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  • level_dlvl=replaces 1|
    1 KB (224 words) - 15:32, 27 July 2013
  • ...ave a Durability stat that is subject to damage taken. Durability drops by 1 for each 1HP of damage the player takes, after the armor's/boots' resistanc ... at least 1 (e.g. green armor), the reduced protection would stay at least 1. Damaged items are displayed in yellow text.
    5 KB (816 words) - 05:41, 9 October 2015
  • ...link|Acid Spitter}}''' || '''{{unique link|BFG 10K}}'''<sup>1</sup> | '''{{unique link|Railgun}}'''<sup>1</sup> || '''{{unique link|Malek's Armor}}'''
    6 KB (706 words) - 16:07, 12 May 2013
  • |style="text-align: right; vertical-align:top"|1-10% ...er's health is greater than 100% of the maximum, then the player will lose 1 health every 5.0 seconds (of game time). The health decay threshold is incr
    4 KB (544 words) - 17:18, 20 July 2012
  • ...y. No matter how high protection is, it will never reduce the damage below 1. ...ary). Like damage, the durability lost in this way cannot be reduced below 1. Acid damage doubles the amount of durability lost (after the reduction).
    2 KB (314 words) - 02:39, 28 November 2011
  • weapon_dmg=1d3/1-3|
    768 B (131 words) - 04:47, 14 August 2012
  • ...%29 independent] samples from the uniform distribution on the numbers from 1 to Y. The average of XdY is X&times;(Y+1)/2. (Note that, while this is a decent approximation for weapon damage, it
    3 KB (482 words) - 22:18, 11 February 2013
  • ...in Doom RL is measured in seconds (abbreviated s). Most actions take about 1.0s. '''Movement:''' 1.0s
    6 KB (1,000 words) - 04:58, 2 May 2017
  • |1/4 |1/4
    7 KB (1,044 words) - 12:28, 28 January 2017
  • * For ranged attacks, the accuracy decreases by 1 for every three units of [[distance]] from the target. This works out to - ** I'm Too Young To Die: -1
    4 KB (472 words) - 02:59, 9 October 2013
  • Sight is measured the same, but with a +1 radius. Sight radius has been dropped by -1 in order to balance the glow/rendered light of the graphical tiles.
    1 KB (153 words) - 17:12, 20 July 2012
  • ...ies]] (which excludes the [[Arch-vile|arch-vile's]] "bloody corpse"), have 1 HP, and as much armor as the corresponding enemy. Corpses don't block bulle ...The chance of passing the per-corpse checks starts at 10% and increases by 1% for every 100.0s spent on the level.
    4 KB (584 words) - 18:23, 28 June 2023
  • ...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]]. ... 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 -
    2 KB (273 words) - 20:11, 29 June 2023
  • | scope="row" | [[rocket launcher]]<sup>1(4)</sup> | scope="row" | fireball<sup>1(1)</sup> ([[Imp]])
    2 KB (361 words) - 18:35, 20 December 2013
  • ...he level type is 7/12 normal, 2/12 small rooms, 1/12 warehouse, 1/12 city, 1/12 caves. ...e is 2/11 normal, 2/11 small rooms, 2/11 warehouse, 2/11 city, 2/11 caves, 1/11 maze.
    27 KB (3,198 words) - 16:49, 15 November 2019
  • ...acement of that particular special room will be skipped. There can only be 1 special feature per room. |3-40<sup>1</sup>
    6 KB (942 words) - 04:25, 15 July 2011
  • ...ndom directions (including diagonals) or don't move, each with probability 1/9. Repeat this n times (so that at most n fluid tiles have been placed). If |1d3-1
    11 KB (1,262 words) - 08:31, 6 March 2012
  • |1 |1
    7 KB (759 words) - 19:53, 1 July 2013
  • ...onstructing a Map|Constructing a Map]], we used the starting coordinate (1,1) for the '''Level.place_tile()''' method, rather than (2,2). This is becaus Level.result(1) --sets up first wave
    21 KB (3,028 words) - 17:09, 8 April 2012
  • |1 |1
    7 KB (916 words) - 07:07, 15 November 2017
  • ...level event. The chance of rolling for a level event is min((dlevel / 2) - 1, 19) out of 100. (It is possible to roll for no event even if this check su ... on Ultra-Violence and Nightmare! and if dlevel is at least 21, there is a 1/5 chance for the flood rate to be set to a ridiculous 2.5s per column.
    2 KB (381 words) - 10:15, 10 August 2023
  • |9 (Deimos 1) |17 (Hell 1)
    14 KB (1,876 words) - 07:25, 23 June 2023
  • |style="text-align: right; padding: 0 2ex 0 0"|Unlocks || Juggler (1 rank), Whizkid (2 ranks) |style="text-align: right; padding: 0 2ex 0 0"|Effect 1 || Movement time is reduced by 15% per rank.
    22 KB (2,770 words) - 09:46, 24 December 2018
  • 1 : Combat Knife
    2 KB (379 words) - 23:01, 16 July 2011
  • 1. thelaptop
    3 KB (395 words) - 23:03, 16 July 2011
  • @dHealth@r: 100%@d Exp:@l 1@d/@l0%@l Weapon: @lpistol (2d4) [6/6] your armor's health. 100% means it's undamaged, 1% is almost destroyed. The
    11 KB (1,941 words) - 22:59, 16 July 2011
  • ...="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|-1 ...e="text-align: center; border: solid darkred; border-width: 1px 1px 0 1px"|1.4
    14 KB (1,968 words) - 16:47, 29 July 2023
  • |rowspan="1"|'''Human''' |rowspan="1"|'''Former Human'''
    5 KB (624 words) - 14:46, 25 March 2013
  • |Turns are 1 player action, no matter how little in-game or real-time time that action t
    20 KB (3,093 words) - 01:31, 26 August 2023
  • weapon_accuracy=+1|
    844 B (129 words) - 04:48, 14 August 2012
  • weapon_get=Random (1+)|
    773 B (118 words) - 07:20, 23 June 2023
  • weapon_ftime=1.0 second| weapon_rtime=1.0 second|
    689 B (98 words) - 03:07, 14 August 2012
  • ... 2-12 = 7 avg: [[damage type#plasma|plasma damage]], [[explosions|radius]] 1|
    654 B (92 words) - 16:03, 1 September 2011
  • weapon_ftime=1.0 second| weapon_rtime=1.5 seconds|
    833 B (124 words) - 17:19, 23 July 2023
  • |1
    2 KB (174 words) - 10:24, 18 June 2013
  • weapon_dmg=5d3/5-15, [[explosions|radius]] 1| weapon_ftime=1.0 second|
    934 B (138 words) - 08:13, 19 January 2020
  • weapon_rtime=1.0 second| weapon_other=The blaster regenerates 1 ammo on each of the wielder's actions after 2 actions of ceasing fire(for a
    777 B (113 words) - 13:54, 16 August 2012
  • weapon_accuracy=single: +5; semi-auto: +3; full-auto: +1| weapon_ftime=1.0 second|
    942 B (124 words) - 02:54, 14 August 2012
  • weapon_accuracy=+1| weapon_ftime=1.2 seconds|
    640 B (89 words) - 09:34, 5 May 2013
  • weapon_ftime=1.0 second| weapon_rtime=1.4 seconds|
    979 B (139 words) - 04:25, 24 March 2013
  • weapon_rtime=1.2 seconds| weapon_clip=1|
    711 B (100 words) - 03:54, 14 August 2012
  • weapon_ftime=1.5 seconds| ... level in one click for free. The nuclear BFG 9000 automatically recharges 1 ammo on each of the wielder's actions. It cannot be otherwise reloaded or u
    1 KB (168 words) - 04:58, 8 March 2018
  • ..._other=Regenerates your health by 1 HP to a maximum of 25%, at the cost of 1% durability per HP. When the armor's durability is 20% or below, the health
    549 B (81 words) - 14:29, 1 September 2011
  • ...rability (rounded up). The armor stops regenerating if the wearer only has 1 HP remaining.}}
    477 B (69 words) - 14:29, 1 September 2011
  • ...give you an armor with a whopping 80% fire resistance. Even with it having 1 point of protection, it'll reduce an [[Arch-vile]] blast down to a pitiful ...m, while it'll also reduce many hits from [[Revenant]]s and [[Mancubi]] to 1 damage, increasing your effective survivability an incredible amount. Since
    17 KB (2,960 words) - 07:00, 6 April 2024
  • ..._other=Regenerates your health by 1 HP to a maximum of 25%, at the cost of 1% durability per HP. When the armor's durability is 20% or below, the health
    529 B (77 words) - 14:25, 1 September 2011
  • item_effect=Strikes all enemies in sight with a 10d1 1-[[explosions|radius]] [[Damage type#Fire|fire]] attack, identical to an [[A
    527 B (82 words) - 02:32, 29 July 2011
  • ...regenerate its own ammo and [[armor]] to regenerate its own durability, at 1 ammo or 2% durability per action, starting after 5 actions without taking d
    606 B (90 words) - 10:33, 6 March 2012
  • weapon_rtime=1.2 seconds| ...ing the Acid Spitter requires standing in acid. Each tile of acid provides 1 round, and changes the tile to water. The Acid Spitter cannot be unloaded.
    1,023 B (154 words) - 16:03, 1 December 2013
  • item_get=Random (1+), dropped by [[former human]]s and [[former captain]]s.|
    437 B (72 words) - 07:25, 1 August 2011
  • armor_prot=1| armor_get=Random (1+), [[Phobos Base Entry]] with some [[game Settings|game settings]].|
    382 B (51 words) - 14:14, 10 September 2011
  • armor_prot=1|
    322 B (48 words) - 14:31, 1 September 2011
  • item_get=Random (1+), [[Phobos Base Entry]]|
    598 B (93 words) - 07:27, 1 August 2011
  • ...g doubles the number of shots and increases the size of the damage dice by 1. (The maximum clip size is reduced to the new number of shots.)
    2 KB (262 words) - 06:55, 1 August 2011
  • weapon_ftime=1.0 second| weapon_clip=1|
    591 B (79 words) - 18:41, 18 November 2011
  • weapon_dmg= Xd2, X is Original + 2 dice, [[explosions|radius]] 1|
    865 B (126 words) - 13:42, 4 December 2020
  • weapon_clip=1|
    595 B (80 words) - 03:52, 14 August 2012
  • armor_prot=original+1|
    539 B (76 words) - 22:43, 4 March 2012
  • armor_prot=Original+1|
    371 B (52 words) - 23:02, 4 March 2012
  • weapon_dmg=Original +1 die, -1 sides per die, 0.5 times original Shots|
    750 B (108 words) - 18:06, 23 December 2018
  • weapon_dmg=Original + 1 Sides per die|
    569 B (79 words) - 17:14, 12 December 2020
  • armor_other=Regenerates 1% durability on each of the wearer's actions, starting after 5 actions witho
    511 B (69 words) - 00:43, 5 March 2012
  • item_effect=Weapons: Increases accuracy by 1
    496 B (72 words) - 02:28, 29 July 2011
  • Melee Weapons: Increases damage dice by 1
    735 B (106 words) - 02:29, 29 July 2011
  • item_effect=Ranged Weapons: Increases the larger of damage dice or sides by 1. (If dice and sides are equal, sides are increased.) Melee Weapons: Increases damage sides by 1
    506 B (75 words) - 07:36, 1 August 2011
  • monster_melee=Max(1d3-1,1) = 1-2 = 1.3 avg|
    663 B (96 words) - 02:32, 29 July 2011
  • monster_melee=Max(1d3-1,1) = 1-2 = 1.5 avg|
    702 B (106 words) - 15:58, 1 September 2011
  • monster_abilities=Has -1 [[vision]] range.|
    670 B (102 words) - 12:46, 19 August 2023
  • monster_melee=1d3 = 1-3 = 2 avg|
    706 B (103 words) - 08:51, 9 October 2011
  • monster_acc=+1 melee, +3 ranged|
    673 B (99 words) - 02:33, 29 July 2011
  • ...d5 = 2-10 = 6 avg: [[Damage type#fire|fire damage]], [[explosions|radius]] 1|
    675 B (94 words) - 16:04, 1 September 2011
  • monster_ac=1| ... 2-12 = 7 avg: [[damage type#plasma|plasma damage]], [[explosions|radius]] 1|
    661 B (93 words) - 03:22, 30 August 2014
  • monster_abilities=Ranged attack fires 3 projectiles: 1 down the middle and one at each side.|
    773 B (110 words) - 05:28, 23 March 2014
  • monster_ac=1| ... 2-12 = 7 avg: [[damage type#plasma|plasma damage]], [[explosions|radius]] 1|
    718 B (101 words) - 02:33, 29 July 2011
  • monster_ac=1|
    898 B (142 words) - 05:52, 23 March 2014
  • ...pproximately 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 mi
    4 KB (520 words) - 04:28, 14 August 2012
  • ...5 = 5-25 = 15 avg: [[damage type#fire|fire damage]], [[explosions|radius]] 1|
    809 B (120 words) - 11:03, 9 September 2011
  • monster_abilities=Has -1 [[vision]] range.|
    654 B (96 words) - 12:46, 19 August 2023
  • ... 2-14 = 8 avg: [[damage type#plasma|plasma damage]], [[explosions|radius]] 1|
    688 B (92 words) - 02:34, 29 July 2011
  • ...5d1 = 25 (always): [[damage type#fire|fire damage]], [[explosions|radius]] 1|
    2 KB (243 words) - 22:43, 27 August 2023
  • ...m [[fluids]]. Teleportation (16% chance per action), health regeneration (+1 HP per action).|
    835 B (112 words) - 16:07, 15 September 2013
  • ...ay leave behind lava. Teleportation (5% chance per action), regeneration (+1 HP per action). Has 100% fire [[resistance]].|
    876 B (117 words) - 09:21, 15 April 2013
  • item_get= Random (1+)|
    287 B (45 words) - 02:30, 29 July 2011
  • ...t as a minor [[Berserk Pack]]. Berserk state lasts for 5 full turns with a 1 turn dropoff.}}
    424 B (66 words) - 23:50, 14 October 2013
  • item_get=Random (1+)|
    290 B (43 words) - 02:31, 29 July 2011
  • item_get=Random (1+)|
    263 B (42 words) - 02:31, 29 July 2011
  • item_get=Random (1+)|
    312 B (47 words) - 02:31, 29 July 2011
  • $==========.........#..h..#.h#..h....#..===...$2.1.2.1$...$..c.$4.4.4$...====$ 1 : 10mm ammo
    22 KB (2,529 words) - 16:41, 23 July 2011
  • ...s are only included on Nightmare, or 19% of the time on Ultra-Violence, or 1% of the time on lower difficulties.''
    3 KB (534 words) - 12:00, 27 August 2022
  • Lava Flood Rate: ~1 column / 8 [[time|seconds]]| Lava Flood Rate: ~1 column / 6 [[time|seconds]]|
    2 KB (306 words) - 00:36, 2 April 2013
  • #+,1|,^#...,,.,,...,,,.,.,...#,,,,,.................=,,,,,,,,.==B$,,,,$$$$,,$$ #+,1|,^#....,.,...,,..,.,.,..#,,,,,.................=,,,,,,,,.==B$,,,,$$$$,,$$
    10 KB (689 words) - 17:19, 8 March 2012
  • |1 |1
    10 KB (1,506 words) - 09:52, 6 March 2012
  • ...st be encased between square brackets followed by double quotes (such as ["1"] or ["QUOTE"]). | numbers 0 to 9 || ["0"], ["1"], ["2"], etc...
    9 KB (1,349 words) - 07:58, 11 March 2012
  • ...cal mods are synced with the mod server. The format for a version is e.g. {1,0,0}. :Called every turn (0.1 game seconds) It is advised that specific conditions are used to prevent sl
    13 KB (1,863 words) - 11:51, 31 January 2012
  • |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_MELEE <!-- 1 -->
    15 KB (1,751 words) - 16:42, 18 July 2013
  • monster_ac=2 (+1 from equipped [[green armor]], total 3)| monster_melee=1d3+1 = 2-4 = 3 avg|
    866 B (125 words) - 16:50, 20 July 2013
  • ...vel). For the [[Spider Mastermind|Mastermind]] and [[John_Carmack|JC]] add 1 to Cyberdemon's numbers.
    2 KB (246 words) - 20:33, 18 June 2013
  • ...ight-Amp Goggles]], which have durations in turns (if it takes less than 0.1 seconds to do, it doesn't use up a turn). ... You just picked up the chainsaw and readied it and another weapon all in 1 second and still have it ready to tear monsters apart at any time.
    9 KB (1,635 words) - 22:34, 5 January 2018
  • ...e effective. A non-exhaustive list of “good” mod setups would include: 1 bulk mod, a [[micro launcher]], or a [[tactical rocket launcher]]. Alternat ...arachnotrons it's not as effective as usual as each hit will deal at least 1 damage anyway.If you don't see stairs or a particularly nice powerup (like
    11 KB (1,817 words) - 22:24, 26 May 2012
  • :'''Returns''': ''True'' if the weapon was loaded with at least 1 ammo. ''False'' if the weapon didn't get any ammo put in it at all. :'''Returns''': ''True'' if the weapon was loaded with at least 1 ammo. ''False'' if the weapon didn't get any ammo put in it at all.
    17 KB (2,746 words) - 00:59, 13 July 2013
  • ... form: {red,green,blue,alpha}, where all of these values range from 0.0 to 1.0. ...number of shots fired by a rapid-fire ranged weapon. This should be 0 (not 1) for single-shot weapons. This property is weapon-specific.
    34 KB (5,359 words) - 16:06, 18 July 2013
  • ...s, which is 100% depending on the range). But every shot does a minimum of 1 damage in DoomRL. Fifty shells might seem excessive to knock down an enemy
    11 KB (1,948 words) - 21:06, 14 October 2013
  • ...t of damage to you per hit, and you reduce nearly all melee damage down to 1 point, while even the strongest melee attacks in the game, those of the [[C ...[Arachnotron]]'s and especially not a [[Former commando]]'s blasts down to 1 damage, while this armor will see even less effective protection against pl
    11 KB (1,787 words) - 11:14, 4 September 2023
  • **example: [WIKICOMP#1] Strategy:Rocket launcher
    7 KB (1,088 words) - 21:03, 29 May 2012
  • ...of the coord. In DoomRL, x increases going from left to right, starting at 1 on the left edge of the map. ...of the coord. In DoomRL, y increases going from top to bottom, starting at 1 on the upper edge of the map.
    8 KB (1,145 words) - 22:06, 24 March 2012
  • ...ill be used instead of the usual one when an enemy fires this weapon. The @1 escape will be replaced with the enemy's name (with appropriate article and
    6 KB (955 words) - 17:44, 27 March 2012
  • armor_prot=1|
    309 B (42 words) - 15:03, 1 September 2011
  • armor_prot=1|
    408 B (56 words) - 19:40, 1 January 2014
  • armor_prot=1|
    372 B (50 words) - 19:38, 1 January 2014
  • weapon_dmg=Original + 1 side|
    560 B (77 words) - 10:59, 9 April 2017
  • |style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|1 |style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|1
    32 KB (4,000 words) - 15:53, 27 August 2023
  • version = {0,1,0}, minute = minute + 1
    4 KB (377 words) - 00:58, 24 January 2012
  • level = 1, --required field level = 1,
    37 KB (5,599 words) - 15:54, 11 October 2011
  • local yes = 1 local var_table = {1 = 'a'} --associative array of fields, holds a lot of information in a sin
    7 KB (1,167 words) - 20:38, 11 March 2012
  • ... = {0,0,0}, --version of the mod itself (first version is typically {0,1,0}) Level.place_tile(translation,map,1,1) --this is the map-creation step
    13 KB (1,827 words) - 00:59, 24 January 2012
  • weight = 1, --required field ...f the source. Note that, without BF_HARDY, armor can only reduce damage to 1.
    30 KB (4,522 words) - 14:09, 14 October 2011
  • level = 1, --minimum in-game floor on which that item can appear ...fire = 10, --how quickly the weapon fires, in turns (1 second = 10 turns)
    21 KB (3,215 words) - 14:53, 10 October 2011
  • Level.result(1) --sets up first wave Level.summon("cacodemon",DIFFICULTY-1) --0/1/2/3/4 cacodemons
    8 KB (864 words) - 16:52, 8 April 2012
  • ...nstructed based on [[User:Yaflhdztioxo|yaflhdztioxo's]] design from v0.9.9.1. A fair number of seemingly-superfluous tools have also been created as a m [1] = "value1",
    31 KB (4,401 words) - 16:49, 8 April 2012
  • { being = "lava_elemental", min_lev = 70, max_lev = 200, weight = 1 }, { being = "agony", min_lev = 80, max_lev = 200, weight = 1 },
    20 KB (1,964 words) - 16:48, 8 April 2012
  • ...ing you [[Tactics|tired]] and reducing your max health by 2 points. Takes 1 second to activate.
    861 B (136 words) - 00:46, 2 July 2013
  • ===Rule 1=== local up_coord = self:get_position() + coord.new(0,-1)
    28 KB (4,447 words) - 15:36, 22 November 2011
  • ...ick; it regenerates its durability by taking it from your health, draining 1 HP for every 2% of durability. So while it'll protect you in the moment, yo ...n it drains 5 HP to regenerate, effectively being equivalent to armor with 1 protection.
    5 KB (820 words) - 15:39, 5 January 2024
  • |floods with water|neutral|1|The air is really humid here...|Sets all cells unoccupied by barrels or doo |floods with acid|dangerous|1|In the State of Denmark there was the odor of decay...|Sets all cells unocc
    3 KB (405 words) - 16:57, 24 October 2011
  • ...it to go is [[Traits#Son_of_a_Bitch|Son of a Bitch]], which grants a good +1 per trait level to the damage caused per shot, which basically means that t
    7 KB (1,161 words) - 19:01, 22 January 2012
  • ...s extend by ''value'' from ''c'''. '''value''' is optional: it defaults to 1. ... each edge of the area by ''value''. ''value'' is optional: it defaults to 1. (''Warning'': this can cause the area to become invalid, such that the top
    12 KB (1,656 words) - 19:21, 23 January 2012
  • |no armor | 1 armor | 2 armor | 4 armor | ...on X, the demon will have to move through 4 tiles of acid/lava, instead of 1.
    16 KB (2,443 words) - 16:47, 10 January 2012
  • 1. Destroying and/or preventing corpses. It can be done by killing them in do
    3 KB (479 words) - 14:26, 6 June 2013
  • Reload speed for combat shotgun is now 1.0 (up from 0.4s). Plan accordingly. ... to load more shells in. It's also very easy to walk into a room with only 1 or 0 shells left, which is both embarassing and dangerous. Nonetheless, wit
    12 KB (1,530 words) - 17:00, 10 January 2012
  • ... or Malicious Blades, a base Red armor will reduce an Arch-vile's zap to ''1 damage''). ...pecially if you are only taking VMR attacks in it that will only ever deal 1 damage, but if other enemies start hitting it, especially Barons, you'll fi
    21 KB (3,583 words) - 10:05, 29 August 2023
  • As shotguns don't miss and have 7 damage per 1 tile of [[knockback]] (usually is 12 per tile) they are a great weapon used ...weapons in the game, but normal pistols have 6 only rounds in a clip and a 1.2s reload time. That means you are going to have reload mid-fight pretty of
    4 KB (608 words) - 22:22, 19 January 2012
  • player.episode[1] = { style = 1, script = "hells_arena" } player.episode[2] = { style = 1, number = 1, name = "Floor", danger = 1}
    11 KB (1,717 words) - 14:48, 23 April 2012
  • player.episode[1] = { style = 1, script = "intro" } for i=2,BOSS_LEVEL-1 do
    3 KB (315 words) - 04:58, 25 January 2012
  • ...oll used for the chance is based on the ''size'' parameter. A number from 1 to (100 * ''size'') is chosen for each square and if the roll is less than :''direction'': Use 1 to flood from the left. Use -1 to flood from the right.
    41 KB (6,717 words) - 04:02, 10 June 2013
  • ...y equipment slot. It is only added to items of the item set if ''trigger''-1 items have already been equipped (that is, all set items but one).
    3 KB (390 words) - 23:52, 27 January 2012
  • ...techbonus]] required for the being to create the assembly. 0 is for basic, 1 is for advanced, 2 is for master.
    4 KB (566 words) - 22:01, 27 January 2012
  • ...f the level is less than 3 more than the current difficulty (where ITYTD = 1 and N! = 5). If you need to generate exotics or uniques before the indicat ...Optional.'' A multiplier to the weights of all unique items. If omitted, 1 is used.
    32 KB (5,332 words) - 17:59, 10 June 2013
  • ...eturning '''false''' will prevent the death, giving the being a minimum of 1 hp. ''overkill'' is true if the being was gibbed.
    7 KB (1,011 words) - 01:03, 22 April 2013
  • ...anged attack hits something and has an explosion radius (even if it's only 1).
    16 KB (2,291 words) - 08:06, 11 March 2012
  • weapon_dmg=Original + 1 Sides per die|
    610 B (87 words) - 17:37, 12 April 2013
  • ...or cancel. ''Choices'' must be a character array (i.e., a table of length 1 strings) which indicates the valid choices. The function returns a string
    3 KB (471 words) - 00:15, 25 March 2012
  • ...pproximately 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 mi
    5 KB (674 words) - 04:32, 21 September 2013
  • weapon_rtime=1.0 second (Despite having a reload speed, this weapon cannot be manually rel weapon_other=The blaster regenerates 1 ammo on each of the wielder's actions after 2 actions of ceasing fire(for a
    812 B (119 words) - 16:44, 21 August 2012
  • ...u aren't getting these traits, the pistol will see little use beyond level 1 - the shotgun reloads quickly enough to not need a backup weapon and the pi ...this gun deals [[Damage_type#Fire|fire]] damage and has a splash radius of 1, which allows it to blow holes in walls, gib corpses, and splash lots of en
    16 KB (2,800 words) - 03:08, 24 June 2023
  • weapon_accuracy=+1| weapon_rtime=1.0s (Cannot manually reload)|
    830 B (118 words) - 16:22, 21 August 2012
  • weapon_rtime=1.0 second (Despite having a reload time, this weapon cannot be manually relo weapon_other=The blaster regenerates 1 ammo on each of the wielder's actions after 2 actions of ceasing fire(for a
    768 B (114 words) - 16:59, 21 August 2012
  • tan-1(mancubussightrange.y/(player.x-mancubus.x) -> degrees
    3 KB (477 words) - 23:47, 14 October 2013
  • weapon_dmg=1d15/1-15|
    625 B (93 words) - 15:40, 2 May 2017
  • monster_ac=2 (+1 from equipped [[green armor]], total 3)| monster_melee=1d3+1 = 2-4 = 3 avg|
    1 KB (160 words) - 15:02, 6 June 2013
  • monster_acc=+1 melee, +1 (minigun) OR +8 (laser rifle) ranged| monster_melee=1d3+1 = 2-4 = 3 avg|
    1 KB (146 words) - 23:53, 4 June 2013
  • (4d2)x3/12-24, radius 1 (Acid Mode, Fire Mode) +1 (Plasma mode)
    1 KB (185 words) - 11:05, 13 April 2013
  • weapon_dmg=0d0 (listed), 10d1/10, radius 1 (actual)| weapon_ftime=1.0 second|
    895 B (131 words) - 11:55, 26 March 2013
  • ...x1), random [[boots]] (x7-1), random/one exotic/unique [[armor]]/boots (x3+1)|
    829 B (130 words) - 21:32, 14 October 2013
  • ...oll used for the chance is based on the ''size'' parameter. A number from 1 to (100 * ''size'') is chosen for each square and if the roll is less than :''direction'': Use 1 to flood from the left. Use -1 to flood from the right.
    41 KB (6,717 words) - 22:04, 25 April 2013
  • {{drltable|Player Sprites|1|{{Table1Col {{drltable|Item Sprites|1|{{Table1Col
    5 KB (621 words) - 00:12, 22 April 2013
  • ...u should have some juicy traits by now. Hopefully an investment in WhizKid(1 or 2) has gotten you some fast boots and firespeed. The 2 levels of HellRun Method #1
    2 KB (321 words) - 13:53, 12 May 2013
  • ...s the "wait" key until the messages tell you that the bomb will explode in 1 second.
    3 KB (607 words) - 13:02, 28 January 2017
  • ... dropped being (if any) is returned. ''count'' is optional and defaults to 1. ...t dropped item (if any) is returned. ''count'' is optional and defaults to 1.
    16 KB (2,694 words) - 14:53, 24 May 2013
  • :''size'': A number from 1 to MAX_INV_SIZE to set the number of available slots to. :''line'': The line of text to add. Use "@1" in the string to insert the current depth.
    9 KB (1,454 words) - 21:37, 30 May 2013
  • ...o defend against. Then against [[Arachnotron]]s, you'll be only sustaining 1 or 2 damage per hit when you would need armor with a protection value of 6 ... Gothic armor, it'll reduce an [[Arch-vile]]'s attack down to 2 damage (or 1 if you P-modded it or have any [[Strategy:Tough as Nails|Tough as Nails]] i
    14 KB (2,348 words) - 20:12, 11 September 2023
  • #####n.#...##==============[1##...###########......h..h..g.g####.c..#...###&## #####cg#...=====gi.========.1^#...###########.g#============##################
    10 KB (933 words) - 08:04, 23 October 2013
  • ...corpse that is found within a square of side-length 2 &times; ''rrange'' + 1, centered around the being. Nearer corpses are preferred. The corpse must n ...irect path. The return value is either 0, 1, 2, or 3. 0 indicates success, 1 indicates that a wall blocked the move, 2 indicates that a door blocked the
    14 KB (2,099 words) - 20:22, 9 June 2013
  • ...etermines whether the floor travels from the right (-1) or from the left (+1); every ''step'' turns, ''cell'' will replace all tiles in a next column to
    15 KB (2,398 words) - 04:00, 10 June 2013
  • ...his object. If omitted, the object's own weight property will be used, or 1 is used if the object doesn't have a weight property.
    1 KB (206 words) - 17:13, 11 June 2013
  • ... from using N ammo (where N is the amount of shots you fire) to using only 1, no matter what. This means that you need to bring around much less ammo th
    5 KB (804 words) - 05:01, 21 September 2013
  • ...ns of berserk when you're hit by a single source of damage that's equal to 1/3 or more of your max hp - sorry, no arachnotrons sending you berserk. Howe First of all, it's 1/3 of your hpMAX floored - so if you're playing as a scout/technician, this
    2 KB (330 words) - 21:03, 14 October 2013
  • *Method 1
    2 KB (346 words) - 07:16, 8 July 2023
  • ...g in 17 hits to 25 while Iro makes them take 20 hits; reducing 2 damage to 1 makes them go from dying in 25 hits to 50 while Iron makes then take 30 hit
    8 KB (1,343 words) - 18:30, 21 July 2023
  • Badass was a 1 level trait. Leveling up in this trait stopped health degradation from happ ...first level up cutting health degradation by half and cutting knockback by 1 tile. The second level up eliminates health degradation and furthers knockb
    4 KB (721 words) - 22:22, 22 July 2023
  • Naturally, if you get 1-2 levels in [[Eagle Eye]], you no longer need to aim your shots at all and
    6 KB (1,034 words) - 14:57, 1 June 2023
  • ...a piercing weapon with the original damage + 2 sides instead of the usual +1. This bug was noted and fixed. The piercing blade has +1 side of damage no matter what order of mods placed.
    3 KB (484 words) - 12:04, 9 April 2017
  • *Four bullets per volley, each individually dealing 1-6 damage points per hit. A chaingun's +1 accuracy bonus won't get you anywhere in particular, especially in the late
    2 KB (351 words) - 17:12, 15 October 2013
  • ...ls. [[Traits#Shottyman|Shottyman]] allowed the full clip to be reloaded in 1.0s per move. Arguably "too good", it was nerfed slightly in later versions. damage received = 1/distance * [randInt(1,seconddie)Xfirstdie]
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  • tan-1(player:visionrange.y/blaster:firesight.x) ...to note about the blaster is that the primary projectile will explode in a 1.5+ radius of [[Damage_Type#Plasma_Damage|plasma]] damage directly over the
    2 KB (281 words) - 21:33, 15 October 2013
  • ... combat or other actions. The Apostle can teleport and will regenerate HP (1 HP per action). The Apostle is additionally immune to damaging [[fluids]] a
    2 KB (327 words) - 22:41, 27 August 2023
  • ...e]], an insanely good boost. It's almost as good as having SoG2 from level 1. Once you get SoG3, you're firing a shot every 0.32 seconds with your T-mod ...Son of a Gun to at least level 2 before you start to bother with Eagle Eye 1, but if you do get a level of Eagle Eye before Son of a Gun 3, finish Son o
    16 KB (2,914 words) - 16:34, 26 June 2023
  • ...hrowing the Mjollnir at him until he dies. Most of your hits will be doing 1 damage, but unlike with the throwing Combat knife tactic, you won't need to
    2 KB (350 words) - 11:35, 8 January 2018
  • ...l itself to enter and beat, which makes it even more questionable to carry 1 less inventory slot through most of the game just for the chance at a very ...ire damage to all enemies, it does this damage in a [[Distance|radius]] of 1, which is the whole 8 squares around each enemy, and this is an important d
    5 KB (965 words) - 03:03, 23 May 2023
  • ...less than 5 against him, and bulk modded it will just raise it to a paltry 1-20 while the average will still be below ten damage. With a Piercing Chains ... to the Piercing Chainsaw, and its Blademaster effect does nothing in 1-on-1 combat. If you somehow found the [[Dragonslayer]] before the Cathedral and
    19 KB (3,364 words) - 07:59, 16 July 2018
  • ...ots vs. 6). The only drawback comes from a longer reloading time (1.8s vs. 1.2s), and of course, its rarity. ...]" (would that be "pico launcher"?) that deals 6d2 fire damage in a radius 1 explosion and consumes bullets instead of rockets.
    2 KB (411 words) - 09:05, 21 December 2018
  • ...The bulk mod is very slightly superior, as it raises its minimum damage by 1 while possessing the same max damage, but with the average damage output be ...while the DPS gap slightly grows with the average DPS becoming 95.5 vs. 89.1/87.3. Adding Brute makes the DPS figures grow even farther apart; with thre
    9 KB (1,550 words) - 10:09, 6 January 2018
  • ...damage for a very very long time. However in addition to requiring Whizkid 1 and two other mods, it comes with a very steep cost of requiring an [[Onyx ...ireshield minus that vital Onyx mod; sure it won't reduce all fire hits to 1 damage, but only taking 5 damage from an Arch-Vile blast should be more tha
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  • ...acid is then absorbed into the Spitter. Each absorbed acid tile counts for 1 point of ammo, so you'll need to walk over and manually absorb 10 acid tile ... a Baron trapped in acid will take a very long time to die (they only take 1 damage from acid per action), and while it will not move it will still fire
    4 KB (744 words) - 08:50, 28 October 2019
  • ...ompared to just applying a [[Power mod]] where it'll more often be dealing 1 or 2 more damage. Then against nightmare enemies and bosses with even great
    9 KB (1,523 words) - 17:20, 7 July 2023
  • ...ile wearing it, it'll regenerate 1 HP at a time per action in exchange for 1% of its durability, until you're back up to 25% or it drops below 21% durab
    5 KB (869 words) - 04:45, 2 September 2023
  • Tough as nails gives a character a flat +1 armor. Generally speaking, this tends to a weaker defensive trait than hell ...ut greater than 1. 3 is the magic number here, where TaN will reduce it to 1, effectively *trippling* our hitpoints against such attacks. While in pract
    10 KB (1,735 words) - 06:52, 22 July 2023
  • ... of my full-win games, though, I didn't get a rocket launcher until Deimos 1. ...ince there is no Entryway it's entirely possible for you to spawn on level 1 right next to a Demon with no Shotguns or Shotgun Guys on the level and no
    19 KB (3,472 words) - 21:54, 13 June 2023
  • ...st, because they fire a lot of bullets with a lot of damage variance, and +1 to each bullet's damage per level raises their ''minimum'' damage per bulle
    3 KB (538 words) - 13:19, 29 June 2023
  • Sharpshooter would probably be far better if it only required Eagle Eye 1 and Level 6, since this would allow it to grab off-build options like [[Hel ...[[User:Vid-szhite|Ya Girl Juniper]] ([[User talk:Vid-szhite|talk]]) 14:42, 1 June 2023 (UTC)
    9 KB (1,547 words) - 13:19, 29 June 2023
  • ...ning by adding 2 Agility mods to each of your pistols, but those only add +1 to the pistol you add it to, so you're going to need four of them (!!!!!!).
    7 KB (1,370 words) - 16:33, 26 June 2023
  • ...reme de la creme of this option, since they can just go Intuition at level 1 and 2. Now that you always know if there's something around every corner, y
    9 KB (1,542 words) - 08:57, 22 June 2023

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