KoL Combat Item Catalog
KoLmafia (Mafia) is a community-maintained tool that adds quality-of-life features to the browser game Kingdom of Loathing. It already helps players manage equipment, consumables, potions, and buffs through the Modifier Maximizer, but nothing gives players the same insight into combat items. Information about these items is scattered across wiki pages, item descriptions, and player knowledge, and much of it is out of date. The proposed system is an independent, structured catalog of combat items, organized by categories and searchable properties such as elemental damage, restoration, combat effects, unusual behaviors, inventory quantity, and Mall price. It is designed for Mafia users, script authors, and wiki maintainers. The analysis and design work is mostly complete, and the remaining work is revision, feasibility analysis, and final integration.
Purpose & direction
Combat items are hard to use intelligently
Players have to consider many factors before using a combat item, including what they own, how powerful it is, and how rare or valuable it is. Today they must look items up manually, guessing at the best option, or rely on wiki lists that are likely out of date. Because of this, it often feels easier to ignore combat items entirely. The lack of per-item insight also increases the risk of using up a reserve of expensive or limited-time items that can’t easily be replaced, such as Bottle of Fire. Players may also overlook a cheaper item they own in large quantity, or waste a banish on a monster they wanted to fight again. An information system is appropriate because the data is large, structured, changes with the game, and needs to be queried by both people and scripts.
A structured catalog players and scripts can query
Vision: The system will give KolMafia users a structured catalog of combat items that lets them identify, categorize, and query items by their effects and other useful properties, so they can make better-informed decisions about how to use their inventory.
The initial build focuses on stat-based behaviors that are easy to quantify, such as damage and restoration, and looks for common patterns before adding categories for unusual items.
- A combat item database with basic properties and effects, where an item can belong to more than one category
- A companion script that queries by damage or restoration type, quantity owned, and current Mall price
- A data validation (“spading”) script that helps verify the data
- Integration into the Mafia codebase itself
- Every possible combat-item behavior; damage and restoration come first
- Non-combat items
- Users can find items that perform a specific function
- Similar items can be compared by quantity, strength, and Mall price
- Scripts can read the catalog when making combat decisions
Major milestones
The next upcoming milestone is highlighted automatically.
Current deliverables
Status of each project artifact. Links are added as files are finalized.
Feasibility Analysis
Not started Link added when finishedFinal Systems Analysis and Design Report
Not started Link added when finishedNarrated Presentation
Not started Link added when finishedFinal Revision Memo
Not started Link added when finishedModels & prototype
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Planning documents
Documents used to organize, schedule, and monitor the remaining project work.
Project Activity List
Major project activities, their descriptions, estimated durations, dependencies, and resulting deliverables.
Prepared for schedule development Open PDF ↗Project Schedule
Planned start and finish dates, activity dependencies, overlapping tasks, deliverables, and completion status.
In progress; update as needed View on this page ↓PERT/CPM Diagram
Activity sequence, dependencies, estimated durations, and the critical path used to identify schedule-sensitive work.
Complete; verify before submission Open PDF ↗Milestone Plan
Major checkpoints for requirements and data-model revisions, feasibility, prototype review, report completion, and final submission.
Planned; review against assignment deadlines View on this page ↑Project schedule
Weekends are working days. The chart and the table show the same plan.
| ID | Activity | Start | Finish | Dependencies | Deliverable | Status |
|---|---|---|---|---|---|---|
| A | Build project hub | Oct 25 | Oct 25 | None | Project hub with links | Hub created |
| B | Review completed project documents | Oct 26 | Oct 26 | None | Revision list | Upcoming |
| C | Revise user stories, use cases, requirements | Oct 27 | Oct 27 | B | Updated stories, use cases, requirements, test checklist | Planned |
| D | Revise ERD, data dictionary, business rules | Oct 27 | Oct 28 | B | Updated data model and rules | Planned |
| E | Finalize process model and narrative | Oct 29 | Oct 30 | D | Context diagram, DFD, narrative | Planned |
| F | Revise prototype screens | Oct 29 | Oct 30 | C, D | Updated clickable prototype | Planned |
| G | Prototype review with 2–3 users | Oct 31 | Nov 2 | F | Feedback summary | Planned |
| H | Feasibility analysis | Oct 31 | Nov 1 | A, D, E | Feasibility section | Planned |
| N | Business case, recommendation, deployment | Nov 2 | Nov 2 | H | Business case and deployment sections | Planned |
| I | Update development approach memo | Nov 3 | Nov 3 | G, H | Final recommendation memo | Planned |
| M | Write final revision memo | Nov 4 | Nov 4 | I | Revision memo | Planned |
| J | Assemble final report | Nov 4 | Nov 6 | A, C, E, G, H, I, N | Draft final report | Planned |
| K | Prepare narrated presentation | Nov 6 | Nov 7 | J (starts on final day) | Narrated slide deck | Planned |
| L | Proofread and revise | Nov 8 | Nov 9 | J, K, M | Final submission | Planned |
Dates are the planned dates for this project. Activities may overlap when dependencies allow. Mark an activity done by changing its status pill to state done; the progress bar at the top updates itself.
Final checklist & next steps
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