Adventuring

From Kolmafia
Revision as of 03:32, 6 May 2010 by imported>Bale
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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()

string visit_url( string )

Visits the specified address and returns the page source.

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 )

Determine if a counter will expire in a specified period of time.

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.