Difference between revisions of "Initiative modifier"

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imported>Grotfang
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imported>Bale
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{{#vardefine:name|initiative_modifier}}
+
{{
{{#vardefine:return_type|float}}
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#vardefine:name|initiative_modifier}}{{
{{FunctionPage|
+
#vardefine:return_type|float}}{{
 +
 
 +
FunctionPage|
 
name={{#var:name}}|
 
name={{#var:name}}|
function_category=Your Character|
 
 
function1={{Function|
 
function1={{Function|
 
name={{#var:name}}|
 
name={{#var:name}}|
Line 10: Line 11:
 
return_also={{#var:return_also}}
 
return_also={{#var:return_also}}
 
}}|
 
}}|
function_description=Returns your current percentage initiative modifier in the form of a float|
+
function_description=Returns your current percentage initiative modifier in the form of a float.|
 
code1={{CodeSample|
 
code1={{CodeSample|
title=Positive Initiative Checker|
+
title=Code Samples|
description=Returns false if you have a negative initiative modifier|
+
description=Checks to see whether your initiative modifier is positive.|
 
code=
 
code=
 
<syntaxhighlight>
 
<syntaxhighlight>
boolean positive_initiative()
+
boolean positive_initiative() {
{
+
  if(initiative_modifier() < 0){
    if( initiative_modifier() < 0 )
+
      return false;
        return false;
+
  }
    else
+
  return true;
        return true;
 
 
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
}}|
+
}}
code2={{CodeSample|
+
{{CodeSample|
title=Yellow Ray Checker|
+
description=Uses your initiative result to determine whether it will adventure in the sewers (where a +60% initiative guarantees getting the jump). There is also a check for my_familiar().|
description=Uses your initiative result to determine whether it will adventure in the sewers (where a +60% initiative guarantees getting the jump). There is also a check for my_familiar(). The function will return true if it's a success, false otherwise.|
 
 
code=
 
code=
 
<syntaxhighlight>
 
<syntaxhighlight>
boolean first_yellow_ray()
+
boolean first_yellow_ray() {
{
+
  if(initiative_modifier() >= 60) {
    if( '''initiative_modifier()''' >= 60 )
+
      if(my_familiar() == $familiar[he-boulder]) {
    {
+
        adventure(1 , $location[A Maze of Sewer Tunnels]);
        if( my_familiar() == $familiar[he-boulder] )
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        return true;
        {
+
      }
            adventure( 1 , $location[A Maze of Sewer Tunnels] );
+
      else {
            return true;
+
        print("You should use the He-Boulder for this");
        }
+
      }
        else
+
  }
            print( "You should use the He-Boulder for this" );
+
  else {
    }
+
      print("Your initiative is too low");
    else
+
  }
        print( "Your initiative is too low" );
+
  return false;
    return false;
 
 
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
 
}}|
 
}}|
 
see_also={{SeeAlso|my_familiar}}|
 
see_also={{SeeAlso|my_familiar}}|
cli_equiv=LIST_CLI_EQUIVALENT_INFO|
+
special=When not logged in the function returns 0.0
more_info=A_LINE_TO_NOTIFY_OF_EXTERNAL_INFO|
 
special=When not logged in the function returns 0 (needs spading).
 
 
}}
 
}}
 +
 +
[[Category:Your Character]]

Latest revision as of 21:36, 21 May 2010

Function Syntax

float initiative_modifier()

Returns your current percentage initiative modifier in the form of a float.

Code Samples

Checks to see whether your initiative modifier is positive.

boolean positive_initiative() {
   if(initiative_modifier() < 0){
      return false;
   }
   return true;
}

Uses your initiative result to determine whether it will adventure in the sewers (where a +60% initiative guarantees getting the jump). There is also a check for my_familiar().

boolean first_yellow_ray() {
   if(initiative_modifier() >= 60) {
      if(my_familiar() == $familiar[he-boulder]) {
         adventure(1 , $location[A Maze of Sewer Tunnels]);
         return true;
      }
      else {
         print("You should use the He-Boulder for this");
      }
   }
   else {
      print("Your initiative is too low");
   }
   return false;
}

See Also

my_familiar()

Special

When not logged in the function returns 0.0