No message about the enemy being weakened or anything like that? Maybe they just forgot to add a weakening haiku message... if so, likely nothing we can detect on, unless we want to detect based on damage instead of actually seeing the message, which presents problems for damage item usage and so on... Probably best to skip detecting weapon weakening in the haiku dungeon presently, since it's not really a viable place for much besides amusement. Though I may still put together a "detected haiku" check... maybe attach an encounter/weapon check to round 0.
Edit: Monsters healing in the logs.
[1263] Defiled Cranny
Encounter: Lunchtime
Encounter: huge ghuol
Strategy: C:\Program Files (x86)\KoLMafia\ccs\default.ccs [default]
Round 0: Teravhew loses initiative!
(unable to macrofy due to action: consult SmartStasis.ash)
Round 1: Teravhew uses the can of Ghuol-B-Gone™!
Round 2: huge ghuol takes 68 damage.
Round 2: huge ghuol takes 3 damage.
You gain 3 hit points
Round 2: huge ghuol heals 10 hit points.
Round 2: Teravhew uses the can of Ghuol-B-Gone™!
Round 3: huge ghuol takes 73 damage.
You gain 198 Meat
You acquire an item: ghuol egg
You acquire an item: ghuol ears
You gain 9 Beefiness
You gain 19 Wizardliness
You gain 28 Smarm
Okay, will be implementing the following items, for now. If there are any others that delevel, or my numbers look wrong anywhere, let me know.
Source Type Min Max
kite 12 12
The Big Book of Pirate Insults 10 10
off-white plastic oyster egg 7 7
possessed top 6 6
top 6 6
ferret bait 5 5
sake bomb 5 5
wussiness potion 5 5
vial of patchouli oil 4 4
Knob Goblin stink bomb 3 3
disease 2 2
64735 scroll 1 3
668 scroll 1 3
spectre scepter 1 3
barbed-wire fence 1 7
tropical orchid 1 7
mylar scout drone 10 12
powdered organs 10 12
depantsing bomb 15 20
sausage bomb 15 20
gob of wet hair 2 3
shaving cream 2 3
Cloaca grenade Attack 2 2
Dyspepsi grenade Attack 2 2
bronzed locust 20 30
golden ring 20 30
Miniborg Destroy-O-Bot 3 5
Miniborg strangler 3 5
plot hole 3 5
patchouli incense stick 3 5
handful of sawdust 4 10
fancy bath salts 4 5
roofie 4 5
inkwell 4 7
Zombo's empty eye 40 40
handful of sand 5 10
Tom's of the Spanish Main Toothpaste 6 8
black pepper 7 10
superamplified boom box 8 10
macrame net 8 10
palm-frond net 8 12
divine cracker 10 12
30669 scroll 1 3
33398 scroll 1 3
8-ball 1 3
potion of confusion 2 3
potion of sleepiness 2 3
potion of ettin strength Attack 20 30
potion of mental acuity 10 15
potion of blessing Defence 20 30
potion of teleportation Defence 15 20
potion of healing Healing 14 16
Entries on the bottom are either not listed in the monster level page of the wiki, or I somehow missed seeing them. As well, I added the healing bang-potion, since I'm making this patch track monster healing as well, so bang-heal-potion use should display as healing the monster...
I followed the suggestion from the discussion of bang potions for ettin strength and mental acuity... since blessing is 20-30 defence for moxie, ettin is likely 20-30 attack and mental acuity likely splits the two. If anyone has more accurate information on this, it would be appreciated.
I'm hoping to spin a new patch either after work or inlaws, depending on how much the code fights. The reason I'm listing min/max is that I'm planning on saving min/max values, and modifying based on a number set at the top of the function. Eventually, this could be set by the user. What I'm currently planning is 0 (default) for low, 1 for 25%, 2 for 50%, 3 for 75%, and 4 for 100% of the range. So 1-9, you're looking at 1/3/5/7/9 as those numbers. Mostly because I don't think people really need to make it more granular, since the delevelling isn't that broad in terms of range. I'll probably floor the ranges as well, so in a 1-3 range, 0/1 return 1, 2/3 return 2, and 4 returns 3. The point of this is that once I actually decide that everything is as accurate as we can make it, we can start to use these numbers based on mobs missing/hitting and dodging/being-hit to figure out with ML/MA/MD the mob is currently at. The main difficulty here is that there are so many different hit/miss/dodge messages to deduce between...