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  • monster_other=Will run through any [[fluids]] to reach the player, despite having no immunity to fluids.}}
    654 B (96 words) - 12:46, 19 August 2023
  • monster_other=Will run through any fluid to reach player.}}
    688 B (92 words) - 02:34, 29 July 2011
  • ...6 shots, it will fire a second volley of 6 shots, even if it can't see the player. (The same way the Mancubus behaves)}}
    726 B (103 words) - 05:30, 23 March 2014
  • ...fore the attack completes, its attack will target the tile it last saw the player on.}}
    2 KB (243 words) - 22:43, 27 August 2023
  • ...fore the attack completes, its attack will target the tile it last saw the player on. Drops the [[Arena Master's Staff]] upon death.}}
    2 KB (244 words) - 22:43, 27 August 2023
  • monster_other=Will run through any fluid to reach player.}}
    835 B (112 words) - 16:07, 15 September 2013
  • ...items and armor, it will always ignore them in its constant pursuit of the player.}}
    966 B (140 words) - 06:40, 5 July 2023
  • monster_other=Avoids player as much as possible, but will use melee attack if in range. Will move throu
    1 KB (153 words) - 01:33, 16 October 2013
  • ...ll never use his melee attack, instead continuing to fire rockets when the player is in melee range. Killing John Carmack will kill all enemies he summoned,
    2 KB (285 words) - 20:57, 1 September 2023
  • ... will be destroyed. Azrael's Scythe only appears on HMP+ and only when the player has a 100% kill rate before entering the level. Dragonslayer appears if you
    1 KB (219 words) - 20:54, 3 March 2017
  • On easier difficulty levels, the arachnotrons farther from where the player starts don't spawn.
    1 KB (186 words) - 16:59, 26 March 2013
  • @ : player start
    15 KB (1,447 words) - 18:08, 24 July 2011
  • |Automatically sets player name as the one specified in this setting. Names longer than 12 character o |When moving with the "run" command, the player will stop if they step on an item. This setting determines whether or not t
    10 KB (1,506 words) - 09:52, 6 March 2012
  • It is a basic weapon, which can hold up to 5 mods if the player has access to Whizkid 2.
    6 KB (1,027 words) - 03:21, 22 June 2023
  • |This determines whether or not player's will get to choose a difficulty level after selecting the mod. If not, th :Called whenever there are no beings left on the map (other than the player).
    13 KB (1,863 words) - 11:51, 31 January 2012
  • ...g 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 resp
    8 KB (1,043 words) - 20:42, 19 October 2011
  • ==== Player Statistics ==== ...ackground: darkred; color: yellow; font-size: 120%; text-align: center"|'''Player Statistics'''
    15 KB (1,751 words) - 16:42, 18 July 2013
  • ...every 3 of your actions. Generally, these actions will be to fire upon the player should s/he be in view, and those extra actions have a nasty tendency to ap ...s last move. (See [[Dodging]].) Needless to say, this is very bad for the player.
    11 KB (1,817 words) - 22:24, 26 May 2012
  • ...{modarg|word}}|This is the amount of [[experience]] that is awarded to the player when the being dies.
    4 KB (548 words) - 02:00, 22 April 2013
  • ...ssage will be printed. If omitted, no message is printed if called by the player. ... be printed. If omitted, no message is printed if called by a visible non-player being.
    17 KB (2,746 words) - 00:59, 13 July 2013
  • |{{modarg|string}}|<u>psprite</u>|This is the sprite used to represent the player when this weapon is equipped. It is only relevant in the graphical version. ...string}}|<u>desc</u>|This is the full description of the lever used if the player has BF_LEVERSENSE2.
    34 KB (5,359 words) - 16:06, 18 July 2013
  • Within the context of modding the 'player' can refer to: ...(0.9.9.7)|player API]], a set of functions which can be used to manipulate player specific content during gameplay.
    12 KB (1,756 words) - 02:07, 22 April 2013
  • ... maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move
    2 KB (307 words) - 01:57, 13 December 2020
  • ...character selection. Whether or not to use asciilow is configurable by the player in config.lua. ...rs|Color]]|color|This is the color used to draw the cell when it is in the player's line-of-sight. The default is LIGHTGRAY.
    7 KB (1,105 words) - 16:21, 18 July 2013
  • A player can submit an entry for each topic during a contest, and can potentially re
    7 KB (1,088 words) - 21:03, 29 May 2012
  • ...e monsters will move towards the 'gift' as long as they cannot fire at the player. This behavior can be exploited to ambush those monsters, and is of partic
    1 KB (223 words) - 07:14, 8 July 2023
  • |{{modarg|integer}}|<u>miss_base</u>|When this missile is fired at the player, this is the base [[Dodging|dodge chance]]. |{{modarg|integer}}|<u>miss_dist</u>|When this missile is fired at the player, this is the amount that the dodge chance increases per unit of distance.
    6 KB (955 words) - 17:44, 27 March 2012
  • * [[Modding:player|Player]] ([[Modding:player API|a]] [[Modding:player object|o]])
    3 KB (477 words) - 02:01, 22 April 2013
  • player.inv:add("shotgun") player.inv:add(pack)
    4 KB (377 words) - 00:58, 24 January 2012
  • ...ll set to the same color_id, so that they cannot be disguished by a clever player manipulating color.lua carefully. ...hese items tend to be used as a part of the map, rather than a part of the player's resources, hence their name. Often they can be specifically designed for
    37 KB (5,599 words) - 15:54, 11 October 2011
  • ...e level. It also usually sets up the initial being and item locations. The player's initial location should be set here as well. :Triggered just after the player enters the level.
    7 KB (938 words) - 23:25, 21 April 2013
  • |[[player]]|soldier
    13 KB (1,540 words) - 11:43, 15 June 2013
  • difficulty = true, --allows player to set difficulty (false forces ITYTD) function module_id.OnEnter() end --triggers immediately after .run(), when player enters the map
    13 KB (1,827 words) - 00:59, 24 January 2012
  • ...so a being, and so all of the topics mentioned here will also apply to the player (with some exceptions). We will learn how to create new beings, as well as *''kill_desc'' is what shows at the top of a mortem if the player was killed by this being's ranged attack.
    30 KB (4,522 words) - 14:09, 14 October 2011
  • ... DoomRL, whether it be items and enemies, or the level itself, or even the player classes, is based in its particular object class. This section of the tutor ...e the player is actually a sub-class of beings. If we wanted to change the player's health and experience level, we would do it in the following way:
    21 KB (3,215 words) - 14:53, 10 October 2011
  • player:play_sound("preparetofight") --skulltag announcer! player.eq.weapon = item.new( "shotgun" ) --give the man a shotty
    8 KB (864 words) - 16:52, 8 April 2012
  • ... Arena, using the base game's scaling is probably too difficult for what a player at a given difficulty would expect, so it is cut in half by default. --displays whenever player completes wave
    31 KB (4,401 words) - 16:49, 8 April 2012
  • --displays whenever player completes wave --displays whenever player decides to continue to another wave
    20 KB (1,964 words) - 16:48, 8 April 2012
  • Before the more recent versions of DoomRL, all beings other than the player used a single algorithm for AI, or artificial intelligence, that directed h Suppose we want this being to be able to attack the player whenever they get in its path. It is easy to include this in the AI we alre
    28 KB (4,447 words) - 15:36, 22 November 2011
  • ...ngelic Armor]], [[Cybernetic Armor]], and the [[Berserker Armor]] when the player's health is low enough. It also gives you a movement [[speed]] bonus of +10
    5 KB (820 words) - 15:39, 5 January 2024
  • |heals player|beneficial|1-3|N/A|Heals player by the same amount as a [[small med-pack]].
    3 KB (405 words) - 16:57, 24 October 2011
  • ...the pain it can cause to the monsters if the are beyond 6 squares from the player. This is normally a problem for new players, as it's common to make the mis ...re that being hit by the enemies is as hard as it gets, even better if the player is running, as there is no drop-off in the aiming of the weapon.
    7 KB (1,161 words) - 19:01, 22 January 2012
  • |'''string'''|<u>name</u>|This is the medal as it appears on the mortem and player info screens. ...ing'''|<u>desc</u>|This is a description of the medal as it appears on the player info screen.
    2 KB (270 words) - 02:36, 15 January 2012
  • ... player quickly, are hard to run away from, and will often hit twice for a player's action. They hit fairly hard and have some armor, but lack any resistance ...them before they get close (doubly so for melee runs), but later, when the player has more traits, weaponary and armor, they will not pose a threat but in th
    16 KB (2,443 words) - 16:47, 10 January 2012
  • ... the downside of running, -2 accuracy, doesn't matter at all to a shotgun player since shotguns never miss. Running is therefore your Shottyman turbo mode.
    6 KB (978 words) - 18:59, 22 January 2012
  • ...mber of special levels that the player entered. It is updated whenever the player enters a special level. |bonus_levels_completed|The total number of special levels that the player has completed. It is updated whenever the IsCompleted hook for a level is c
    4 KB (600 words) - 22:12, 24 March 2012
  • There are quite a few reasons why a player may want to build their character with this trait. First and foremost is as
    4 KB (608 words) - 22:22, 19 January 2012
  • ...an spawn lost souls after they've been attacked even if they can't see the player, but they will stop if the attacks also stop, so while it is advisable to r
    5 KB (969 words) - 07:09, 6 June 2023
  • ...with a custom property called "episode". This is what determines where the player will be when they reach a certain depth. In fact, this is the majority is w player.episode = {} --initialize/reset the table
    11 KB (1,717 words) - 14:48, 23 April 2012
  • ...:mortem_print( " "..player.name..", level "..player.explevel.." "..klasses[player.klass].name..", "..killedby ) player.episode = {}
    3 KB (315 words) - 04:58, 25 January 2012

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