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To add a new Coin Master: - As with all requests, study the HTML page.

Figure out what URLs are used to buy or sell items. Understand ExampleRequest.txt! If the token is an item: - Add it to objectpool/ public static final int TOKEN = 9999; - Add it to session/ResultProcessor.gainItem(). If anything purchased with the token is either a food or drink that should show up on that panel of the Item Manager or is an ingredient for a concoction, add it to the switch statement above ConcoctionDatabase.refreshConcoctions()) so that the Item Manager will update when you gain or spend tokens. Otherwise, you can add it below that call. If the token is not a real item: - Add a user preference to defaults.txt user availableTokens 0

Decide on the "master" name of this Coin Master - Add entries to data/coinmasters.txt listing everything you can buy from or sell to this coin master, using your "master" name. Example buy Example sell 10 5 item 1 item 2

Create your request class - ExampleCoinMasterRequest extends CoinMasterRequest - define a public static String with your chosen name public static final String master = "Example"; - if your token is an item, define a public static AdventureResult public static final AdventureResult TOKEN = ItemPool.get( ItemPool.TOKEN , 1 ); - define a public static CoinMasterData for your Coin Master: public static final CoinmasterData EXAMPLE = data.master is your public variable data.item is your public variable data.buyitems, data.buyPrices, data.sellPrices look up the appropriate lists from CoinmastersDatabase using your "master" name Patterns, field names, etc. as appropriate for the requests you will make and the result pages you will examine. This structure will be explained in detail in a later version of this document . - Define constructors. The only two you absolutely have to have are

public ExampleCoinMasterRequest() public ExampleCoinMasterRequest( final String action, final AdventureRes ult ar ) CoinMasterRequest will invoke those constructors to make requests to visit or perform transactions, respectively, as directed by the CoinmasterFrame and CoinMasterPurchaseRequest, - define the static response parser for this Coin Master. It could be as simple as this: public static void parseResponse( final String urlString, final String r esponseText ) { CoinMasterRequest.parseResponse( ExampleCoinMasterRequest.EXAMPL E, urlString, responseText ); } - edit StaticEntity.externalUpdate to call your parseResponse method when your URL is seen. - If you have a more complicated response parser, you need to override processResults to call it to parse the results of internally generated requests. public void processResults() { ExampleCoinMasterRequest.parseResponse( this.getURLString(), thi s.responseText ); } Since the CoinMasterRequest superclass will simply call CoinMasterRequest.parseResponse( data, urlString, responseText ) ; with your CoinmasterData if you don't override this method, if that is all that YOUR parseResponse method does, you do not need to override processResults. - define a static registerRequest method to decide if a request about to be submitted belongs to you and do appropriate session logging. It can be as simple as this: public static final boolean registerRequest( final String urlString ) { if ( !urlString.startsWith( "example.php" ) ) { return false; } CoinmasterData data = ExampleCoinMasterRequest.EXAMPLE; return CoinMasterRequest.registerRequest( data, urlString ); } - edit RequestLogger.doRegister do invoke your registration function. if ( ( request instanceof ExampleCoinmasterRequest || isExternal ) && ExampleCoinmasterRequest.registerRequest( urlString ) )

{ RequestLogger.wasLastRequestSimple = false; return; } Place it in the correct spot, depending on whether you want to log simple visits or only transactions. I.e., either before or after the if/return commented with "Anything else that doesn't submit an actual form should not be registered." Typically, you'll just add it in the big Alphabetical section at the end. ExampleRequest explains this. - If your you can special need to Coin Master has special conditions that you must meet before visit - a specific outfit, like the Hippy Camp during the war, Gear, like Big Brother, an effect like Transpondent - you will provide two more methods:

public static String accessible() { if ( !Preferences.getBoolean( "exampleAvailable" ) ) { return "You can't get to Example."; } if ( !EquipmentManager.hasOutfit( ExampleCoinMasterRequest.EXAMP LE_OUTFIT ) ) { return "You don't have the Example Outfit."; } if ( !KoLConstants.activeEffects.contains( ExampleCoinMasterEffe ct.EFFECT ) && ExampleCoinMaster.EFFECT_ITEM.getCount( KoLConstants.invent ory ) == 0 ) { return "You don't have and can't get the Example effect. "; } return null; } This will check if you have what you need to get to your Coin Master. public static void equip() { if ( !EquipmentManager.isWearingOutfit( ExampleCoinMasterRequest .EXAMPLE_OUTFIT ) ) { EquipmentManager.retrieveOutfit( ExampleCoinMasterReques t.EXAMPLE_OUTFIT ); SpecialOutfit outfit = EquipmentDatabase.getOutfit( Exam pleCoinMasterRequest.EXAMPLE_OUTFIT ); EquipmentRequest request = new EquipmentRequest( outfit ); RequestThread.postRequest( request ); } if ( !KoLConstants.activeEffects.contains( ExampleCoinMasterEffe ct.EFFECT ) )

{ UseItemRequest request = new UseItemRequest( ExampleCoin Master.EFFECT_ITEM ); RequestThread.postRequest( request ); } } This will do what is necessary to suit up to get to the Coin Master. Having done all the above, your Coin Master is now callable internally by KoLmafia or externally via the Relay Browser or visit_url() and will make nice entries in the session log and keep track of inventory and tokens correctly for both internal and external requests. Edit CoinmasterRegistry: - import your request class: import net.sourceforge.kolmafia.request.ExampleCoinMasterRequest; Add your CoinmasterData to the static array in CoinmasterRegistry. ExampleCoinMasterRequest.EXAMPLE, Having added those two lines, your Coin Master is now hooked into the "acquire" system. Food and drink available from it will show up in the Item Manager. Ingredients purchasable from your Coin Master will be available for making other concoctions. Your Coin Master's inventory will be available on the Purchase frame. Add your Coin Master to the CoinmastersFrame - import your request class: import net.sourceforge.kolmafia.request.ExampleCoinMasterRequest; - define the panel: private CoinmasterPanel examplePanel = null; - create the panel in the appropriate section: panel = new JPanel( new BorderLayout() ); examplePanel = new ExamplePanel(); panel.add( examplePanel ); this.selectorPanel.addPanel( examplePanel.getPanelSelector(), pa nel ); - add it to CoinmastersFrame.update: examplePanel.update(); - define your panel: public class ExamplePanel extends CoinmasterPanel { public ExamplePanel() { super( ExampleCoinMasterRequest.EXAMPLE );

} } And that's it! Your Coin Master is now fully integrated with the Coin Master GUI. Obviously, more complicated Coin Masters will need additional features: custom CLI commands and/or menu bar options (like the Hermit), special buttons on the CoinmastersFrame (like Mr Store or the Arcade Ticket Counter), and so on. You may need additional code in your Request Class to support such. And, as with any KoL page, you may want to have multiple classes supporting different aspects of it (as in the Game Shoppe and the Free Snacks) or even have a class support your Coin Master and also other things (like the A.W.O.L Quartermaster, who uses a URL otherwise handled by UseItemRequest.) Issues like those are discussed in ExampleRequest.txt