Talk:Adventure: Difference between revisions

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It already lists auto-stops as a reason to return false. I'll add a link to the page of auto-stops for people to find the list of them. --[[User:Bale|Bale]] 22:09, 26 June 2010 (UTC)
It already lists auto-stops as a reason to return false. I'll add a link to the page of auto-stops for people to find the list of them. --[[User:Bale|Bale]] 22:09, 26 June 2010 (UTC)
===Combat filter function must be top-level code?===
I tried just tossing a filter function into some other script's main function (also within a for loop, but that's probably irrelevant), and when I ran the script, it started printing debug logs like crazy. Moving the function to top-level seems to have fixed it.
If this is, indeed, the case, we should probably add a note to that effect on this page. --[[User:Heeheehee|Heeheehee]] 23:05, 10 July 2010 (UTC)
More likely, something needs to be fixed. You might want to post that on the forums. --[[User:StDoodle|StDoodle (#1059825)]] 05:04, 11 July 2010 (UTC)
: Okay, JH clarified that this is, indeed, the case and isn't a bug. Will add to this page. --[[User:Heeheehee|Heeheehee]] 23:36, 11 July 2010 (UTC)
===Combat Filter info===
I propose that we have a separate section to describe combat filter functions; there's still a little bit more that needs to be said, but it's starting to "take over" this function page. Perhaps a section under [[Custom Combat Script]] would be in order (with a link from this page, of course)?
Note: I'd do it myself, but I'm unsure exactly how their return values need to be formatted. Also, they can return "regular" CCS or macro language, right? Or no? --[[User:StDoodle|StDoodle (#1059825)]] 05:38, 12 July 2010 (UTC)
: Nope, it returns just a CCS language -- that's why "void" got converted into "item ovoid leather thing, ovoid leather thing". Also why ''skill [number]'' didn't work. But yeah, adding it to [[Custom Combat Script|CCS]] would probably keep this page less cluttered. Obviously I don't know enough about them, or else I wouldn't be asking for troubleshooting. --[[User:Heeheehee|Heeheehee]] 10:58, 12 July 2010 (UTC)

Latest revision as of 10:58, 12 July 2010

jasonharper said we can supply a macro as the third parameter; any ideas on usage? KoL macros require line breaks in a picky manner, but setting my string to have "\n" doesn't work... or am I sup'd to use a macro's name? --StDoodle (#1059825) 21:21, 29 April 2010 (UTC)

I think he means to use the macro's name. Try it. --Bale 21:23, 29 April 2010 (UTC)

Wow!! The wiki has come a long ways since I was last on here in December. It's beautiful! I don't know if this is the right place for this, but I think it would be helpful to have a list of special events that cause adventure to stop and return false besides conditions being satisfied. Demon name and hobo glyph are already listed, but I think there are a lot more. I don't know that many, but looking over Zarqon's MacGuffin script I saw several. I just tested out the Sietch in Time adventure. adventure(my_adventures(), $location[desert (ultrahydrated)]) stopped adventuring and returned false when I received the Sietch in Time adventure. What do you guys think? -- That FN Ninja 21:39, 26 June 2010 [attribution added]

It already lists auto-stops as a reason to return false. I'll add a link to the page of auto-stops for people to find the list of them. --Bale 22:09, 26 June 2010 (UTC)


Combat filter function must be top-level code?

I tried just tossing a filter function into some other script's main function (also within a for loop, but that's probably irrelevant), and when I ran the script, it started printing debug logs like crazy. Moving the function to top-level seems to have fixed it.

If this is, indeed, the case, we should probably add a note to that effect on this page. --Heeheehee 23:05, 10 July 2010 (UTC)

More likely, something needs to be fixed. You might want to post that on the forums. --StDoodle (#1059825) 05:04, 11 July 2010 (UTC)

Okay, JH clarified that this is, indeed, the case and isn't a bug. Will add to this page. --Heeheehee 23:36, 11 July 2010 (UTC)

Combat Filter info

I propose that we have a separate section to describe combat filter functions; there's still a little bit more that needs to be said, but it's starting to "take over" this function page. Perhaps a section under Custom Combat Script would be in order (with a link from this page, of course)?

Note: I'd do it myself, but I'm unsure exactly how their return values need to be formatted. Also, they can return "regular" CCS or macro language, right? Or no? --StDoodle (#1059825) 05:38, 12 July 2010 (UTC)

Nope, it returns just a CCS language -- that's why "void" got converted into "item ovoid leather thing, ovoid leather thing". Also why skill [number] didn't work. But yeah, adding it to CCS would probably keep this page less cluttered. Obviously I don't know enough about them, or else I wouldn't be asking for troubleshooting. --Heeheehee 10:58, 12 July 2010 (UTC)