Appearance rates: Difference between revisions
imported>Bale r14615 & r14616 |
imported>Bale two parameter version includes queue information |
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return_also={{#var:return_also}}| | return_also={{#var:return_also}}| | ||
parameter1={{Param|location|place}}| | parameter1={{Param|location|place}}| | ||
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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 (the actual value varies; test by looking for value < 0, not value == -1). Does not account for combat rate modifiers, olfaction, etc.</p> | 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 (the actual value varies; test by looking for value < 0, not value == -1). Does not account for combat rate modifiers, olfaction, etc.</p> | ||
<p>If there is a chance of non-combat encounters, that will be listed as the chance of encountering $monster[none].| | <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.| | |||
code1={{CodeSample| | code1={{CodeSample| |
Revision as of 05:21, 13 November 2014
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). Bosses, semirare encounters, and other one-time-only monsters have a value of 0.0; ultra-rare monsters have a negative value (the actual value varies; test by looking for value < 0, not value == -1). Does not account for combat rate modifiers, olfaction, etc.
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 == -1:
print("Frequency of " + mob + ": Ultra-rare!");
break;
default:
print("Frequency of " + mob + ": Unknown");
break;
}
See Also
Special
When not logged in, this function still returns the same data, as it is pulled from KoLmafia's data files.