Difference between revisions of "Appearance rates"
imported>Bale (format fix) |
imported>Fredg1 (code snippet is now obsolete) |
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FunctionPage| | FunctionPage| | ||
name={{#var:name}}| | name={{#var:name}}| | ||
− | |||
function1={{Function| | function1={{Function| | ||
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return_also={{#var:return_also}}| | return_also={{#var:return_also}}| | ||
parameter1={{Param|location|place}}| | parameter1={{Param|location|place}}| | ||
+ | }}| | ||
+ | |||
+ | function2={{Function| | ||
+ | name={{#var:name}}| | ||
+ | aggregate={{#var:aggregate}}| | ||
+ | return_type={{#var:return_type}}| | ||
+ | return_also={{#var:return_also}}| | ||
+ | parameter1={{Param|location|place}}| | ||
+ | parameter2={{Param|boolean|queue}}| | ||
p1desc={{Pspan|place}} is the adventuring location to parse| | p1desc={{Pspan|place}} is the adventuring location to parse| | ||
+ | p2desc=The optional parameter {{Pspan|queue}} is false if not included.| | ||
}}| | }}| | ||
− | function_description=Returns a map, keyed by monster, with the appearance rate percentages as decimal values (ie a 30% rate monster has a value of 30.0). Bosses, semirare encounters, and other one-time-only monsters have a value of 0.0 | + | function_description=Returns a map, keyed by monster, with the appearance rate percentages as decimal values (ie a 30% rate monster has a value of 30.0). Account for combat rate modifiers, olfaction, etc. (as best as it can).<br> Bosses, semirare encounters, and other one-time-only monsters have a value of 0.0.<br> Ultra-Rare monsters have a value of -1.0.<br> Impossible monsters (mostly just monsters that only appear on odd/even ascensions) have a value of -2.0.<br> (Properly, as in not-also-olfacted) Banished monsters have a value of -3.0.<br> Monsters banished by in-game mechanics (such as pygmy janitors in the hidden city) have a value of -4.0 (is often mixed up with 0.0 values). </p> |
+ | <p>If there is a chance of non-combat encounters, that will be listed as the chance of encountering $monster[none].</p> | ||
+ | <p>If {{Pspan|queue}} is true, then the monsters currently in the adventuring queue will be considered when determining the likelihood of future encounters. This is better for a real prediction of what monster will actually occur next while not considering the queue is better for modeling theoretical situations.| | ||
code1={{CodeSample| | code1={{CodeSample| | ||
Line 24: | Line 35: | ||
code= | code= | ||
<syntaxhighlight> | <syntaxhighlight> | ||
− | + | foreach mob, freq in appearance_rates($location[Dungeon of Doom]) | |
− | + | switch { | |
− | + | case mob == $monster[none]: | |
− | + | if(freq > 0) print("Frequency of non-combats: "+ freq + "%"); | |
− | + | break; | |
− | + | case freq > 0: | |
− | + | print("Frequency of " + mob + ": " + freq + "%"); | |
− | + | break; | |
− | } | + | case freq == 0: |
+ | print("Frequency of " + mob + ": Boss (one time encounter) or semirare encounter."); | ||
+ | break; | ||
+ | case freq < 0: | ||
+ | print("Frequency of " + mob + ": Ultra-rare!"); | ||
+ | break; | ||
+ | default: | ||
+ | print("Frequency of " + mob + ": Unknown"); | ||
+ | break; | ||
+ | } | ||
</syntaxhighlight>}}| | </syntaxhighlight>}}| | ||
+ | see_also={{SeeAlso|get_monsters|last_monster}}| | ||
special=When not logged in, this function still returns the same data, as it is pulled from KoLmafia's data files.| | special=When not logged in, this function still returns the same data, as it is pulled from KoLmafia's data files.| | ||
}} | }} | ||
+ | |||
+ | [[Category:Adventuring]] |
Latest revision as of 10:28, 31 August 2020
Function Syntax
float [monster] appearance_rates(location place )
float [monster] appearance_rates(location place ,boolean queue )
- place is the adventuring location to parse
- The optional parameter queue is false if not included.
Returns a map, keyed by monster, with the appearance rate percentages as decimal values (ie a 30% rate monster has a value of 30.0). Account for combat rate modifiers, olfaction, etc. (as best as it can).
Bosses, semirare encounters, and other one-time-only monsters have a value of 0.0.
Ultra-Rare monsters have a value of -1.0.
Impossible monsters (mostly just monsters that only appear on odd/even ascensions) have a value of -2.0.
(Properly, as in not-also-olfacted) Banished monsters have a value of -3.0.
Monsters banished by in-game mechanics (such as pygmy janitors in the hidden city) have a value of -4.0 (is often mixed up with 0.0 values).
If there is a chance of non-combat encounters, that will be listed as the chance of encountering $monster[none].
If queue is true, then the monsters currently in the adventuring queue will be considered when determining the likelihood of future encounters. This is better for a real prediction of what monster will actually occur next while not considering the queue is better for modeling theoretical situations.
Simple Example
Prints the encounters in a zone and their rates of appearing.
foreach mob, freq in appearance_rates($location[Dungeon of Doom])
switch {
case mob == $monster[none]:
if(freq > 0) print("Frequency of non-combats: "+ freq + "%");
break;
case freq > 0:
print("Frequency of " + mob + ": " + freq + "%");
break;
case freq == 0:
print("Frequency of " + mob + ": Boss (one time encounter) or semirare encounter.");
break;
case freq < 0:
print("Frequency of " + mob + ": Ultra-rare!");
break;
default:
print("Frequency of " + mob + ": Unknown");
break;
}
See Also
Special
When not logged in, this function still returns the same data, as it is pulled from KoLmafia's data files.