Monster initiative: Difference between revisions
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<p>When the function is given a monster as a parameter it will return the monster's initiative at the start of a fight including all monster level modifications. This means that for monsters with unknown initiative, the return value will only take into account monster level.| | <p>When the function is given a monster as a parameter it will return the monster's initiative at the start of a fight including all monster level modifications. This means that for monsters with unknown initiative, the return value will only take into account monster level.| | ||
code1={{CodeSample| | |||
title=Code Samples| | |||
description=| | |||
code= | |||
<syntaxhighlight> | |||
void jump (string monstername) { | |||
monster mon = to_monster(monstername); | |||
int mon_ini = monster_initiative(mon); | |||
int my_ini = numeric_modifier("initiative"); | |||
int chance = max(0, 100+my_ini-mon_ini+max(0, my_basestat(my_primestat())-monster_attack(mon))); | |||
chance = min(100, chance); | |||
print("You have a current jump chance on "+mon+" of "+chance+"% which is same as "+jump_chance(mon)+"%.", "blue"); | |||
} | |||
jump("bar"); | |||
</syntaxhighlight>| | |||
moreinfo= There is already a KoLMafia built in function called jump_chance() that does the same as the above example, but better. For more information on jump opponents visit KoL Wiki's [http://kol.coldfront.net/thekolwiki/index.php/Talk:Combat_Initiative Combat Initiative] | |||
}}| | |||
see_also={{SeeAlso|monster_attack|monster_defense|monster_element|monster_hp}}| | see_also={{SeeAlso|monster_attack|monster_defense|monster_element|monster_hp}}| | ||
more_info=| | more_info=| | ||
special=If no monster is specified and no monster has been fought in this session, this function returns 0. This is because mafia forgets the value of | special=If no monster is specified and no monster has been fought in this session, this function returns 0. This is because mafia forgets the value of {{f|last_monster}} when it logs out.| | ||
}} | }} | ||
[[Category:Adventuring]][[Category:In-combat Consulting]] | [[Category:Adventuring]][[Category:In-combat Consulting]] |
Latest revision as of 14:31, 17 January 2015
Function Syntax
int monster_initiative()
int monster_initiative(monster check_me )
- check_me is the (optional) monster to get the initiative value of
Returns the initiative value of the specified monster check_me. If check_me is not specified, it will use the current monster if you are in a fight (i.e. you're calling the function from an In-combat Consulting script), or the last monster you encountered otherwise.
When the function is given a monster as a parameter it will return the monster's initiative at the start of a fight including all monster level modifications. This means that for monsters with unknown initiative, the return value will only take into account monster level.
Code Samples
void jump (string monstername) {
monster mon = to_monster(monstername);
int mon_ini = monster_initiative(mon);
int my_ini = numeric_modifier("initiative");
int chance = max(0, 100+my_ini-mon_ini+max(0, my_basestat(my_primestat())-monster_attack(mon)));
chance = min(100, chance);
print("You have a current jump chance on "+mon+" of "+chance+"% which is same as "+jump_chance(mon)+"%.", "blue");
}
jump("bar");
There is already a KoLMafia built in function called jump_chance() that does the same as the above example, but better. For more information on jump opponents visit KoL Wiki's Combat Initiative
See Also
Special
If no monster is specified and no monster has been fought in this session, this function returns 0. This is because mafia forgets the value of last_monster()
when it logs out.