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  1. PEntry :: ContentId PlaceKind -> PlaceEntry

    LambdaHack Game.LambdaHack.Content.PlaceKind

    No documentation available.

  2. PExists :: ContentId PlaceKind -> PlaceEntry

    LambdaHack Game.LambdaHack.Content.PlaceKind

    No documentation available.

  3. data PlaceEntry

    LambdaHack Game.LambdaHack.Content.PlaceKind

    Places are rooms and other dungeon features, their names can be seen on a level map by aiming at a position that is an entry to the place (an individual entrance point, an approach area around the place or a phantom entry not on the map, but only used for statistics to witness the place exists). Entries are proxies for initial places created on the level (which may be otherwise eradicated by burrowing the walls, etc.) and so used for dungeon statistics. The statistics are presented in the Dashboard/displace place lore menu.

  4. data PlaceKind

    LambdaHack Game.LambdaHack.Content.PlaceKind

    Parameters for the generation of small areas within a dungeon level.

  5. PlaceKind :: Text -> Freqs PlaceKind -> Rarity -> Cover -> Fence -> [Text] -> EnumMap Char (GroupName TileKind) -> EnumMap Char (GroupName TileKind) -> PlaceKind

    LambdaHack Game.LambdaHack.Content.PlaceKind

    No documentation available.

  6. ProjNo :: ProjectileTriggers

    LambdaHack Game.LambdaHack.Content.TileKind

    No documentation available.

  7. ProjYes :: ProjectileTriggers

    LambdaHack Game.LambdaHack.Content.TileKind

    No documentation available.

  8. data ProjectileTriggers

    LambdaHack Game.LambdaHack.Content.TileKind

    Marks whether projectiles are permitted to trigger the tile transformation action.

  9. module Game.LambdaHack.Core.Prelude

    Custom Prelude, compatible across many GHC versions.

  10. Periodic :: Flag

    LambdaHack Game.LambdaHack.Definition.Ability

    at most one of any copies without cooldown (timeout) activates each turn; the cooldown required after activation is specified in Timeout (or is zero); the initial cooldown can also be specified as TimerDice in CreateItem effect; uniquely, this activation never destroys a copy, unless item is fragile; all this happens only for items in equipment or organs; kinetic damage is not applied

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