int [item] Mitem_to_ml_boost;
Mitem_to_ml_boost[$item[hockey stick of furious angry rage]] = 30;
Mitem_to_ml_boost[$item[stainless steel scarf]] = 20;
Mitem_to_ml_boost[$item[ice sickle]] = 15;
Mitem_to_ml_boost[$item[hippo whip]] = 10;
Mitem_to_ml_boost[$item[annoying pitchfork]] = 5;
Mitem_to_ml_boost[$item[giant needle]] = 5;
Mitem_to_ml_boost[$item[goth kid t-shirt]] = 5;
Mitem_to_ml_boost[$item[ring of aggravate monster]] = 5;
# This tells you how much the given item affects monster level
int how_much_ml(item it)
{
if (Mitem_to_ml_boost contains it) return Mitem_to_ml_boost[it];
return 0;
}
# This tells you how much +ML stuff you've got going for you not counting the
# MCD (since that is the variable we're most likely to want to tinker with at
# the end.
int current_monster_level()
{
int x = 0;
x = x + how_much_ml(current_equipment($slot[weapon]));
x = x + how_much_ml(current_equipment($slot[off-hand]));
x = x + how_much_ml(current_equipment($slot[shirt]));
x = x + how_much_ml(current_equipment($slot[acc1]));
x = x + how_much_ml(current_equipment($slot[acc2]));
x = x + how_much_ml(current_equipment($slot[acc3]));
x = x + how_much_ml(current_equipment($slot[familiar]));
if (have_effect($effect[Ur-Kel's Aria of Annoyance]) > 0)
x = x + 2*my_level();
return x;
}