User:GJ-Lewis X/Sandbox

Table Test

 * Due to unexpecting code break each time when users edit pages that include the pre-type tables, I'm testing out the new looks for the tables (along with tabbers to make the data boxes more in line). Cacodemon for example:

Attributes = Melee Range
 * -|Bits list =
 * -|Sprites & sounds =
 * -|Melee/Range attack =
 * -|Bite damage =
 * 1) These tables assume that all calls to P_Random for damage, pain chance, blood splats, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
 * 2) Assumes that direct hits are possible, which does not occur in any stock map.


 * -|Shot damage =
 * 1) Assumes that direct hits are possible, which does not occur in any stock map.
 * 2) Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).