If I actually manage to get my Level 2, 3, and 11 scripts fully sorted, I may post my current versions of Rinn's scripts as a pack. Few changes, mostly in that if it fails to acquire the outfits automatically, it will begin adventuring for them immediately, no additional waiting. Level 2 needs to have manual overrides for the Mosquito... should be quite easy (and updated after next rollover). Level 3 will be more work... probably use some odd version of the Mr. Alarm code that I've been enjoying with the Hidden Temple unlock to check for action type. Level 11 should be fine, just need to verify that the choiceadv is realizing it's found the Alarm in the right point now. Should be fine... basically just needed to have it run_choice after finding Mr Alarm, but I'll verify before posting.
For Level 13, I use the built-in function entryway to start it off. Once it finishes the entryway, I use Level 13 to finish things off, since it automates the rest of things quite well. Might have it check for/construct a wand if none are available, but... eh.
Edit: Actually, I think I could probably make the Tavern work quite easily if Rinn doesn't mind me tagging variables with name... If I make a Rinn_Tavern_Ascension, Rinn_Tavern_Row, and Rinn_Tavern_Column variable, Level 3 should be easily scriptable.
Edit2: Eh, nevermind that. Long as I don't care too much, I think we can hijack the actual Tavern variables, at least until automated handling works properly again. Just takes either flopping left/right for row count, or working in a % 5 system going backwards. Probably end up working in the % 5, since that's more similar to the actual KoL numbers. Only real question is whether or not to save what we've found or just to find the faucet and turn it off. Probably start with a simple solve, and move on to more features later. If it's needed.