Appearance rates: Difference between revisions

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m Answering the question.
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{{RFI|Not logged in value?|How are ultra-rare numbers arrived at?}}
{{RFI|Not logged in value?|How are ultra-rare numbers arrived at?}}
Preliminary testing indicates that ultra-rare "rates" are the same as normal encounters, except multiplied by negative 1. Values that haven't been logged seem to appear as -1, although I've only seen this for noncombats in the Skate Park. As such, take the second piece of advice with a grain of salt.
Preliminary testing indicates that ultra-rare "rates" are the same as normal encounters, except multiplied by negative 1. Values that haven't been logged seem to appear as -1, although I've only seen this for noncombats in the Skate Park. As such, take the second piece of advice with a grain of salt.--[[User:Heeheehee|Heeheehee]] 03:45, 6 March 2010 (UTC)

Revision as of 03:45, 6 March 2010



needs(code_samples);

Function Syntax

float [monster] appearance_rates(location place )

  • place is the adventuring location to parse

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.


Attention KoLmafia Experts!

We need your help; some details of this function's operation are unknown or unclear.

The following specific questions have been raised:

  • Not logged in value?
  • How are ultra-rare numbers arrived at?

Preliminary testing indicates that ultra-rare "rates" are the same as normal encounters, except multiplied by negative 1. Values that haven't been logged seem to appear as -1, although I've only seen this for noncombats in the Skate Park. As such, take the second piece of advice with a grain of salt.--Heeheehee 03:45, 6 March 2010 (UTC)