Initiative modifier: Difference between revisions

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imported>Grotfang
A second, more detailed and useful example
 
imported>Bale
mNo edit summary
 
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[[initiative_modifier()]]
{{
#vardefine:name|initiative_modifier}}{{
#vardefine:return_type|float}}{{


Returns your current percentage initiative modifier in the form of a float.
FunctionPage|
name={{#var:name}}|
function1={{Function|
name={{#var:name}}|
aggregate={{#var:aggregate}}|
return_type={{#var:return_type}}|
return_also={{#var:return_also}}
}}|
function_description=Returns your current percentage initiative modifier in the form of a float.|
code1={{CodeSample|
title=Code Samples|
description=Checks to see whether your initiative modifier is positive.|
code=
<syntaxhighlight>
boolean positive_initiative() {
  if(initiative_modifier() < 0){
      return false;
  }
  return true;
}
</syntaxhighlight>
}}
{{CodeSample|
description=Uses your initiative result to determine whether it will adventure in the sewers (where a +60% initiative guarantees getting the jump). There is also a check for my_familiar().|
code=
<syntaxhighlight>
boolean first_yellow_ray() {
  if(initiative_modifier() >= 60) {
      if(my_familiar() == $familiar[he-boulder]) {
        adventure(1 , $location[A Maze of Sewer Tunnels]);
        return true;
      }
      else {
        print("You should use the He-Boulder for this");
      }
  }
  else {
      print("Your initiative is too low");
  }
  return false;
}
</syntaxhighlight>
}}|
see_also={{SeeAlso|my_familiar}}|
special=When not logged in the function returns 0.0
}}


The following [[function]] will return false if you have a negative initiative modifier.
[[Category:Your Character]]
 
<code>
  [[boolean]] positive_initiative()
  {
    if( '''initiative_modifier()''' < 0 )
        return false;
    else
        return true;
  }
</code>
 
The following function is a little more involved and uses your initiative result to determine whether it will adventure in the sewers (where a +60% initiative guarantees getting the jump). There is also a check for [[my_familiar()]]. The function will return true if it's a success, false otherwise.
 
<code>
  [[boolean]] first_yellow_ray()
  {
    if( '''initiative_modifier()''' >= 60 )
    {
        if( my_familiar() == $familiar[he-boulder] )
        {
            adventure( 1 , $location[A Maze of Sewer Tunnels] );
            return true;
        }
        else
            print( "You should use the He-Boulder for this" );
    }
    else
        print( "Your initiative is too low" );
    return false;
  }
</code>
 
[[Category:Your Character | elemental_resistance()]]
[[Category:Ash Functions | elemental_resistance()]]
 
When not logged in the function returns 0 (needs spading).

Latest revision as of 21:36, 21 May 2010

Function Syntax

float initiative_modifier()

Returns your current percentage initiative modifier in the form of a float.

Code Samples

Checks to see whether your initiative modifier is positive.

boolean positive_initiative() {
   if(initiative_modifier() < 0){
      return false;
   }
   return true;
}

Uses your initiative result to determine whether it will adventure in the sewers (where a +60% initiative guarantees getting the jump). There is also a check for my_familiar().

boolean first_yellow_ray() {
   if(initiative_modifier() >= 60) {
      if(my_familiar() == $familiar[he-boulder]) {
         adventure(1 , $location[A Maze of Sewer Tunnels]);
         return true;
      }
      else {
         print("You should use the He-Boulder for this");
      }
   }
   else {
      print("Your initiative is too low");
   }
   return false;
}

See Also

my_familiar()

Special

When not logged in the function returns 0.0