Search results

From DoomRL Wiki

Jump to: navigation, search
  • 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

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)

Views
Personal tools
Toolbox