Adventuring: Difference between revisions
imported>Bale image_to_monster |
imported>Bale →About Monsters: monster_initiative |
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{{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.}} | ||
{{Flink|int|monster_hp|{{opt|monster}}|desc=Returns the starting/current HP of the specified monster.}} | {{Flink|int|monster_hp|{{opt|monster}}|desc=Returns the starting/current HP of the specified monster.}} | ||
{{Flink|int|monster_initiative|{{opt|monster}}|desc=Returns the starting/current initiative of the specified monster.}} | |||
{{Flink|phylum|monster_phylum|{{opt|monster}}|desc=Returns the phylum of the specified monster.}} | {{Flink|phylum|monster_phylum|{{opt|monster}}|desc=Returns the phylum of the specified monster.}} | ||
{{Flink|int|expected_damage|{{opt|monster}}|desc=Returns the amount of damage you are expected to take each round from the specified monster.}} | {{Flink|int|expected_damage|{{opt|monster}}|desc=Returns the amount of damage you are expected to take each round from the specified monster.}} |
Revision as of 10:01, 6 November 2014
boolean adventure( int, location )
boolean adventure( int, location, string )
boolean adv1( location, int, string )
buffer visit_url()
buffer visit_url( string )
buffer visit_url( string, boolean )
buffer visit_url( string, boolean, boolean )
void remove_item_condition( int, item )
void add_item_condition( int, item )
boolean is_goal( item )
boolean goal_exists( string )
string [int] get_goals()
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).
int jump_chance( [monster], [int], [int] )
int jump_chance( location, [int], [int] )
monster last_monster()
monster [int] get_monsters( location )
float [monster] appearance_rates( location )
int monster_attack( [monster] )
int monster_defense( [monster] )
int monster_initiative( [monster] )
phylum monster_phylum( [monster] )
int expected_damage( [monster] )
element monster_element( [monster] )
monster image_to_monster( string )