Appearance rates: Difference between revisions
imported>StDoodle mNo edit summary |
imported>Heeheehee m Answering the question. |
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{{RFI|Not logged in value?|How are ultra-rare numbers arrived at?}} | {{RFI|Not logged in value?|How are ultra-rare numbers arrived at?}} | ||
Preliminary testing indicates that ultra-rare "rates" are the same as normal encounters, except multiplied by negative 1. Values that haven't been logged seem to appear as -1, although I've only seen this for noncombats in the Skate Park. As such, take the second piece of advice with a grain of salt. |
Revision as of 03:45, 6 March 2010
Function Syntax
float [monster] appearance_rates(location place )
- place is the adventuring location to parse
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. Does not account for combat rate modifiers, olfaction, etc.
Attention KoLmafia Experts!
We need your help; some details of this function's operation are unknown or unclear.
The following specific questions have been raised:
- Not logged in value?
- How are ultra-rare numbers arrived at?
Preliminary testing indicates that ultra-rare "rates" are the same as normal encounters, except multiplied by negative 1. Values that haven't been logged seem to appear as -1, although I've only seen this for noncombats in the Skate Park. As such, take the second piece of advice with a grain of salt.