
  • 01:35, 15 July 2011 (diff | hist) . . (+6,279). . N AI(Created page with "{{Technical}} Most of the enemies in the game use the same AI with only small variations. The exceptions are melee-only enemies (which have lua AI since 0.9.9.3). The following ...")
  • 01:33, 15 July 2011 (diff | hist) . . (+5,993). . N Time(Created page with "Time in Doom RL is measured in seconds (abbreviated s). Most actions take about 1.0s. Some durations are not measured in time, but rather in number of player actions regardless ...")
  • 01:31, 15 July 2011 (diff | hist) . . (+2,141). . N Dice notation(Created page with "Dice notation is what Doom RL uses to describe how it calculates random values. In the game this is used exclusively for weapon damage. On this wiki, dice notation is often used ...")

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