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	<id>https://wiki.kolmafia.us/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Raeith</id>
	<title>Kolmafia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.kolmafia.us/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Raeith"/>
	<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Special:Contributions/Raeith"/>
	<updated>2026-04-25T05:05:43Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=My_meat&amp;diff=1696</id>
		<title>My meat</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=My_meat&amp;diff=1696"/>
		<updated>2007-01-17T06:36:04Z</updated>

		<summary type="html">&lt;p&gt;Raeith: My meat Temp moved to My meat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;int my_meat()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the amount of meat you currently have in your inventory. This does not include meat you have in Your Colossal Closet or Hagnk&#039;s storage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The following sample checks to see if you have enough meat to buy a hermit Permit and if you do, it will buy one.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  int a = my_meat();&lt;br /&gt;
  if(a &amp;lt;= 100)&lt;br /&gt;
    {&lt;br /&gt;
    buy(1, $item[hermit permit]);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The following code does the same, but places my_meat in the if statement rather than storing it in a variable first.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  if(my_meat() &amp;lt;= 100)&lt;br /&gt;
    {&lt;br /&gt;
    buy(1, $item[hermit permit]);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Center&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:80%;margin-top:+.7em;background-color:#F4DF3B;border:2px solid #8663A8&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;box_tgen&amp;quot; style=&amp;quot;text-align:center;color:#000;font-size:90%;border:none;margin: 0;padding:.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; &amp;lt;br&amp;gt; [[my_closetmeat]] || [[item_amount]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/Center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=My_meat&amp;diff=1695</id>
		<title>My meat</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=My_meat&amp;diff=1695"/>
		<updated>2007-01-17T06:35:47Z</updated>

		<summary type="html">&lt;p&gt;Raeith: My meat moved to My meat Temp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;int my_meat()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the amount of meat you currently have in your inventory. This does not include meat you have in Your Colossal Closet or Hagnk&#039;s storage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The following sample checks to see if you have enough meat to buy a hermit Permit and if you do, it will buy one.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  int a = my_meat();&lt;br /&gt;
  if(a &amp;lt;= 100)&lt;br /&gt;
    {&lt;br /&gt;
    buy(1, $item[hermit permit]);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The following code does the same, but places my_meat in the if statement rather than storing it in a variable first.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  if(my_meat() &amp;lt;= 100)&lt;br /&gt;
    {&lt;br /&gt;
    buy(1, $item[hermit permit]);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Center&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:80%;margin-top:+.7em;background-color:#F4DF3B;border:2px solid #8663A8&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;box_tgen&amp;quot; style=&amp;quot;text-align:center;color:#000;font-size:90%;border:none;margin: 0;padding:.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; &amp;lt;br&amp;gt; [[my_closetmeat]] || [[item_amount]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/Center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Miscellaneous_Functions&amp;diff=913</id>
		<title>Miscellaneous Functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Miscellaneous_Functions&amp;diff=913"/>
		<updated>2007-01-09T11:51:01Z</updated>

		<summary type="html">&lt;p&gt;Raeith: My bad, turns out THIS one had lots of dataype links &amp;gt;_&amp;lt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 6 - Miscellaneous ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Mostly internal stuff. Some good for everyone, some only for ASH wizards.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void print( string helloworld )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prints the given string to the graphical CLI window and to the status line of the main Adventuring window&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean cli_execute( string command )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Executes the given command as if it were entered into the graphical CLI window. This can be used for CLI commands or, if you&amp;amp;#8217;re careful and not an asshat, for raw URLs.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for more details.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_4:_Hedging|Hedging]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void wait( int delay )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Does nothing for the desired number of seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string get_property( string key )&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean set_property( string key, string value )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Gets or sets a stored property from your character&amp;amp;#8217;s .kcs file.&amp;lt;br /&amp;gt;&lt;br /&gt;
The KoLmafia [[%28ASHRM%29_KoLMafia_Properties|properties]] page contains details on many of the keys that are available for access.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather|Battlefield_gather]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string boolean_to_string( boolean flag )&amp;lt;br /&amp;gt;&lt;br /&gt;
string int_to_string( int number )&amp;lt;br /&amp;gt;&lt;br /&gt;
string float_to_string( float number )&amp;lt;br /&amp;gt;&lt;br /&gt;
string item_to_string( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string zodiac_to_string( [[%28ASHRM%29_Dataype_Constants#.24zodiac.5Bconstant.5D|zodiac sign]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string location_to_string( [[%28ASHRM%29_Dataype_Constants#.24location.5Bconstant.5D|location place]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string familiar_to_string( [[%28ASHRM%29_Dataype_Constants#.24class.5Bconstant.5D|class cl]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string class_to_string( [[%28ASHRM%29_Dataype_Constants#.24class.5Bconstant.5D|class cl]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string stat_to_string( [[%28ASHRM%29_Dataype_Constants#.24stat.5Bconstant.5D|stat st]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string skill_to_string( [[%28ASHRM%29_Dataype_Constants#.24skill.5Bconstant.5D|skill sk]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string effect_to_string( [[%28ASHRM%29_Dataype_Constants#.24effect.5Bconstant.5D|effect ef]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string element_to_string( element el )&amp;lt;br /&amp;gt;&lt;br /&gt;
string slot_to_string( [[%28ASHRM%29_Dataype_Constants#.24slot.5Bconstant.5D|slot sl]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
string monster_to_string( [[%28ASHRM%29_Dataype_Constants#.24monster.5Bconstant.5D|monster eek]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts in-game variables to printable counterparts. The print command will cast non-string values properly now, but these are still useful for building URLs and setting properties.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean string_to_boolean( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
int string_to_int( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
float string_to_float( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
item string_to_item( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
zodiac string_to_zodiac( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
location string_to_location( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
familiar string_to_familiar( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
class string_to_class( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
stat string_to_stat( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
skill string_to_skill( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
effect string_to_effect( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
slot string_to_slot( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
element string_to_element( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
monster string_to_monster( string str )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts strings to ASH variables.  Useful for converting the result of a get_property() call intoa legitimate value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int item_to_int( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
int skill_to_int ( [[%28ASHRM%29_Dataype_Constants#.24skill.5Bconstant.5D|skill sk]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
int effect_to_int ( [[%28ASHRM%29_Dataype_Constants#.24effect.5Bconstant.5D|effect ef]]f )&amp;lt;br /&amp;gt;&lt;br /&gt;
int familiar_to_int ( [[%28ASHRM%29_Dataype_Constants#.24familiar.5Bconstant.5D|familiar pet]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
int slot_to_int ( [[%28ASHRM%29_Dataype_Constants#.24slot.5Bconstant.5D|slot sl]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
int element_to_int ( element el )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts the ASH-based object into the number that will be recognized by the KoL server. Needed when you&amp;amp;#8217;re building raw URLs from time to time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item int_to_item( int nItem )&amp;lt;br /&amp;gt;&lt;br /&gt;
skill int_to_skill ( int nSkill )&amp;lt;br /&amp;gt;&lt;br /&gt;
effect int_to_effect ( int nEffect )&amp;lt;br /&amp;gt;&lt;br /&gt;
familiar int_to_familiar ( int nFamiliar )&amp;lt;br /&amp;gt;&lt;br /&gt;
slot int_to_slot ( int nSlot )&amp;lt;br /&amp;gt;&lt;br /&gt;
element int_to_element ( int nElement )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts the KoL-based number into an associated ASH object. These aren&amp;amp;#8217;t the commands you&amp;amp;#8217;re looking for. You can go about your business.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void file_to_map( string file_to_load, map map_to_fill )&amp;lt;br /&amp;gt;&lt;br /&gt;
void map_to_file( map map_to_save, string file_to_write )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Loads and saves maps as tab-delimited text files.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int random( int range )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Generates a random integer between 0 and (range-1) inclusive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int round( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int floor( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int ceil( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int truncate( float ratio )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns an integer near the given real number.  Respectively, it returns the nearest, next lowest, next highest, and decimal-stripped integer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int count( map )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the number of defined keys for the aggregate.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void clear( map )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remove all keys from a map. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void disable( string function_name )&amp;lt;br /&amp;gt;&lt;br /&gt;
void enable( string function_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For debugging purposes disables or enables the indicated function&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;float square_root( float value )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
returns the square root of the passed value&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Equipment&amp;diff=769</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Equipment&amp;diff=769"/>
		<updated>2007-01-09T11:42:16Z</updated>

		<summary type="html">&lt;p&gt;Raeith: Sooo many datatype links &amp;gt;_&amp;lt;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 3 - Equipment ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Time to get dressed!&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Puts on the specified item in the &amp;amp;#8220;natural&amp;amp;#8221; slot.  For example, it won&amp;amp;#8217;t equip a weapon to the off-hand and it will only put a accessory into an empty slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean unequip( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Takes off one of the specified item.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip_slot( [[%28ASHRM%29_Dataype_Constants#.24slot.5Bconstant.5D|slot sl]], [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean unequip_slot( [[%28ASHRM%29_Dataype_Constants#.24slot.5Bconstant.5D|slot sl]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Equipment management that targets a specific slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;slot item_to_slot( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the natural slot for the item, if it is equippable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item current_equipment( [[%28ASHRM%29_Dataype_Constants#.24slot.5Bconstant.5D|slot sl]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the item currently equipped in the given slot.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather|Battlefield_gather]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_equipped( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if the specified item is currently equipped (as it would not otherwise show up in item_amount()).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean can_equip( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if you meet the requirements to equip the given item (regardless of whether you own it).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string weapon_type( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns a string indicating the type of weapon which was passed as a parameter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int weapon_hands( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if a weapon will keep you from using your off-hand slot.  Even if a weapon is described as being 3-handed, this function will return 2.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather|Battlefield_gather]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean ranged_weapon( [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if a weapon&amp;amp;#8217;s chance of hitting the opponent is based on your Moxie instead of your Muscle.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_familiar( [[%28ASHRM%29_Dataype_Constants#.24familiar.5Bconstant.5D|familiar pet]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if you have placed the specified familiar in your Terrarium (or have it equipped now).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip_familiar( [[%28ASHRM%29_Dataype_Constants#.24familiar.5Bconstant.5D|familiar pet]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Takes the specified familiar out of your Terrarium.  Use equip() and unequip() to manage your familiar&amp;amp;#8217;s gear.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item familiar_equipment( [[%28ASHRM%29_Dataype_Constants#.24familiar.5Bconstant.5D|familiar pet]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the most common piece of equipment that is specially designed for the familiar&amp;amp;#8217;s type.  If you want to find out what item is being equipped by your familiar of a specific species, then you would need to take that familiar out of the Terrarium with equip_familiar() and then check current_equipment( $slot[ familiar ]).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_outfit( string outfit_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Lets you know if you could wear a specified outfit right now, either an in-game or a custom outfit.  A false result means either that you are missing one or more pieces of the outfit or that your stats are not high enough to equip all of the pieces.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_1:_Seltzer|Seltzer]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean outfit( string outfit_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Wears the specified outfit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather|Battlefield_gather]]&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Adventuring&amp;diff=819</id>
		<title>Adventuring</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Adventuring&amp;diff=819"/>
		<updated>2007-01-09T11:36:08Z</updated>

		<summary type="html">&lt;p&gt;Raeith: Linking the datatypes to the respective section on the datatype page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 5 - Adventuring ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Go get &amp;amp;#8216;em, tiger!&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean adventure( int visits, [[%28ASHRM%29_Dataype_Constants#.24location.5Bconstant.5D|location place]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Visits the desired place the number of times that you wish.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_4:_Hedging|Hedging]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void add_item_condition( int quantity, [[%28ASHRM%29_Dataype_Constants#.24item.5Bconstant.5D|item it]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifies adventuring conditions.  With conditions in place, adventure(&amp;amp;#8230;) will successfully complete before using all the specified adventures if the conditions are all met.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for additional condition programming.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void council()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Visits the Council of Loathing.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item guardians()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Climbs the Naughty Sorceress&amp;amp;#8217; Tower and passes the challenges that it can.  If it completes the challenge, it returns $item[none].  Otherwise, it returns the item that is needed to pass the next stage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean guild()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean gourd()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean tavern()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean nemesis()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean entryway()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean hedgemaze()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean chamber()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Attempts to perform the associated tasks. The return value indicates the success.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for more details.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_4:_Hedging|Hedging]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean train_familiar( int nGoal, string sGoal )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Trains your currently-equipped familiar.  sGoal can be either &amp;amp;#8220;base&amp;amp;#8221;, &amp;amp;#8220;buffed&amp;amp;#8221;, or &amp;amp;#8220;turns&amp;amp;#8221;, and nGoal is either the target weight or desired number of battles.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;location my_location()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the location where you last adventured.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void refresh_status()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Grabs a fresh copy of your sidebar, so that information on your health, effects, and such will be guaranteed accurate.  In theory, this is not necessary unless you are attempting to script your own custom combat function.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;monster [int] get_monsters( [[%28ASHRM%29_Dataype_Constants#.24location.5Bconstant.5D|location place]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
returns an integer indexed map of potential monsters in the given location.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int monster_base_attack( [[%28ASHRM%29_Dataype_Constants#.24monster.5Bconstant.5D|monster eek]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
int monster_base_defense( [[%28ASHRM%29_Dataype_Constants#.24monster.5Bconstant.5D|monster eek]] )&amp;lt;br /&amp;gt;&lt;br /&gt;
int monster_base_hp( [[%28ASHRM%29_Dataype_Constants#.24monster.5Bconstant.5D|monster eek]] )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the stats for the given monster.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;spiceloop is a verified kolmafia ash function however the parameters and return type are speculation. This needs verified.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;void spiceloop( int count )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Executes kolmafia&amp;amp;#8217;s internal spiceloop for the specified number of adventures.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Adventuring&amp;diff=818</id>
		<title>Adventuring</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Adventuring&amp;diff=818"/>
		<updated>2007-01-09T10:53:52Z</updated>

		<summary type="html">&lt;p&gt;Raeith: Internal link fixing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 5 - Adventuring ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Go get &amp;amp;#8216;em, tiger!&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean adventure( int visits, location place )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Visits the desired place the number of times that you wish.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_4:_Hedging|Hedging]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void add_item_condition( int quantity, item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifies adventuring conditions.  With conditions in place, adventure(&amp;amp;#8230;) will successfully complete before using all the specified adventures if the conditions are all met.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for additional condition programming.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void council()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Visits the Council of Loathing.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item guardians()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Climbs the Naughty Sorceress&amp;amp;#8217; Tower and passes the challenges that it can.  If it completes the challenge, it returns $item[none].  Otherwise, it returns the item that is needed to pass the next stage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean guild()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean gourd()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean tavern()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean nemesis()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean entryway()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean hedgemaze()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean chamber()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Attempts to perform the associated tasks. The return value indicates the success.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for more details.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_4:_Hedging|Hedging]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean train_familiar( int nGoal, string sGoal )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Trains your currently-equipped familiar.  sGoal can be either &amp;amp;#8220;base&amp;amp;#8221;, &amp;amp;#8220;buffed&amp;amp;#8221;, or &amp;amp;#8220;turns&amp;amp;#8221;, and nGoal is either the target weight or desired number of battles.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;location my_location()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the location where you last adventured.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void refresh_status()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Grabs a fresh copy of your sidebar, so that information on your health, effects, and such will be guaranteed accurate.  In theory, this is not necessary unless you are attempting to script your own custom combat function.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;monster [int] get_monsters( location loc )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
returns an integer indexed map of potential monsters in the given location.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int monster_base_attack( monster eek )&amp;lt;br /&amp;gt;&lt;br /&gt;
int monster_base_defense( monster eek )&amp;lt;br /&amp;gt;&lt;br /&gt;
int monster_base_hp( monster eek )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the stats for the given monster.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;spiceloop is a verified kolmafia ash function however the parameters and return type are speculation. This needs verified.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;void spiceloop( int count )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Executes kolmafia&amp;amp;#8217;s internal spiceloop for the specified number of adventures.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Equipment&amp;diff=768</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Equipment&amp;diff=768"/>
		<updated>2007-01-09T10:51:47Z</updated>

		<summary type="html">&lt;p&gt;Raeith: /* Part 3 - Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 3 - Equipment ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Time to get dressed!&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Puts on the specified item in the &amp;amp;#8220;natural&amp;amp;#8221; slot.  For example, it won&amp;amp;#8217;t equip a weapon to the off-hand and it will only put a accessory into an empty slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean unequip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Takes off one of the specified item.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip_slot( slot sl, item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean unequip_slot( slot sl )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Equipment management that targets a specific slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;slot item_to_slot( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the natural slot for the item, if it is equippable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item current_equipment( slot sl )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the item currently equipped in the given slot.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather|Battlefield_gather]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_equipped( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if the specified item is currently equipped (as it would not otherwise show up in item_amount()).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean can_equip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if you meet the requirements to equip the given item (regardless of whether you own it).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string weapon_type( item )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns a string indicating the type of weapon which was passed as a parameter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int weapon_hands( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if a weapon will keep you from using your off-hand slot.  Even if a weapon is described as being 3-handed, this function will return 2.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather|Battlefield_gather]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean ranged_weapon( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if a weapon&amp;amp;#8217;s chance of hitting the opponent is based on your Moxie instead of your Muscle.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_familiar( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if you have placed the specified familiar in your Terrarium (or have it equipped now).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip_familiar( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Takes the specified familiar out of your Terrarium.  Use equip() and unequip() to manage your familiar&amp;amp;#8217;s gear.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item familiar_equipment( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the most common piece of equipment that is specially designed for the familiar&amp;amp;#8217;s type.  If you want to find out what item is being equipped by your familiar of a specific species, then you would need to take that familiar out of the Terrarium with equip_familiar() and then check current_equipment( $slot[ familiar ]).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_outfit( string outfit_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Lets you know if you could wear a specified outfit right now, either an in-game or a custom outfit.  A false result means either that you are missing one or more pieces of the outfit or that your stats are not high enough to equip all of the pieces.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_1:_Seltzer|Seltzer]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean outfit( string outfit_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Wears the specified outfit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather|Battlefield_gather]]&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Miscellaneous_Functions&amp;diff=912</id>
		<title>Miscellaneous Functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Miscellaneous_Functions&amp;diff=912"/>
		<updated>2007-01-09T10:38:11Z</updated>

		<summary type="html">&lt;p&gt;Raeith: Changed internal linkage to proper wiki format.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 6 - Miscellaneous ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Mostly internal stuff. Some good for everyone, some only for ASH wizards.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void print( string helloworld )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prints the given string to the graphical CLI window and to the status line of the main Adventuring window&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean cli_execute( string command )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Executes the given command as if it were entered into the graphical CLI window. This can be used for CLI commands or, if you&amp;amp;#8217;re careful and not an asshat, for raw URLs.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for more details.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_4:_Hedging|Hedging]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void wait( int delay )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Does nothing for the desired number of seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string get_property( string key )&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean set_property( string key, string value )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Gets or sets a stored property from your character&amp;amp;#8217;s .kcs file.&amp;lt;br /&amp;gt;&lt;br /&gt;
The KoLmafia [[%28ASHRM%29_KoLMafia_Properties|properties]] page contains details on many of the keys that are available for access.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[[%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather|Battlefield_gather]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string boolean_to_string( boolean flag )&amp;lt;br /&amp;gt;&lt;br /&gt;
string int_to_string( int number )&amp;lt;br /&amp;gt;&lt;br /&gt;
string float_to_string( float number )&amp;lt;br /&amp;gt;&lt;br /&gt;
string item_to_string( item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
string zodiac_to_string( zodiac sign )&amp;lt;br /&amp;gt;&lt;br /&gt;
string location_to_string( location place )&amp;lt;br /&amp;gt;&lt;br /&gt;
string familiar_to_string( class cl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string class_to_string( class cl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string stat_to_string( stat st )&amp;lt;br /&amp;gt;&lt;br /&gt;
string skill_to_string( skill sk )&amp;lt;br /&amp;gt;&lt;br /&gt;
string effect_to_string( effect ef )&amp;lt;br /&amp;gt;&lt;br /&gt;
string element_to_string( element el )&amp;lt;br /&amp;gt;&lt;br /&gt;
string slot_to_string( slot sl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string monster_to_string( monster eek )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts in-game variables to printable counterparts. The print command will cast non-string values properly now, but these are still useful for building URLs and setting properties.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean string_to_boolean( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
int string_to_int( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
float string_to_float( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
item string_to_item( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
zodiac string_to_zodiac( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
location string_to_location( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
familiar string_to_familiar( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
class string_to_class( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
stat string_to_stat( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
skill string_to_skill( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
effect string_to_effect( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
slot string_to_slot( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
element string_to_element( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
monster string_to_monster( string str )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts strings to ASH variables.  Useful for converting the result of a get_property() call intoa legitimate value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int item_to_int( item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
int skill_to_int ( skill sk )&amp;lt;br /&amp;gt;&lt;br /&gt;
int effect_to_int ( effect eff )&amp;lt;br /&amp;gt;&lt;br /&gt;
int familiar_to_int ( familiar pet )&amp;lt;br /&amp;gt;&lt;br /&gt;
int slot_to_int ( slot sl )&amp;lt;br /&amp;gt;&lt;br /&gt;
int element_to_int ( element el )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts the ASH-based object into the number that will be recognized by the KoL server. Needed when you&amp;amp;#8217;re building raw URLs from time to time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item int_to_item( int nItem )&amp;lt;br /&amp;gt;&lt;br /&gt;
skill int_to_skill ( int nSkill )&amp;lt;br /&amp;gt;&lt;br /&gt;
effect int_to_effect ( int nEffect )&amp;lt;br /&amp;gt;&lt;br /&gt;
familiar int_to_familiar ( int nFamiliar )&amp;lt;br /&amp;gt;&lt;br /&gt;
slot int_to_slot ( int nSlot )&amp;lt;br /&amp;gt;&lt;br /&gt;
element int_to_element ( int nElement )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts the KoL-based number into an associated ASH object. These aren&amp;amp;#8217;t the commands you&amp;amp;#8217;re looking for. You can go about your business.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void file_to_map( string file_to_load, map map_to_fill )&amp;lt;br /&amp;gt;&lt;br /&gt;
void map_to_file( map map_to_save, string file_to_write )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Loads and saves maps as tab-delimited text files.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int random( int range )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Generates a random integer between 0 and (range-1) inclusive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int round( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int floor( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int ceil( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int truncate( float ratio )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns an integer near the given real number.  Respectively, it returns the nearest, next lowest, next highest, and decimal-stripped integer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int count( map )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the number of defined keys for the aggregate.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void clear( map )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remove all keys from a map. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void disable( string function_name )&amp;lt;br /&amp;gt;&lt;br /&gt;
void enable( string function_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For debugging purposes disables or enables the indicated function&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;float square_root( float value )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
returns the square root of the passed value&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=In-combat_Consulting&amp;diff=1567</id>
		<title>In-combat Consulting</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=In-combat_Consulting&amp;diff=1567"/>
		<updated>2007-01-09T10:17:46Z</updated>

		<summary type="html">&lt;p&gt;Raeith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;string attack()&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;string runaway()&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;string use_skill(  skill touse )&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;string throw_item(  item tothrow )&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;string throw_items(  item tothrow1,  item tothrow2 )&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns a string containing the html response from sending the appropriate url request for the associated action while in battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;boolean use_skill( int count, skill touse )&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
See [[%28ASHRM%29_Skills_and_Effects]]&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Miscellaneous_Functions&amp;diff=911</id>
		<title>Miscellaneous Functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Miscellaneous_Functions&amp;diff=911"/>
		<updated>2007-01-09T04:48:35Z</updated>

		<summary type="html">&lt;p&gt;Raeith: &amp;quot;Sample&amp;quot; linkys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 6 - Miscellaneous ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Mostly internal stuff. Some good for everyone, some only for ASH wizards.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void print( string helloworld )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prints the given string to the graphical CLI window and to the status line of the main Adventuring window&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean cli_execute( string command )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Executes the given command as if it were entered into the graphical CLI window. This can be used for CLI commands or, if you&amp;amp;#8217;re careful and not an asshat, for raw URLs.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for more details.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_Code_Samples#Sample_4:_Hedging Hedging]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void wait( int delay )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Does nothing for the desired number of seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string get_property( string key )&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean set_property( string key, string value )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Gets or sets a stored property from your character&amp;amp;#8217;s .kcs file.&amp;lt;br /&amp;gt;&lt;br /&gt;
The KoLmafia [http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_KoLMafia_Properties properties] page contains details on many of the keys that are available for access.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather Battlefield_gather]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string boolean_to_string( boolean flag )&amp;lt;br /&amp;gt;&lt;br /&gt;
string int_to_string( int number )&amp;lt;br /&amp;gt;&lt;br /&gt;
string float_to_string( float number )&amp;lt;br /&amp;gt;&lt;br /&gt;
string item_to_string( item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
string zodiac_to_string( zodiac sign )&amp;lt;br /&amp;gt;&lt;br /&gt;
string location_to_string( location place )&amp;lt;br /&amp;gt;&lt;br /&gt;
string familiar_to_string( class cl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string class_to_string( class cl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string stat_to_string( stat st )&amp;lt;br /&amp;gt;&lt;br /&gt;
string skill_to_string( skill sk )&amp;lt;br /&amp;gt;&lt;br /&gt;
string effect_to_string( effect ef )&amp;lt;br /&amp;gt;&lt;br /&gt;
string element_to_string( element el )&amp;lt;br /&amp;gt;&lt;br /&gt;
string slot_to_string( slot sl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string monster_to_string( monster eek )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts in-game variables to printable counterparts. The print command will cast non-string values properly now, but these are still useful for building URLs and setting properties.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean string_to_boolean( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
int string_to_int( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
float string_to_float( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
item string_to_item( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
zodiac string_to_zodiac( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
location string_to_location( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
familiar string_to_familiar( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
class string_to_class( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
stat string_to_stat( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
skill string_to_skill( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
effect string_to_effect( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
slot string_to_slot( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
element string_to_element( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
monster string_to_monster( string str )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts strings to ASH variables.  Useful for converting the result of a get_property() call intoa legitimate value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int item_to_int( item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
int skill_to_int ( skill sk )&amp;lt;br /&amp;gt;&lt;br /&gt;
int effect_to_int ( effect eff )&amp;lt;br /&amp;gt;&lt;br /&gt;
int familiar_to_int ( familiar pet )&amp;lt;br /&amp;gt;&lt;br /&gt;
int slot_to_int ( slot sl )&amp;lt;br /&amp;gt;&lt;br /&gt;
int element_to_int ( element el )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts the ASH-based object into the number that will be recognized by the KoL server. Needed when you&amp;amp;#8217;re building raw URLs from time to time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item int_to_item( int nItem )&amp;lt;br /&amp;gt;&lt;br /&gt;
skill int_to_skill ( int nSkill )&amp;lt;br /&amp;gt;&lt;br /&gt;
effect int_to_effect ( int nEffect )&amp;lt;br /&amp;gt;&lt;br /&gt;
familiar int_to_familiar ( int nFamiliar )&amp;lt;br /&amp;gt;&lt;br /&gt;
slot int_to_slot ( int nSlot )&amp;lt;br /&amp;gt;&lt;br /&gt;
element int_to_element ( int nElement )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts the KoL-based number into an associated ASH object. These aren&amp;amp;#8217;t the commands you&amp;amp;#8217;re looking for. You can go about your business.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void file_to_map( string file_to_load, map map_to_fill )&amp;lt;br /&amp;gt;&lt;br /&gt;
void map_to_file( map map_to_save, string file_to_write )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Loads and saves maps as tab-delimited text files.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int random( int range )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Generates a random integer between 0 and (range-1) inclusive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int round( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int floor( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int ceil( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int truncate( float ratio )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns an integer near the given real number.  Respectively, it returns the nearest, next lowest, next highest, and decimal-stripped integer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int count( map )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the number of defined keys for the aggregate.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void clear( map )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remove all keys from a map. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void disable( string function_name )&amp;lt;br /&amp;gt;&lt;br /&gt;
void enable( string function_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For debugging purposes disables or enables the indicated function&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;float square_root( float value )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
returns the square root of the passed value&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Adventuring&amp;diff=817</id>
		<title>Adventuring</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Adventuring&amp;diff=817"/>
		<updated>2007-01-09T04:45:45Z</updated>

		<summary type="html">&lt;p&gt;Raeith: More &amp;quot;sample&amp;quot; linking for you.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 5 - Adventuring ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Go get &amp;amp;#8216;em, tiger!&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean adventure( int visits, location place )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Visits the desired place the number of times that you wish.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_Code_Samples#Sample_4:_Hedging Hedging]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void add_item_condition( int quantity, item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifies adventuring conditions.  With conditions in place, adventure(&amp;amp;#8230;) will successfully complete before using all the specified adventures if the conditions are all met.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for additional condition programming.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void council()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Visits the Council of Loathing.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item guardians()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Climbs the Naughty Sorceress&amp;amp;#8217; Tower and passes the challenges that it can.  If it completes the challenge, it returns $item[none].  Otherwise, it returns the item that is needed to pass the next stage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean guild()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean gourd()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean tavern()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean nemesis()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean entryway()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean hedgemaze()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean chamber()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Attempts to perform the associated tasks. The return value indicates the success.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for more details.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_Code_Samples#Sample_4:_Hedging Hedging]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean train_familiar( int nGoal, string sGoal )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Trains your currently-equipped familiar.  sGoal can be either &amp;amp;#8220;base&amp;amp;#8221;, &amp;amp;#8220;buffed&amp;amp;#8221;, or &amp;amp;#8220;turns&amp;amp;#8221;, and nGoal is either the target weight or desired number of battles.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;location my_location()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the location where you last adventured.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void refresh_status()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Grabs a fresh copy of your sidebar, so that information on your health, effects, and such will be guaranteed accurate.  In theory, this is not necessary unless you are attempting to script your own custom combat function.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;monster [int] get_monsters( location loc )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
returns an integer indexed map of potential monsters in the given location.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int monster_base_attack( monster eek )&amp;lt;br /&amp;gt;&lt;br /&gt;
int monster_base_defense( monster eek )&amp;lt;br /&amp;gt;&lt;br /&gt;
int monster_base_hp( monster eek )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the stats for the given monster.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;spiceloop is a verified kolmafia ash function however the parameters and return type are speculation. This needs verified.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;void spiceloop( int count )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Executes kolmafia&amp;amp;#8217;s internal spiceloop for the specified number of adventures.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Equipment&amp;diff=767</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Equipment&amp;diff=767"/>
		<updated>2007-01-09T04:39:15Z</updated>

		<summary type="html">&lt;p&gt;Raeith: Gotta love Sample Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 3 - Equipment ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Time to get dressed!&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Puts on the specified item in the &amp;amp;#8220;natural&amp;amp;#8221; slot.  For example, it won&amp;amp;#8217;t equip a weapon to the off-hand and it will only put a accessory into an empty slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean unequip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Takes off one of the specified item.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip_slot( slot sl, item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean unequip_slot( slot sl )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Equipment management that targets a specific slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;slot item_to_slot( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the natural slot for the item, if it is equippable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item current_equipment( slot sl )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the item currently equipped in the given slot.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather Battlefield_gather]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_equipped( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if the specified item is currently equipped (as it would not otherwise show up in item_amount()).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean can_equip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if you meet the requirements to equip the given item (regardless of whether you own it).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string weapon_type( item )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns a string indicating the type of weapon which was passed as a parameter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int weapon_hands( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if a weapon will keep you from using your off-hand slot.  Even if a weapon is described as being 3-handed, this function will return 2.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather Battlefield_gather]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean ranged_weapon( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if a weapon&amp;amp;#8217;s chance of hitting the opponent is based on your Moxie instead of your Muscle.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_familiar( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if you have placed the specified familiar in your Terrarium (or have it equipped now).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip_familiar( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Takes the specified familiar out of your Terrarium.  Use equip() and unequip() to manage your familiar&amp;amp;#8217;s gear.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item familiar_equipment( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the most common piece of equipment that is specially designed for the familiar&amp;amp;#8217;s type.  If you want to find out what item is being equipped by your familiar of a specific species, then you would need to take that familiar out of the Terrarium with equip_familiar() and then check current_equipment( $slot[ familiar ]).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_outfit( string outfit_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Lets you know if you could wear a specified outfit right now, either an in-game or a custom outfit.  A false result means either that you are missing one or more pieces of the outfit or that your stats are not high enough to equip all of the pieces.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_Code_Samples#Sample_1:_Seltzer Seltzer]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean outfit( string outfit_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Wears the specified outfit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;em&amp;gt;Sample&amp;lt;/em&amp;gt;:[http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_Code_Samples#Sample_2:_Battlefield_gather Battlefield_gather]&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Miscellaneous_Functions&amp;diff=910</id>
		<title>Miscellaneous Functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Miscellaneous_Functions&amp;diff=910"/>
		<updated>2007-01-09T04:06:29Z</updated>

		<summary type="html">&lt;p&gt;Raeith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 6 - Miscellaneous ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Mostly internal stuff. Some good for everyone, some only for ASH wizards.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void print( string helloworld )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prints the given string to the graphical CLI window and to the status line of the main Adventuring window&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean cli_execute( string command )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Executes the given command as if it were entered into the graphical CLI window. This can be used for CLI commands or, if you&amp;amp;#8217;re careful and not an asshat, for raw URLs.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for more details.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void wait( int delay )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Does nothing for the desired number of seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string get_property( string key )&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean set_property( string key, string value )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Gets or sets a stored property from your character&amp;amp;#8217;s .kcs file.&amp;lt;br /&amp;gt;&lt;br /&gt;
The KoLmafia [http://www.wiki.kolmafia.us/index.php/%28ASHRM%29_KoLMafia_Properties properties] page contains details on many of the keys that are available for access.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string boolean_to_string( boolean flag )&amp;lt;br /&amp;gt;&lt;br /&gt;
string int_to_string( int number )&amp;lt;br /&amp;gt;&lt;br /&gt;
string float_to_string( float number )&amp;lt;br /&amp;gt;&lt;br /&gt;
string item_to_string( item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
string zodiac_to_string( zodiac sign )&amp;lt;br /&amp;gt;&lt;br /&gt;
string location_to_string( location place )&amp;lt;br /&amp;gt;&lt;br /&gt;
string familiar_to_string( class cl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string class_to_string( class cl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string stat_to_string( stat st )&amp;lt;br /&amp;gt;&lt;br /&gt;
string skill_to_string( skill sk )&amp;lt;br /&amp;gt;&lt;br /&gt;
string effect_to_string( effect ef )&amp;lt;br /&amp;gt;&lt;br /&gt;
string element_to_string( element el )&amp;lt;br /&amp;gt;&lt;br /&gt;
string slot_to_string( slot sl )&amp;lt;br /&amp;gt;&lt;br /&gt;
string monster_to_string( monster eek )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts in-game variables to printable counterparts. The print command will cast non-string values properly now, but these are still useful for building URLs and setting properties.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean string_to_boolean( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
int string_to_int( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
float string_to_float( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
item string_to_item( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
zodiac string_to_zodiac( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
location string_to_location( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
familiar string_to_familiar( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
class string_to_class( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
stat string_to_stat( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
skill string_to_skill( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
effect string_to_effect( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
slot string_to_slot( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
element string_to_element( string str )&amp;lt;br /&amp;gt;&lt;br /&gt;
monster string_to_monster( string str )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts strings to ASH variables.  Useful for converting the result of a get_property() call intoa legitimate value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int item_to_int( item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
int skill_to_int ( skill sk )&amp;lt;br /&amp;gt;&lt;br /&gt;
int effect_to_int ( effect eff )&amp;lt;br /&amp;gt;&lt;br /&gt;
int familiar_to_int ( familiar pet )&amp;lt;br /&amp;gt;&lt;br /&gt;
int slot_to_int ( slot sl )&amp;lt;br /&amp;gt;&lt;br /&gt;
int element_to_int ( element el )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts the ASH-based object into the number that will be recognized by the KoL server. Needed when you&amp;amp;#8217;re building raw URLs from time to time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item int_to_item( int nItem )&amp;lt;br /&amp;gt;&lt;br /&gt;
skill int_to_skill ( int nSkill )&amp;lt;br /&amp;gt;&lt;br /&gt;
effect int_to_effect ( int nEffect )&amp;lt;br /&amp;gt;&lt;br /&gt;
familiar int_to_familiar ( int nFamiliar )&amp;lt;br /&amp;gt;&lt;br /&gt;
slot int_to_slot ( int nSlot )&amp;lt;br /&amp;gt;&lt;br /&gt;
element int_to_element ( int nElement )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Converts the KoL-based number into an associated ASH object. These aren&amp;amp;#8217;t the commands you&amp;amp;#8217;re looking for. You can go about your business.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void file_to_map( string file_to_load, map map_to_fill )&amp;lt;br /&amp;gt;&lt;br /&gt;
void map_to_file( map map_to_save, string file_to_write )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Loads and saves maps as tab-delimited text files.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int random( int range )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Generates a random integer between 0 and (range-1) inclusive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int round( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int floor( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int ceil( float ratio )&amp;lt;br /&amp;gt;&lt;br /&gt;
int truncate( float ratio )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns an integer near the given real number.  Respectively, it returns the nearest, next lowest, next highest, and decimal-stripped integer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int count( map )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the number of defined keys for the aggregate.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void clear( map )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remove all keys from a map. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void disable( string function_name )&amp;lt;br /&amp;gt;&lt;br /&gt;
void enable( string function_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For debugging purposes disables or enables the indicated function&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;float square_root( float value )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
returns the square root of the passed value&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Adventuring&amp;diff=816</id>
		<title>Adventuring</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Adventuring&amp;diff=816"/>
		<updated>2007-01-09T03:58:34Z</updated>

		<summary type="html">&lt;p&gt;Raeith: Copy/Paste with HTML formatting. Links to old wiki pages removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 5 - Adventuring ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Go get &amp;amp;#8216;em, tiger!&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean adventure( int visits, location place )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Visits the desired place the number of times that you wish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void add_item_condition( int quantity, item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifies adventuring conditions.  With conditions in place, adventure(&amp;amp;#8230;) will successfully complete before using all the specified adventures if the conditions are all met.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for additional condition programming.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void council()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Visits the Council of Loathing.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item guardians()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Climbs the Naughty Sorceress&amp;amp;#8217; Tower and passes the challenges that it can.  If it completes the challenge, it returns $item[none].  Otherwise, it returns the item that is needed to pass the next stage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean guild()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean gourd()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean tavern()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean nemesis()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean entryway()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean hedgemaze()&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean chamber()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Attempts to perform the associated tasks. The return value indicates the success.&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://kolmafia.sourceforge.net/scripting.html CLI manual] for more details.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean train_familiar( int nGoal, string sGoal )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Trains your currently-equipped familiar.  sGoal can be either &amp;amp;#8220;base&amp;amp;#8221;, &amp;amp;#8220;buffed&amp;amp;#8221;, or &amp;amp;#8220;turns&amp;amp;#8221;, and nGoal is either the target weight or desired number of battles.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;location my_location()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the location where you last adventured.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;void refresh_status()&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Grabs a fresh copy of your sidebar, so that information on your health, effects, and such will be guaranteed accurate.  In theory, this is not necessary unless you are attempting to script your own custom combat function.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;monster [int] get_monsters( location loc )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
returns an integer indexed map of potential monsters in the given location.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int monster_base_attack( monster eek )&amp;lt;br /&amp;gt;&lt;br /&gt;
int monster_base_defense( monster eek )&amp;lt;br /&amp;gt;&lt;br /&gt;
int monster_base_hp( monster eek )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the stats for the given monster.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;spiceloop is a verified kolmafia ash function however the parameters and return type are speculation. This needs verified.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;void spiceloop( int count )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Executes kolmafia&amp;amp;#8217;s internal spiceloop for the specified number of adventures.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
	<entry>
		<id>https://wiki.kolmafia.us/index.php?title=Equipment&amp;diff=766</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.kolmafia.us/index.php?title=Equipment&amp;diff=766"/>
		<updated>2007-01-09T03:47:37Z</updated>

		<summary type="html">&lt;p&gt;Raeith: Copy/Paste with HTML formatting. Links removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Part 3 - Equipment ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;Time to get dressed!&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Puts on the specified item in the &amp;amp;#8220;natural&amp;amp;#8221; slot.  For example, it won&amp;amp;#8217;t equip a weapon to the off-hand and it will only put a accessory into an empty slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean unequip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Takes off one of the specified item.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip_slot( slot sl, item it )&amp;lt;br /&amp;gt;&lt;br /&gt;
boolean unequip_slot( slot sl )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Equipment management that targets a specific slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;slot item_to_slot( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the natural slot for the item, if it is equippable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item current_equipment( slot sl )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the item currently equipped in the given slot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_equipped( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if the specified item is currently equipped (as it would not otherwise show up in item_amount()).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean can_equip( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if you meet the requirements to equip the given item (regardless of whether you own it).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;string weapon_type( item )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns a string indicating the type of weapon which was passed as a parameter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;int weapon_hands( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if a weapon will keep you from using your off-hand slot.  Even if a weapon is described as being 3-handed, this function will return 2.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean ranged_weapon( item it )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if a weapon&amp;amp;#8217;s chance of hitting the opponent is based on your Moxie instead of your Muscle.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_familiar( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tells you if you have placed the specified familiar in your Terrarium (or have it equipped now).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean equip_familiar( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Takes the specified familiar out of your Terrarium.  Use equip() and unequip() to manage your familiar&amp;amp;#8217;s gear.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;item familiar_equipment( familiar pet )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Returns the most common piece of equipment that is specially designed for the familiar&amp;amp;#8217;s type.  If you want to find out what item is being equipped by your familiar of a specific species, then you would need to take that familiar out of the Terrarium with equip_familiar() and then check current_equipment( $slot[ familiar ]).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean have_outfit( string outfit_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Lets you know if you could wear a specified outfit right now, either an in-game or a custom outfit.  A false result means either that you are missing one or more pieces of the outfit or that your stats are not high enough to equip all of the pieces.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;boolean outfit( string outfit_name )&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Wears the specified outfit.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raeith</name></author>
	</entry>
</feed>