Buffed hit stat: Difference between revisions

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Line 25: Line 25:
   foreach int in monster_list {
   foreach int in monster_list {
       float fumble = 1/22;
       float fumble = 1/22;
       float hit_percentage = (((6 + (x - monster_base_defense(monster_list[int]))) / 10.5) * (100 - fumble))
       float hit_percentage = (((6 + (x - monster_defense(monster_list[int]))) / 10.5) * (100 - fumble));
       if(hit_percentage < 50) {
       if(hit_percentage < 50) {
         return false;
         return false;
Line 31: Line 31:
   }
   }
   return true;
   return true;
  }
}
}
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Revision as of 19:56, 28 February 2010



Function Syntax

int buffed_hit_stat()

Returns the buffed value of the stat that is currently used to calculate hit percentages. Note, ranged weapons use moxie to calculate hit percentage, melee weapons use muscle.

Code Samples

This code will check your hit percentage against every monster in a specified location to make sure it is 50% or over for every monster.

boolean safe_to_attack() {
   int x = buffed_hit_stat();
   monster [int] monster_list = get_monsters($location[Fantasy Airship]);
   foreach int in monster_list {
      float fumble = 1/22;
      float hit_percentage = (((6 + (x - monster_defense(monster_list[int]))) / 10.5) * (100 - fumble));
      if(hit_percentage < 50) {
         return false;
      }
   }
   return true;
}

See Also

get_monsters() | monster_base_defense()

More Information

http://kol.coldfront.net/thekolwiki/index.php/Hit_Chance

Special

This function returns ?? when not logged in (needs spading).