Appearance rates: Difference between revisions

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imported>StDoodle
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imported>Fredg1
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{{#vardefine:name|appearance_rates}}
{{
{{#vardefine:return_type|float [monster]}}
#vardefine:name|appearance_rates}}{{
{{#vardefine:aggregate|yes}}
#vardefine:return_type|float [monster]}}{{
#vardefine:aggregate|yes}}{{


{{FunctionPage|
FunctionPage|
name={{#var:name}}|
name={{#var:name}}|
function_category=Adventuring|


function1={{Function|
function1={{Function|
Line 13: Line 13:
return_also={{#var:return_also}}|
return_also={{#var:return_also}}|
parameter1={{Param|location|place}}|
parameter1={{Param|location|place}}|
}}|
function2={{Function|
name={{#var:name}}|
aggregate={{#var:aggregate}}|
return_type={{#var:return_type}}|
return_also={{#var:return_also}}|
parameter1={{Param|location|place}}|
parameter2={{Param|boolean|queue}}|
p1desc={{Pspan|place}} is the adventuring location to parse|
p1desc={{Pspan|place}} is the adventuring location to parse|
p2desc=The optional parameter {{Pspan|queue}} is false if not included.|
}}|
}}|


function_description=Returns a map, keyed by monster, with the appearance rate percentages as decimal values (ie a 30% rate monster has a value of 30.0). Bosses, semirare encounters, and other one-time-only monsters have a value of 0.0; ultra-rare monsters have a negative value. Does not account for combat rate modifiers, olfaction, etc.|
function_description=Returns a map, keyed by monster, with the appearance rate percentages as decimal values (ie a 30% rate monster has a value of 30.0). Account for combat rate modifiers, olfaction, etc. (as best as it can).<br> Bosses, semirare encounters, and other one-time-only monsters have a value of 0.0.<br> Ultra-Rare monsters have a value of -1.0.<br> Impossible monsters (mostly just monsters that only appear on odd/even ascensions) have a value of -2.0.<br> (Properly, as in not-also-olfacted) Banished monsters have a value of -3.0.<br> Monsters banished by in-game mechanics (such as pygmy janitors in the hidden city) have a value of -4.0 (is often mixed up with 0.0 values). </p>
<p>If there is a chance of non-combat encounters, that will be listed as the chance of encountering $monster[none].</p>
<p>If {{Pspan|queue}} is true, then the monsters currently in the adventuring queue will be considered when determining the likelihood of future encounters. This is better for a real prediction of what monster will actually occur next while not considering the queue is better for modeling theoretical situations.|


needscode=yes|
code1={{CodeSample|
title=Simple Example|
description=Prints the encounters in a zone and their rates of appearing.|
code=
<syntaxhighlight>
foreach mob, freq in appearance_rates($location[Dungeon of Doom])
  switch {
  case mob == $monster[none]:
      if(freq > 0) print("Frequency of non-combats: "+ freq + "%");
      break;
  case freq > 0:
      print("Frequency of " + mob + ": " + freq + "%");
      break;
  case freq == 0:
      print("Frequency of " + mob + ": Boss (one time encounter) or semirare encounter.");
      break;
  case freq < 0:
      print("Frequency of " + mob + ": Ultra-rare!");
      break;
  default:
      print("Frequency of " + mob + ": Unknown");
      break;
  }
</syntaxhighlight>}}|
see_also={{SeeAlso|get_monsters|last_monster}}|
special=When not logged in, this function still returns the same data, as it is pulled from KoLmafia's data files.|
}}


}}
[[Category:Adventuring]]
{{RFI|Not logged in value?|How are ultra-rare numbers arrived at?}}

Latest revision as of 10:28, 31 August 2020

Function Syntax

float [monster] appearance_rates(location place )

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

  • place is the adventuring location to parse
  • The optional parameter queue is false if not included.

Returns a map, keyed by monster, with the appearance rate percentages as decimal values (ie a 30% rate monster has a value of 30.0). Account for combat rate modifiers, olfaction, etc. (as best as it can).
Bosses, semirare encounters, and other one-time-only monsters have a value of 0.0.
Ultra-Rare monsters have a value of -1.0.
Impossible monsters (mostly just monsters that only appear on odd/even ascensions) have a value of -2.0.
(Properly, as in not-also-olfacted) Banished monsters have a value of -3.0.
Monsters banished by in-game mechanics (such as pygmy janitors in the hidden city) have a value of -4.0 (is often mixed up with 0.0 values).

If there is a chance of non-combat encounters, that will be listed as the chance of encountering $monster[none].

If queue is true, then the monsters currently in the adventuring queue will be considered when determining the likelihood of future encounters. This is better for a real prediction of what monster will actually occur next while not considering the queue is better for modeling theoretical situations.

Simple Example

Prints the encounters in a zone and their rates of appearing.

foreach mob, freq in appearance_rates($location[Dungeon of Doom])
   switch {
   case mob == $monster[none]:
      if(freq > 0) print("Frequency of non-combats: "+ freq + "%");
      break;
   case freq > 0:
      print("Frequency of " + mob + ": " + freq + "%");
      break;
   case freq == 0:
      print("Frequency of " + mob + ": Boss (one time encounter) or semirare encounter.");
      break;
   case freq < 0:
      print("Frequency of " + mob + ": Ultra-rare!");
      break;
   default:
      print("Frequency of " + mob + ": Unknown");
      break;
   }

See Also

get_monsters() | last_monster()

Special

When not logged in, this function still returns the same data, as it is pulled from KoLmafia's data files.