Numeric modifier: Difference between revisions

From Kolmafia
Jump to navigation Jump to search
imported>StDoodle
imported>StDoodle
No edit summary
Line 1: Line 1:
numeric_modifier accesses fields of your current modifiers, which are the sum of the individual modifier values (from modifiers.txt) for all of your current equipment.  This is the same mechanism that lets mafia calculate a total item drop bonus, given that you have perhaps a weapon, an accessory, and a familiar that each have an item drop bonus.
{{
#vardefine:name|numeric_modifier}}{{
#vardefine:return_type|float}}{{


Here is the current list of fields you can inquire about (but note that many of these have specific ASH functions for retrieving them, which would generally be better to use):
FunctionPage|
name={{#var:name}}|
function_category=Modifier Functions|


"Familiar Weight", "Monster Level", "Combat Rate", "Initiative", "Experience", "Item Drop", "Meat Drop", "Damage Absorption", "Damage Reduction", "Cold Resistance", "Hot Resistance", "Sleaze Resistance", "Spooky Resistance", "Stench Resistance", "Mana Cost", "Moxie", "Moxie Percent", "Muscle", "Muscle Percent", "Mysticality", "Mysticality Percent", "Maximum HP", "Maximum HP Percent", "Maximum MP", "Maximum MP Percent", "Melee Damage", "Ranged Damage", "Spell Damage", "Spell Damage Percent", "Cold Damage", "Hot Damage", "Sleaze Damage", "Spooky Damage", "Stench Damage", "Cold Spell Damage", "Hot Spell Damage", "Sleaze Spell Damage", "Spooky Spell Damage", "Stench Spell Damage", "Critical", "Fumble", "HP Regen Min", "HP Regen Max", "MP Regen Min", "MP Regen Max", "Adventures", "Familiar Weight Percent", "Melee Damage Percent", "Ranged Damage Percent", "Stackable Mana Cost", "Hobo Power", "Base Resting HP", "Resting HP Percent", "Bonus Resting HP", "Base Resting MP", "Resting MP Percent", "Bonus Resting MP"
function1={{Function|
name={{#var:name}}|
aggregate={{#var:aggregate}}|
return_type={{#var:return_type}}|
return_also={{#var:return_also}}|
parameter1={{Param|string|modifier_name}}|
}}|


There is also a 2-parameter version of numeric_modifier, that lets you inquire about a modifier value from a specific item/effect/outfit/etc., whether or not you have it equipped at the moment.  For example, numeric_modifier($item[Hobo fortress blueprints], "Base Resting MP") would return 85.
function2={{Function|
name={{#var:name}}|
aggregate={{#var:aggregate}}|
return_type={{#var:return_type}}|
return_also={{#var:return_also}}|
parameter1={{Param|string|check_me}}|
parameter2={{Param|string|modifier_name}}|
}}|


New modifiers needed for undersea use: "Meat Drop Penalty" and "Familiar Weight (hidden)".
function3={{Function|
name={{#var:name}}|
aggregate={{#var:aggregate}}|
return_type={{#var:return_type}}|
return_also={{#var:return_also}}|
parameter1={{Param|item|check_me}}|
parameter2={{Param|string|modifier_name}}|
}}|
 
function4={{Function|
name={{#var:name}}|
aggregate={{#var:aggregate}}|
return_type={{#var:return_type}}|
return_also={{#var:return_also}}|
parameter1={{Param|effect|check_me}}|
parameter2={{Param|string|modifier_name}}|
}}|
 
function5={{Function|
name={{#var:name}}|
aggregate={{#var:aggregate}}|
return_type={{#var:return_type}}|
return_also={{#var:return_also}}|
parameter1={{Param|skill|check_me}}|
parameter2={{Param|string|modifier_name}}|
p1desc={{Pspan|check_me}} is the string, item, effect or skill to check|
p2desc={{Pspan|modifier_name}} is the modifier to check|
}}|
 
function_description=Returns your current modifier total for {{pspan|modifier_name}}, or the amount of modification from {{pspan|check_me}} if specified.</p><br />
{{Function|
name={{#var:name}}|
aggregate={{#var:aggregate}}|
return_type={{#var:return_type}}|
return_also={{#var:return_also}}|
parameter1={{Param|familiar|buddy}}|
parameter2={{Param|string|check_me}}|
parameter3={{Param|int|integer}}|
parameter4={{Param|item|some_item}}|
p1desc={{Pspan|buddy}} is the familiar to check|
p2desc={{Pspan|check_me}} is the modifier to check|
p3desc={{Pspan|integer}} is ???|
p4desc={{Pspan|some_item}} is ???|
}}
<p>I have no idea how this version of numeric_modifier() works; please help.|
 
needscode=yes|
 
cli_equiv=The CLI command "modtrace" gives access to the same information when the correct parameters are specified.|
 
}}
{{RFI|Help! I have no idea how the familiar version works!}}

Revision as of 17:47, 17 March 2010

needs(code_samples);

Function Syntax

float numeric_modifier(string modifier_name )

float numeric_modifier(string check_me ,string modifier_name )

float numeric_modifier(item check_me ,string modifier_name )

float numeric_modifier(effect check_me ,string modifier_name )

float numeric_modifier(skill check_me ,string modifier_name )

  • check_me is the string, item, effect or skill to check
  • modifier_name is the modifier to check

Returns your current modifier total for modifier_name, or the amount of modification from check_me if specified.


float numeric_modifier(familiar buddy ,string check_me ,int integer ,item some_item )

  • buddy is the familiar to check
  • check_me is the modifier to check
  • integer is ???
  • some_item is ???

I have no idea how this version of numeric_modifier() works; please help.

CLI Equivalent

The CLI command "modtrace" gives access to the same information when the correct parameters are specified.


Attention KoLmafia Experts!

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

The following specific question has been raised:

  • Help! I have no idea how the familiar version works!