Monster defense: Difference between revisions

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monster.raw_defense
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function_description=Returns the defense value of the specified monster {{pspan|check_me}}. If {{pspan|check_me}} is not specified, it will use the current monster if you are in a fight (i.e. you're calling the function from an [[In-combat Consulting]] script), or the last monster you encountered otherwise.</p>
function_description=Returns the defense value of the specified monster {{pspan|check_me}}. If {{pspan|check_me}} is not specified, it will use the current monster if you are in a fight (i.e. you're calling the function from an [[In-combat Consulting]] script), or the last monster you encountered otherwise.</p>
<p>When the function is given a monster as a parameter it will return the monster's defense at the start of a fight including all monster level modifications. This means that for monsters with unknown defense, the return value will be equivalent to {{f|monster_level_adjustment}}. If the zero parameter version is called and the character is currently in a fight, then the function will include all current combat deleveling modifiers from the current combat.|
<p>When the function is given a monster as a parameter it will return the monster's defense at the start of a fight including all monster level modifications. This means that for monsters with unknown defense, the return value will be equivalent to {{f|monster_level_adjustment}}. If the zero parameter version is called and the character is currently in a fight, then the function will include all current combat deleveling modifiers from the current combat.</p>
<p>If you want to know the monster's raw defense without being modified by monster level adjustments, it is available through the monster.'''raw_defense''' proxy field.|


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Revision as of 12:03, 5 November 2014

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Function Syntax

int monster_defense()

int monster_defense(monster check_me )

  • check_me is the (optional) monster to get the defense value of

Returns the defense value of the specified monster check_me. If check_me is not specified, it will use the current monster if you are in a fight (i.e. you're calling the function from an In-combat Consulting script), or the last monster you encountered otherwise.

When the function is given a monster as a parameter it will return the monster's defense at the start of a fight including all monster level modifications. This means that for monsters with unknown defense, the return value will be equivalent to monster_level_adjustment(). If the zero parameter version is called and the character is currently in a fight, then the function will include all current combat deleveling modifiers from the current combat.

If you want to know the monster's raw defense without being modified by monster level adjustments, it is available through the monster.raw_defense proxy field.

See Also

monster_attack() | monster_initiative() | monster_element() | monster_hp()

More Information

For the current discussion of what's being tracked in-combat for monster level adjustments, please see this thread.

Special

If no monster is specified and no monster has been fought in this session, this function returns 0. This is because mafia forgets the value of last_monster() when it logs out.