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booleanadventure( int, location )

Visits the desired location the the desired number of times.

booleanadventure( int, location, string )

Visits the desired location a specified number of times, using a combat filter function defined elsewhere in your script.

booleanadv1( location, int, string )

Adventure exactly once in the specified location (even if it uses no turns). Chained choice adventures are followed. Int overrides default settings, and string is a filter, same as in adventure()

buffer visit_url()

buffervisit_url( string )

buffervisit_url( string, boolean )

buffervisit_url( string, boolean, boolean )

Visits the specified address and returns the page source.

voidremove_item_condition( int, item )

Removes adventuring conditions.

voidadd_item_condition( int, item )

Specifies adventuring conditions. With these in place, adventure() will successfully complete once the conditions are met.

booleanis_goal( item )

Checks if a given item is a goal.

booleangoal_exists( string )

Checks if there is currently a given type of goal.

string [int] get_goals()

Lists all current goals.

stringget_counters( string, int, int )

Determine if a counter will expire in a specified period of time.

void council()

Visits the Council of Loathing.

item guardians()

Climbs the Naughty Sorceress' Tower and passes the challenges it can, returning the first item needed to pass a failed stage.

int tavern()

Attempt to complete the tavern, and returns the number of squares visited

boolean entryway()

boolean hedgemaze()

boolean chamber()

These three functions attempt to perform the associated tasks. The return value indicates the success.

location my_location()

Returns the location where you last adventured.

voidset_location( location )

Changes the value returned by my_location().

void refresh_status()

Refreshes the side-pane character info (health, effects, etc.).

buffer run_combat()

Uses the current KoLmafia settings to run a combat (for use with visit_url()).

booleanretrieve_item( int, item )

Uses KoLmafia internal logic to gather items.

booleanchange_mcd( int )

Tries to set your +ML device to a specified setting and reports on success.

booleanhermit( int, item )

Trades worthless items (adventuring in the sewer if needed) to the hermit for specified items.

About Monsters

For all of the below functions that accept an optional monster parameter, the default value is your most recently-encountered monster (that means your current monster if you're in combat).

intjump_chance( [monster], [int], [int] )

intjump_chance( location, [int], [int] )

Returns the chance of successfully getting the jump against the monster or in the location.

monster last_monster()

Returns last monster encountered.

monster [int]get_monsters( location )

Returns a map of potential monsters at a given location.

float [monster]appearance_rates( location, [boolean] )

Returns a map of the expected frequency of each monster at the specified location.

intmonster_attack( [monster] )

Returns the starting/current attack value of the specified monster.

intmonster_defense( [monster] )

Returns the starting/current defense value of the specified monster.

intmonster_hp( [monster] )

Returns the starting/current HP of the specified monster.

intmonster_initiative( [monster] )

Returns the starting/current initiative of the specified monster.

phylummonster_phylum( [monster] )

Returns the phylum of the specified monster.

intexpected_damage( [monster] )

Returns the amount of damage you are expected to take each round from the specified monster.

elementmonster_element( [monster] )

Returns the elemental alignment of the specified monster.

monsterimage_to_monster( string )

Looks up monster by image name.

booleanis_banished( monster )

Returns true if the specified monster is banished


int get_auto_attack()

Returns your current auto-attack setting.

voidset_auto_attack( int )

Sets your auto-attack setting.