Auto-stops: Difference between revisions

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imported>Bale
Created page with 'Auto-stops are places where mafia's automation will automatically stop, just as the name suggests. These are all KoL non-combats. If mafia detects one of these auto-stop non-comb…'
 
imported>Bale
typo
Line 15: Line 15:
{{CodeSample|description=Unlocking the White Citadel can make use of the auto-stop to be this simple.|
{{CodeSample|description=Unlocking the White Citadel can make use of the auto-stop to be this simple.|
code=<syntaxhighlight>
code=<syntaxhighlight>
adventure( my_advrentures(), $location[whitey's grove] );
adventure( my_adventures(), $location[whitey's grove] );
adventure( my_advrentures(), $location[white citadel );
adventure( my_adventures(), $location[white citadel );
</syntaxhighlight>}}
</syntaxhighlight>}}


[[Category:Automation]]
[[Category:Automation]]

Revision as of 21:20, 24 May 2010

Auto-stops are places where mafia's automation will automatically stop, just as the name suggests. These are all KoL non-combats. If mafia detects one of these auto-stop non-combats then automation will cease immediately after the encounter, opening the mini-browser to display the auto-stop to the user.

There is just one trick to using auto-stops: mafia will only stop for auto-stops when there are no conditions set. If conditions are set then mafia will continue automation until it reaches those conditions and stop normally. This is to prevent auto-stops from interfering with regular automation.

Unlocking the White Citadel can make use of the auto-stop to be this simple.

adventure( my_adventures(), $location[whitey's grove] );
adventure( my_adventures(), $location[white citadel );