Adventuring: Difference between revisions

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{{Flink|boolean|adventure|int|location|desc=Visits the desired location the the desired number of times. (''Sample'': [[Code_Samples#Hedging|Hedging]])}}
{{Flink|boolean|adventure|int|location|desc=Visits the desired location the the desired number of times. (''Sample'': [[Code_Samples#Hedging|Hedging]])}}
{{Flink|boolean|adventure|int|location|string|desc=Visits the desired location a specified number of times, using a combat filter function defined elsewhere in your script.}}
{{Flink|boolean|adventure|int|location|string|desc=Visits the desired location a specified number of times, using a combat filter function defined elsewhere in your script.}}
{{Flink|boolean|adv1|location|int|string|desc=Adventure exactly once in the specified location (even if it uses no turns). Chained choice adventures ARE followed. Int overrides default settings, and string is a filter, same as in [[adventure|adventure()]]}}
{{Flink|boolean|adv1|location|int|string|desc=Adventure exactly once in the specified location (even if it uses no turns). Chained choice adventures '''are''' followed. Int overrides default settings, and string is a filter, same as in [[adventure|adventure()]]}}
{{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|get_counters|string|int|int|desc=Checks if there is an active counter that matches the string.}}
{{Flink|void|council|desc=Visits the Council of Loathing.}}
{{Flink|void|council|desc=Visits the Council of Loathing.}}
{{Flink|item|guardians|desc=Climbs the Naughty Sorceress' Tower and passes the challenges it can, returning the first item needed to pass a failed stage.}}
{{Flink|item|guardians|desc=Climbs the Naughty Sorceress' Tower and passes the challenges it can, returning the first item needed to pass a failed stage.}}
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{{Flink|boolean|chamber|desc=These three functions attempt to perform the associated tasks. The return value indicates the success.}}
{{Flink|boolean|chamber|desc=These three functions attempt to perform the associated tasks. The return value indicates the success.}}
{{Flink|location|my_location|desc=Returns the location where you last adventured.}}
{{Flink|location|my_location|desc=Returns the location where you last adventured.}}
{{Flink|void|set_location|location|desc=Changes the value returned by my_location().}}
{{Flink|void|refresh_status|desc=Refreshes the side-pane character info (health, effects, etc.).}}
{{Flink|void|refresh_status|desc=Refreshes the side-pane character info (health, effects, etc.).}}
{{Flink|buffer|run_combat|desc=Uses the current KoLmafia settings to run a combat (for use with [[visit_url|visit_url()]]).}}
{{Flink|buffer|run_combat|desc=Uses the current KoLmafia settings to run a combat (for use with [[visit_url|visit_url()]]).}}
{{Flink|boolean|retrieve_item|int|item|desc=Uses KoLmafia internal logic to gather items (see page for details).}}
{{Flink|boolean|retrieve_item|int|item|desc=Uses KoLmafia internal logic to gather items.}}
{{Flink|boolean|change_mcd|int|desc=Tries to set your +ML device to a specified setting and reports on success.}}
{{Flink|boolean|change_mcd|int|desc=Tries to set your +ML device to a specified setting and reports on success.}}
{{Flink|boolean|hermit|int|item|desc=Trades worthless items (adventuring in the sewer if needed) to the hermit for specified items (see page for details).}}
{{Flink|boolean|hermit|int|item|desc=Trades worthless items (adventuring in the sewer if needed) to the hermit for specified items.}}


==About Monsters==
==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).
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).


{{Flink|monster|last_monster|desc=Returns last monster encountered.}}
{{Flink|monster [int]|get_monsters|location|desc=Returns a map of potential monsters at a given location.}}
{{Flink|monster [int]|get_monsters|location|desc=Returns a map of potential monsters at a given location.}}
{{Flink|float [monster]|appearance_rates|location|desc=Returns a map of the expected frequency of each monster at the specified location under normal conditions (see page for details).}}
{{Flink|float [monster]|appearance_rates|location|desc=Returns a map of the expected frequency of each monster at the specified location under normal conditions.}}
{{Flink|int|monster_attack|{{opt|monster}}|desc=Returns the starting/current attack value of the specified monster.}}
{{Flink|int|monster_attack|{{opt|monster}}|desc=Returns the starting/current attack value of the specified monster.}}
{{Flink|int|monster_defense|{{opt|monster}}|desc=Returns the starting/current defense value of the specified monster.}}
{{Flink|int|monster_defense|{{opt|monster}}|desc=Returns the starting/current defense value of the specified monster.}}

Revision as of 07:17, 5 May 2010

boolean adventure( int, location )

Visits the desired location the the desired number of times. (Sample: Hedging)

boolean adventure( int, location, string )

Visits the desired location a specified number of times, using a combat filter function defined elsewhere in your script.

boolean adv1( location, int, string )

Adventure exactly once in the specified location (even if it uses no turns). Chained choice adventures are followed. Int overrides default settings, and string is a filter, same as in adventure()

void add_item_condition( int, item )

Specifies adventuring conditions. With these in place, adventure() will successfully complete once the conditions are met.

boolean is_goal( item )

Checks if a given item is a goal.

boolean get_counters( string, int, int )

Checks if there is an active counter that matches the string.

void council()

Visits the Council of Loathing.

item guardians()

Climbs the Naughty Sorceress' Tower and passes the challenges it can, returning the first item needed to pass a failed stage.

int tavern()

Attempt to complete the tavern, and returns the number of squares visited

boolean entryway()

boolean hedgemaze()

boolean chamber()

These three functions attempt to perform the associated tasks. The return value indicates the success.

location my_location()

Returns the location where you last adventured.

void set_location( location )

Changes the value returned by my_location().

void refresh_status()

Refreshes the side-pane character info (health, effects, etc.).

buffer run_combat()

Uses the current KoLmafia settings to run a combat (for use with visit_url()).

boolean retrieve_item( int, item )

Uses KoLmafia internal logic to gather items.

boolean change_mcd( int )

Tries to set your +ML device to a specified setting and reports on success.

boolean hermit( int, item )

Trades worthless items (adventuring in the sewer if needed) to the hermit for specified items.


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).

monster last_monster()

Returns last monster encountered.

monster [int] get_monsters( location )

Returns a map of potential monsters at a given location.

float [monster] appearance_rates( location )

Returns a map of the expected frequency of each monster at the specified location under normal conditions.

int monster_attack( [monster] )

Returns the starting/current attack value of the specified monster.

int monster_defense( [monster] )

Returns the starting/current defense value of the specified monster.

int monster_hp( [monster] )

Returns the starting/current HP of the specified monster.

int expected_damage( [monster] )

Returns the amount of damage you are expected to take each round from the specified monster.

element monster_element( [monster] )

Returns the elemental alignment of the specified monster.