I'm curious: when does KoLmafia ever "ambiguate" a monster?
I was using that to apply to single monsters with varied names, such as hobos, tower skeletons,
et al. Another example which comes closer to what you're mentioning (distinct monster names
and images) might be Your Shadow, but even then it's a single monster ID. I wasn't meaning to imply that mafia groups multiple IDs into a single $monster[].
Also, besides our friend C
bzzter above, I found and reported a few capitalization/spelling errors in monster names a while back as a result of the mismatch messages in BatBrain.
If you want the "Encounter" that KoL supplied in the "monname" span, that is reliably available in the lastEncounter setting.
Brilliant! I should have thought of that. I'll use Encounter: lastEncounter for the next update and leave some higher-verbosity informational messages in just to retain the helpful mismatch-finding ability.
@Magus: If a name mismatch between
last_monster() and the name in the session log causes BatBrain not to register factoids properly, it's caused by something other than the name mismatch, since factoid tracking only ever looks at
last_monster() and doesn't consider the name in the session log. The only thing BatBrain uses the session log for is tracking victories and player actions, and it finds the relevant combat in the log by looking for the last instance of Encounter: last_monster(), though as I just mentioned, that is soon to change. Do you have any examples from your logs of BatBrain failing to log a factoid?
Also, you can always hit the "Refresh Manuel Data" button at the bottom of Factroid! to re-scrape Manuel and make sure your factoid information is current.