Adventuring: Difference between revisions
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{{Flink|boolean|adventure|int|location|desc=Visits the desired location the the desired number of times. | {{Flink|boolean|adventure|int|location|desc=Visits the desired location the the desired number of times.}} | ||
{{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()]]}} |
Revision as of 21:29, 21 May 2010
boolean adventure( int, location )
boolean adventure( int, location, string )
boolean adv1( location, int, string )
string visit_url( string )
void add_item_condition( int, item )
boolean is_goal( item )
string get_counters( string, int, int )
void council()
item guardians()
int tavern()
boolean entryway()
boolean hedgemaze()
boolean chamber()
location my_location()
void refresh_status()
buffer run_combat()
boolean retrieve_item( int, item )
boolean change_mcd( int )
boolean hermit( int, item )
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()
monster [int] get_monsters( location )
float [monster] appearance_rates( location )
int monster_attack( [monster] )
int monster_defense( [monster] )
int expected_damage( [monster] )
element monster_element( [monster] )