Difference between revisions of "In-combat Consulting"

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== Part 6 - In-combat functions for consultiung scripting ==
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== Part 6 - In-combat functions for consulting scripting ==
 
These functions are for use when handling a battle in a script using your custom combat settings. There is very little documentation of how to do this, and for most people these functions are useless.
 
These functions are for use when handling a battle in a script using your custom combat settings. There is very little documentation of how to do this, and for most people these functions are useless.
  

Revision as of 20:42, 9 September 2007

Part 6 - In-combat functions for consulting scripting

These functions are for use when handling a battle in a script using your custom combat settings. There is very little documentation of how to do this, and for most people these functions are useless.

string attack()
string runaway()
string use_skill( skill touse )
string throw_item( item tothrow )
string throw_items( item tothrow1, item tothrow2 )
Returns a string containing the html response from sending the appropriate url request for the associated action while in battle.

boolean use_skill( int count, skill touse )
Will loop the specified number of times using the specified skill, never reconsulting the script until the loop is complete. This function is handled differently when not in battle.
See Skills and Effects

element monster_attack_element()
element monster_defense_element()
returns the element that the monster attacks with, or defends against accordingly.

int monster_attack()
int monster_defense()
int monster_hp()
returns the (current?) attack, defense, and hp of the monster

boolean will_usually_miss()
boolean will_usually_dodge()
returns if you will normally miss, or will usually be missed in battle.