Item Management

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Informational

int my_meat()

Returns the amount of meat you have on hand.

int my_closet_meat()

Returns the amount of meat you have in your Colossal Closet.

int my_storage_meat()

Returns the amount of meat you have in Hagnk's Ancestral Mini-Storage.

int pulls_remaining()

Returns the number of pulls you can make from storage, or 0 if not applicable.

boolean have_chef()

Returns true if you have a chef-boxen at your campground.

boolean have_bartender()

Returns true if you have a bartender-boxen at your campground.

int [item] get_campground()

Returns a map of your campground items.

int [item] get_clan_lounge()

Returns a map of your Clan VIP Lounge items.

item get_dwelling()

Returns the item corresponding with your dwelling.

boolean have_mushroom_plot()

Returns true if and only if you've purchased a mushroom plot this run.

int stills_available()

Returns the number of Nash Crosby's Still uses left for the day (0 if not accessible).

string item_type( item )

Returns the type of item specified.

int item_amount( item )

int closet_amount( item )

int display_amount( item )

int equipped_amount( item )

int shop_amount( item )

int [item] get_shop()

Returns entire contents of shop and quantity of each item

int stash_amount( item )

int storage_amount( item )

These 7 functions return the total number available of a given item in the respective section of your inventory.

int available_amount( item )

Returns the total number available of a given item in all inventory sections accessible to your character based on current restrictions.

int creatable_amount( item )

Returns the amount of the item that you are capable of creating given your current inventory and skills.

int [item] get_ingredients( item )

Returns a map where each key is one of the required ingredients, with the integer value the number required. If you don't have the skills needed to make the item, it will return an empty map.

string craft_type( item )

Returns a string identifying how an item is crafted and any other requirements for creating it.

int [item] get_inventory()

Returns a map where each key is an item in your inventory, with the integer value its quantity.

int [item] get_related( item, string )

Returns associated items in a zap or fold group (see page for details).
You can categorize items in KoL using is_tradeable(), is_giftable(), and is_displayable().

boolean is_tradeable( item )

Returns whether the item can be placed in the mall.

boolean is_giftable( item )

Returns whether the item can be traded in a gift package.

boolean is_displayable( item )

Returns whether the item can be put in a display case (true for all but quest items).

boolean is_discardable( item )

Returns whether the item can be discarded or autosold.

boolean have_shop()

Returns whether you have a mall store.

boolean have_display()

Returns whether you have a display case.

boolean is_npc_item( item )

Returns whether the item can be bought from an NPC store.

void refresh_stash()

Takes a new look at the contents of your clan stash, as that section of inventory cannot be internally tracked due to access by others.

void refresh_shop()

Takes a new look at the contents of your mall store, as that section of inventory cannot be internally tracked due to access by others.

int shop_price( item )

Returns the current price for the given item if it is present in your mall store.

int mall_price( item )

Returns the current (lowest) mall price of the given item.

int npc_price( item )

Returns the current price of the given item if it can currently be bought from an NPC store.

int historical_price( item )

Returns the most recently checked price for an item. This will never hit the server, unlike mall_price().

float historical_age( item )

Returns the age of the most recently checked price for an item in days. This allows you to decide if you want to use historical_price() or mall_price().

int autosell_price( item )

Returns the autosell price of the item (0 for items that cannot be autosold).

int get_power( item )

Returns the power of the item (0 for items that don't have a power).

string to_plural( item )

Returns the plural of an item as a string.

int meat_drop( [monster] )

Returns a certain monster's base meat drop.

int [item] item_drops( [monster] )

Returns an array of a certain monster's base item drops, keying item to drop rate. Has certain limitations detailed on individual page.

record [int] item_drops_array( [monster] )

Returns an array of records holding information regarding a certain monster's base item drops.


Moving Items Around

boolean empty_closet()

Remove every item from the closet in a single server hit.

boolean put_closet( int, [item] )

boolean put_display( int, item )

boolean put_stash( int, item )

boolean take_closet( int, [item] )

boolean take_display( int, item )

boolean take_stash( int, item )

boolean take_storage( int, item )

Attempts to take or put the specified item in the appropriate section of your inventory, and returns its success.
If the item parameter is omitted from put_closet() or take_closet(), meat is transferred instead of an item.

boolean put_shop( int, int, [int], item )

boolean take_shop( [int], item )

Adds or removes items in your store and returns success.


Acquiring & Using Items

boolean autosell( int, item )

Attempts to autosell the given items and reports success.

boolean buy( [coinmaster], int, item )

int buy( int, item, int )

Tries to purchase the specified items.

boolean buy_using_storage( int, item )

int buy_using_storage( int, item, int )

Tries to purchase the specified items using meat in Hangks.

boolean create( int, item )

Attempts to create the specified items, following your KoLmafia settings regarding purchases to gather ingredients & require boxen.

boolean drink( int, item )

Attempts to drink items as specified and reports success.

boolean eat( int, item )

Attempts to eat items as specified and reports success.

boolean eatsilent( int, item )

Attempts to eat items as specified.

boolean chew( int, item )

Attempts to chew spleen items as specified and reports success.

boolean hermit( int, item )

Trades worthless items (buying and using chewing gum if needed) to the hermit for specified items (see page for details).

boolean use( int, item )

Attempts to use items as specified and reports success.

boolean overdrink( int, item )

boolean retrieve_item( int, item )

Uses KoLmafia internal logic to gather items (see page for details).

int craft( string, int, item, item )

Raw crafting that obeys KoLmafia settings (see page for details).

string last_item_message()

Returns message that KoL reports in the event of error.


Coinmaster Control

Some items can be bought from or sold to various "coinmasters" which are like shops that deal in a currency other than meat. These coinmasters include the Dimemaster and Quartermaster during the Island War, the Hermit, the Mr. Store and many others. Some relevant information can be found in proxy records for the item and coinmaster data types. The rest is controlled by the following functions.

Inquiries

coinmaster to_coinmaster( string )

Converts a string to a valid coinmaster.

boolean is_coinmaster_item( item )

Is a given item acquirable from a coinmster.

boolean buys_item( coinmaster, item )

Is a specific item acquirable from the named coinmster.

int buy_price( coinmaster, item )

What is the coinmaster's purchase price for an item.

boolean sells_item( coinmaster, item )

Is a specific item sellable to the named coinmster.

int sell_price( coinmaster, item )

What is the coinmaster's selling price for an item.


Coinmaster transactions

boolean is_accessible( coinmaster )

Is a given coinmaster currently accessible.

string inaccessible_reason( coinmaster )

The reason a given coinmaster is currently inaccessible.

boolean visit( coinmaster )

Refreshes information at a coinmaster.

boolean buy( coinmaster, int, item )

Buys an item from a coinmaster.

boolean sell( coinmaster, int, item )

Sells an item to a coinmaster.


Sweet Synthesis

item [int] candy_for_tier( int, [int] )

Returns all the candy to create a given tier of effect.

item [int] sweet_synthesis_pairing( effect, item, [int] )

Find a second candy to synthesize.

item [int] sweet_synthesis_pair( effect, [int] )

Picks a pair of candies to synthesize for an effect.

effect sweet_synthesis_result( item, item )

Show result of synthesis.

boolean sweet_synthesis( item, item )

Synthesize specified candies.

boolean sweet_synthesis( effect, [int] )

Picks a pair of candies and synthesizes them for the effect.