Adventuring: Difference between revisions
imported>Bale No edit summary |
imported>Bigevildan m Fixed formatting on run_turn() |
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{{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|buffer|run_choice|desc=Chooses an option in the current choice adventure.}} | {{Flink|buffer|run_choice|desc=Chooses an option in the current choice adventure.}} | ||
{{Flink|buffer|run_turn| | {{Flink|buffer|run_turn|desc=Works as run_combat() or run_choice( -1 ) depending on whether you are in combat or in a choice.}} | ||
{{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.}} | {{Flink|boolean|hermit|int|item|desc=Trades worthless items (adventuring in the sewer if needed) to the hermit for specified items.}} |
Revision as of 01:25, 4 February 2019
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()
buffer run_choice()
buffer run_turn()
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, [boolean] )
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 )
boolean is_banished( monster )