From Dark and Darker Wiki

(Changed some scaling statements to be conditional on non-empty var.)
(Added falling icicle and pushing block prop effects)
 
(11 intermediate revisions by the same user not shown)
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<includeonly><!--
<includeonly><!--
-->{{#switch:{{lc:{{{1|}}}}}
-->{{#switch:{{lc:{{{1|}}}}}
<!-- Used in Utility tables -->
|consumedrunken=You gain {{{effect|?}}} {{{type|?}}} for {{{duration|?}}} seconds.
|consumedrunken=You gain {{{effect|?}}} {{{type|?}}} for {{{duration|?}}} seconds.
|consumedrunkendizziness=You become dizzy for {{{duration|?}}} seconds.
|consumedrunkendizziness=You become dizzy for {{{duration|?}}} seconds.
|consumehealinstant=Provides {{{effect|?}}} {{{type|?}}}.<!-- This counts as physical healing. The physical healing has {{{scaling|?}}} scaling. -->
|consumehealinstant=Provides {{{effect|?}}} {{{type|?}}}.<!-- This counts as physical healing. The physical healing has {{{scaling|?}}} scaling. -->
|consumeshield=Creates a {{{type|?}}} that blocks {{{effect|?}}} {{#explode:{{{type|?}}}| |0|2}} damage for {{{duration|?}}} seconds. Damage blocked by the shield will be unaffected by Damage Reduction or limb/headshot multipliers. The shield has no scaling.
|consumeshield=Creates a {{{type|?}}} that blocks {{{effect|?}}} {{#explode:{{{type|?}}}| |0|2}} damage for {{{duration|?}}} seconds. Damage blocked by the shield will be unaffected by Damage Reduction or limb/headshot multipliers. The shield has no scaling.
|consume=Recharge spells for 17 spell points per second, over {{{duration|?}}} seconds. The recovery amount has no scaling.
|consume=While sitting, recharge spells for 17 spell points per second for {{{duration|?}}} seconds. The recovery amount has no scaling.
|consumeheal=Heals {{{effect|?}}} health points over {{{duration|?}}} seconds. This counts as {{{type|?}}}{{#if:{{{scaling|}}}| and has {{{scaling|?}}} scaling}}.
|consumeheal=Heals {{{effect|?}}} health points over {{{duration|?}}} seconds. This counts as {{{type|?}}}{{#if:{{{scaling|}}}| and has {{{scaling|?}}} scaling}}.
|consumeinvis=Makes you invisible for {{{duration|?}}} seconds. Invisibility is broken when you move, take action, or get damaged.
|consumeinvis=Makes you invisible for {{{duration|?}}} seconds. Invisibility is broken when you move, take action, or get damaged.
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|explosionbottlearea=If the bottle hits a suitable ground area, it creates an area that deals {{{effect|?}}} magical damage{{#if:{{{scaling|}}}|, which has {{{scaling}}} scaling}}.
|explosionbottlearea=If the bottle hits a suitable ground area, it creates an area that deals {{{effect|?}}} magical damage{{#if:{{{scaling|}}}|, which has {{{scaling}}} scaling}}.
|area=If the bottle hits a suitable ground area, it creates an area that deals {{{effect|?}}} magical damage{{#if:{{{scaling|}}}|, which has {{{scaling}}} scaling}}.
|area=If the bottle hits a suitable ground area, it creates an area that deals {{{effect|?}}} magical damage{{#if:{{{scaling|}}}|, which has {{{scaling}}} scaling}}.
|potion of luck=TODO_ADD_LUCK_EFFECT
|potion of luck={{#switch:{{lc:{{{2|}}}}}<!--
-->|3=<!--
-->Increases [[Luck]] by <!--
--><span class="colorrarity3">{{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck02|Rarity|Global|Luck}}</span><!--
-->({{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck02|Rarity|3|Probability}}) or <!--
--><span class="colorrarity3">{{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck05|Rarity|Global|Luck}}</span><!--
-->({{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck05|Rarity|3|Probability}}) or <!--
--><span class="colorrarity3">{{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck08|Rarity|Global|Luck}}</span><!--
-->({{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck08|Rarity|3|Probability}})<!--
-->|5=<!--
-->Increases [[Luck]] by <!--
--><span class="colorrarity5">{{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck05|Rarity|Global|Luck}}</span><!--
-->({{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck05|Rarity|5|Probability}}) or <!--
--><span class="colorrarity5">{{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck10|Rarity|Global|Luck}}</span><!--
-->({{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck10|Rarity|5|Probability}}) or <!--
--><span class="colorrarity5">{{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck15|Rarity|Global|Luck}}</span><!--
-->({{Utility Data|Potion of Luck|Abilities|Other|Self|Effects|Luck15|Rarity|5|Probability}}) }}
<!-- Used in Prop tables -->
|statue bless 1={{Prop Data|Shrine of Health|Global|Abilities|Statue Bless 1|Effects|Buff_Heal_20|MagicalBaseHealing}}
|statue bless 2={{Prop Data|Shrine of Protection|Global|Abilities|Statue Bless 2|Effects|StatueDamageReduce_200|PhysicalDamageReduction}}<!--
--> and {{Prop Data|Shrine of Protection|Global|Abilities|Statue Bless 2|Effects|StatueDamageReduce_200|MagicalDamageReduction}}<!--
--> for {{Prop Data|Shrine of Protection|Global|Abilities|Statue Bless 2|Effects|StatueDamageReduce_200|Duration}}
|statue bless 3={{Prop Data|Shrine of Power|Global|Abilities|Statue Bless 3|Effects|StatueAttackPower_10|PhysicalPower}}<!--
--> for {{Prop Data|Shrine of Power|Global|Abilities|Statue Bless 3|Effects|StatueAttackPower_10|Duration}}
|statue bless 4={{Prop Data|Fountain of Speed|Global|Abilities|Statue Bless 4|Effects|StatueMoveSpeed_50|MoveSpeedAdd}}<!--
--> for {{Prop Data|Fountain of Speed|Global|Abilities|Statue Bless 4|Effects|StatueMoveSpeed_50|Duration}}
|resurrection bless=Hold a fallen ally's [[Soul Heart|soul heart]] to interact with this shrine. When the interaction completes, the shrine resurrects the ally.
|frost skeleton wooden barrel=Spawns a [[Frost Skeleton Footman]] when destroyed. Whether the skeleton is Common, <span class="colorrarityElite">Elite</span>, or <span class="colorrarityNightmare">Nightmare</span> is predetermined and not random.
|skeleton wooden barrel=Spawns a [[Skeleton Footman]] when destroyed. Whether the skeleton is Common, <span class="colorrarityElite">Elite</span>, or <span class="colorrarityNightmare">Nightmare</span> is predetermined and not random.
|axe trap=Deals {{Prop Data|Axe Trap|Global|Abilities|Activate|Effects|Hit|TruePhysicalBaseDamage}}
|flame spout=The initial hit deals {{Prop Data|Flame Spout|Global|Abilities|Activate|Effects|Hit|TruePhysicalBaseDamage}} <!--
-->and applies a burn status effect that deals {{Prop Data|Flame Spout|Global|Abilities|Activate|Effects|Burn|PhysicalBaseDamage}} <!--
-->over {{Prop Data|Flame Spout|Global|Abilities|Activate|Effects|Burn|Duration}}
|floor spikes=Deals {{Prop Data|Floor Spikes|Global|Abilities|Aura|Effects|Hit|TruePhysicalBaseDamage}}
|wall spike=Deals {{Prop Data|Axe Trap|Global|Abilities|Activate|Effects|Hit|TruePhysicalBaseDamage}}
|falling icicle=Deals {{Prop Data|Falling Icicle|Global|Abilities|Activate|Effects|Hit|TruePhysicalBaseDamage}}
|pushing block=Deals {{Prop Data|Pushing Block|Global|Abilities|Pushing Block|Effects|Hit|TruePhysicalBaseDamage}}
}}<!--
}}<!--


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<pre style="width:fit-content">{{Effects|ConsumeDrunken}}</pre>
<pre style="width:fit-content">{{Effects|ConsumeDrunken}}</pre>
{{Effects|ConsumeDrunken}}
{{Effects|ConsumeDrunken}}
<pre style="width:fit-content">{{Effects|ConsumeDrunken|effect=10|type=Strength|duration=10}}</pre>
<pre style="width:fit-content">{{Effects|ConsumeDrunken|effect=10|type=Strength|duration=10}}</pre>
{{Effects|ConsumeDrunken|effect=10|type=Strength|duration=10}}
{{Effects|ConsumeDrunken|effect=10|type=Strength|duration=10}}
<pre style="width:fit-content">{{Effects|Potion of Luck|4}}</pre>
 
{{Effects|Potion of Luck|4}}
<pre style="width:fit-content">{{Effects|Potion of Luck|5}}</pre>
{{Effects|Potion of Luck|5}}
 
<pre style="width:fit-content">{{Effects|skeleton wooden barrel}}</pre>
{{Effects|skeleton wooden barrel}}
</noinclude>
</noinclude>

Latest revision as of 01:55, 19 August 2024

{{Effects|ConsumeDrunken}}

You gain ? ? for ? seconds.

{{Effects|ConsumeDrunken|effect=10|type=Strength|duration=10}}

You gain 10 Strength for 10 seconds.

{{Effects|Potion of Luck|5}}

Increases Luck by 50(33.33%) or 100(33.33%) or 150(33.33%)

{{Effects|skeleton wooden barrel}}

Spawns a Skeleton Footman when destroyed. Whether the skeleton is Common, Elite, or Nightmare is predetermined and not random.