- Which item is prescribed for each of the 5 slots depends on different factors:
- Equipment - The ice crown will always be offered at first; once an ice crown is taken, the frozen jeans will be offered next; once the frozen jeans are taken, then the ice wrap will be offered. At rollover, it resets back to the ice crown.
- Food - Which food is offered seems to depend on what phylum of monsters you've been fighting.
- Booze - You will receive a booze corresponding to your highest buffed stat (Fortifying for Muscle, Smartifying for Mysticality, Limbering for Moxie). In case of a tie, Medical-Grade Wine is offered.
- Potion - The ointment is somehow related to type of damage taken in previous combats. It's not clear if there's some sort of minimum damage threshold, or how many combats it looks back at.
- Spleen - The pill prescribed depends on what type of location you've adventured in for the majority of the last 20 turns (i.e. at least 11 turns in the same type of location). Underground locations give Breathitin™, indoor locations give Extrovermectin™, outdoor locations give Homebodyl™. Fleshazole™ is offered in the case of no clear majority, or for underwater locations. Noncombats and free combats appear to count towards Fleshazole™ instead of the other zone appropriate pills.
- If you spend all your (remaining) turns in this script, the equipment seems useless; none is appropriate for rollover.
- Barf Mountain has 2 dudes and 1 elemental. If you sniff garbage tourists, you will have a majority of elementals. Otherwise, a majority of dudes.
- Booze depends on "your highest buffed stat". That COULD be adjusted, perhaps, but at the expense of a lot of work. And Meat.
- I essentially never take damage in Barf Mountain in aftercore.
- Barf Mountain is indoors.
So, yeah - probably just a list of 5 types selected from {equipment, food, booze, potion, spleen}, to specify the order of items to pick.
Fortunately, "_coldMedicineConsults" and "_nextColdMedicineConsult" properties exist.