Difference between revisions of "Entryway"

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imported>StDoodle
(Created page with '{{ #vardefine:name|entryway}}{{ #vardefine:return_type|boolean}}{{ FunctionPage| name={{#var:name}}| function_category=Adventuring| function1={{Function| name={{#var:name}}| ag…')
 
imported>Bale
(added code sample)
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function_description=Attempts to complete the NS Entryway and returns its success.|
 
function_description=Attempts to complete the NS Entryway and returns its success.|
  
needscode=yes|
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code1={{CodeSample|
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title=Code Sample|
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description=Solve the door puzzle to fight your shadow.|
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code=
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<syntaxhighlight>
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if(entryway())
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  print("You made it through the entryway to the lair.");
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else print("Read the above messages to understand what you need to make it into the NS's lair.");
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</syntaxhighlight>
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}}|
  
 
see_also={{SeeAlso|chamber|guardians|hedgemaze|tavern}}|
 
see_also={{SeeAlso|chamber|guardians|hedgemaze|tavern}}|

Revision as of 20:05, 10 March 2010

Function Syntax

boolean entryway()

Attempts to complete the NS Entryway and returns its success.

Code Sample

Solve the door puzzle to fight your shadow.

if(entryway())
   print("You made it through the entryway to the lair.");
else print("Read the above messages to understand what you need to make it into the NS's lair.");

CLI Equivalent

The CLI command "entryway" will perform the same tasks.

See Also

chamber() | guardians() | hedgemaze() | tavern()


Attention KoLmafia Experts!

We need your help; some details of this function's operation are unknown or unclear.

The following specific questions have been raised:

  • Does this do gates through statues, or just one part?
  • Why doesn't this return the needed item, like guardians(), on failure?
  • Can you control clover use, perhaps by having a ten-leaf in inventory (if not, what's the default)?