If the adventuring link was clicked from fight.php, choice.php, or charpane.php, warn with the following message: "A choice adventure is ready, so you might want to adventure somewhere else. Proceed anyway?" This encourages me to visit the map first.
The Spelunky helper as currently submitted does this:
It displays a warning screen which tells you that you have a phase X noncombat available.
At the top of the frame is the map image of the area you clicked; if you click that, you go there.
Beneath that is a table of all the areas you have unlocked.
The first column is a clickable map image of the area
The second column is a list of all the options that are available to you in that area at this phase, taking items you have equipped and/or have in inventory into account. For each option, it tells you what you need to have equipped.
If you like one of the available options, it is up to you to use the Gear Changer (or chat commands, or whatever) to equip the right stuff to enable that option before clicking on the map image to go there.
I have CSS turned off, so the clickable map spots are already in a linear list. Next to each spot, I summarize the benefits of the choice adventure corresponding to that location, and star the ones I usually prefer to visit. I handle the traps specially so that the summary text changes once a branch has been unlocked for that area (removing the star).
That sounds very similar to what KoLmafia displays on its noncombat warning screen.
Choice adventure warnings:
- "You might not be prepared to collect the idol treasure safely. Proceed anyway?"
- "You might not be prepared to unlock the city. Proceed anyway?"
- "Crates are safer and cheaper, but are not as beneficial as shops are. Proceed anyway?"
- "You might not be prepared to unlock the burial grounds. Proceed anyway?"
- "You might not be prepared to collect the Clown Crown. Proceed anyway?"
- "You might not be prepared to collect the treasure chest safely. Proceed anyway?"
- "You haven't visited the city yet, so unlocking the altar might be unproductive. Proceed anyway?"
I believe that my scheme supersedes these individual warnings; it's up to the player to look at the option, see what we say the requirements are, and suit up (or not) as desired before clicking on the map image to take the noncombat.
Other combat warnings I have:
- "You might be heading into combat to summon a Skeleton, but you already have one. Proceed anyway?"
- "You might not be prepared for a boss fight in the city. Proceed anyway?"
- "You might want to explore the city instead of the temple. Proceed anyway?"
- "You might want to explore the underworld instead of the temple. Proceed anyway?"
- "You might be entering the lair unnecessarily early since you don't have a key. Proceed anyway?"
- "You might want to summon a Skeleton to make the most of the fight, since you appear to be underpowered. Proceed anyway?"
- "You might want to equip the cursed coffee cup to make the most of the fight, since you appear to be underpowered. Proceed anyway?"
- "This might be your best chance or last chance to unlock the lair. Proceed anyway?"
- "This might be your best chance or last chance to fight in the lair. Proceed anyway?"
- "This is your last chance to explore the underworld to unlock the throne. Proceed anyway?"
- "This is your last chance to fight at the throne. Proceed anyway?"
My helper is coded to easily allow combat warnings, too. I think a lot of these are exactly the kind of thing that a script would want to take care of, but, perhaps, are specific to your specific strategy - which is good, obviously.
For example, "you are underpowered" so, consider such-and-such. Or "You might be entering the lair too early".
One reminder I have frequently wished I had was to equip something other than Bananubis's staff if I already have a skeleton. And the corollary, to equip the staff after I have just sacrificed a skeleton.