Adventuring: Difference between revisions
imported>Bale r13280: jump_chance |
imported>Bale goal_exists, get_goals |
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{{Flink|void|add_item_condition|int|item|desc=Specifies adventuring conditions. With these in place, [[adventure|adventure()]] will successfully complete once the conditions are met.}} | {{Flink|void|add_item_condition|int|item|desc=Specifies adventuring conditions. With these in place, [[adventure|adventure()]] will successfully complete once the conditions are met.}} | ||
{{Flink|boolean|is_goal|item|desc=Checks if a given item is a goal.}} | {{Flink|boolean|is_goal|item|desc=Checks if a given item is a goal.}} | ||
{{Flink|boolean|goal_exists|string|desc=Checks if there is currently a given type of goal.}} | |||
{{Flink|string [int]|get_goals|desc=Lists all current goals.}} | |||
{{Flink|string|get_counters|string|int|int|desc=Determine if a counter will expire in a specified | {{Flink|string|get_counters|string|int|int|desc=Determine if a counter will expire in a specified | ||
period of time.}} | period of time.}} |
Revision as of 00:31, 5 November 2014
boolean adventure( int, location )
boolean adventure( int, location, string )
boolean adv1( location, int, string )
buffer visit_url()
buffer visit_url( string )
buffer visit_url( string, boolean )
buffer visit_url( string, boolean, boolean )
void remove_item_condition( int, item )
void add_item_condition( int, item )
boolean is_goal( item )
boolean goal_exists( string )
string [int] get_goals()
string get_counters( string, int, int )
void council()
item guardians()
int tavern()
boolean entryway()
boolean hedgemaze()
boolean chamber()
location my_location()
void refresh_status()
buffer run_combat()
boolean retrieve_item( int, item )
boolean change_mcd( int )
boolean hermit( int, item )
About Monsters
For all of the below functions that accept an optional monster parameter, the default value is your most recently-encountered monster (that means your current monster if you're in combat).
int jump_chance( [monster], [int], [int] )
int jump_chance( location, [int], [int] )
monster last_monster()
monster [int] get_monsters( location )
float [monster] appearance_rates( location )
int monster_attack( [monster] )
int monster_defense( [monster] )
phylum monster_phylum( [monster] )
int expected_damage( [monster] )
element monster_element( [monster] )