Module you
Information about the player.
Functions
| ability_info ([name]) | Ability information. | 
| absdepth () | The current "absolute depth". | 
| ac () | Armour class. | 
| activate_ability (the[, x=0[, y=0[, if=false]]]) | Activate an ability by name, supplying a target where relevant. | 
| agile () | Are you agile? | 
| anchored () | Are you dimensionally anchored? | 
| asleep () | Are you asleep? | 
| base_mp () | Base max mp. | 
| base_skill (name) | Base skill level. | 
| berserk () | Are you berserk? | 
| best_skill () | Best skill. | 
| branch () | What branch are you in? | 
| breath_timeout () | Are you out of breath? | 
| brilliant () | Are you brilliant? | 
| can_smell () | Can you smell? | 
| can_train_skill (name) | Can a skill be trained? | 
| caught () | Are you caught in something? | 
| class () | Get name of player's background. | 
| confused () | Are you confused? | 
| constricted () | Are you currently constricted? | 
| constricting () | Are you currently constricting anything? | 
| contaminated () | Are you contaminated? | 
| corrosion () | Corrosion amount. | 
| deaths () | How many times have you died? | 
| depth () | Your current depth in that branch. | 
| depth_fraction () | What fraction of the branch you've gone into. | 
| dexterity () | Dexterity. | 
| drain () | How much drain. | 
| ego ([terse=false]) | What is the ego of our unarmed attack? | 
| ev () | Evasion. | 
| evil_god ([god=you.god()]) | Is this [player's] god evil? | 
| exhausted () | Are you exhausted? | 
| extra_resistant () | Are you extra resistant? | 
| feel_safe () | Do you feel safe? | 
| floor_items () | The items on your cell on the floor. | 
| flying () | Are you flying? | 
| genus () | Your genus. | 
| get_base_mutation_level (mutationname[, innate=true[, temp=true[, normal=true]]]) | Get the mutation level of a mutation. | 
| get_training_target (name) | Get a training target. | 
| god () | Get name of player's god | 
| gold () | How much gold do you have? | 
| good_god ([god=you.god()]) | Is this [player's] god good? | 
| hand () | Get noun for player's hands. | 
| has_claws () | Do you have claws? | 
| has_good_stab () | Do your successful stab attacks deal significantly increased damage, considering weapon type, equipment, and transformations? | 
| hasted () | Are you hasted? | 
| have_orb () | Do you have the orb? | 
| have_rune (rune) | Do you have the given rune? | 
| how_mutated (normal, silver, all_innate, temp, levels) | How mutated are you? | 
| hp () | Hit points. | 
| intelligence () | Intelligence. | 
| invisible () | Are you invisible? | 
| is_level_on_stack (levelname) | Check the level stack. | 
| is_useless_skill (name) | Is this skill useless (removed, sacrificed, or unusable) to the player? | 
| is_web_immune () | Are you immune to webs? | 
| known_items () | Get the current state of item identification as a list of strings. | 
| lives () | How many extra lives do you have? | 
| los () | LOS Radius. | 
| mem_spells () | Get memorisable spells. | 
| memorise () | Memorise a spell by name Memorise a spell by name, erroring only on an invalid spell name. | 
| mesmerised () | Are you mesmerised? | 
| mighty () | Are you mighty? | 
| monster () | The name of your monster type. | 
| mp () | Magic points. | 
| mutation (mutation) | Deprecated: use you.get_base_mutation_level. | 
| mutation_overview () | Mutation overview string. | 
| name () | Get player's name. | 
| noise_perception () | What was the loudest noise you heard in the last turn? | 
| num_runes () | How many runes do you have? | 
| on_fire () | Are you on fire? | 
| one_time_ability_used () | Has the [player's] current god's one-time ability been used? | 
| paralysed () | Are you paralysed? | 
| petrifying () | Are you petrifying? | 
| piety_rank () | Stars of piety. | 
| poison_survival () | Minimum hp after poison wears off. | 
| poisoned () | Are you poisoned? | 
| quiver_allows_autofight () | Does your quivered action allow autofight? | 
| quiver_enabled () | Is your quivered action enabled? | 
| quiver_uses_mp () | Does your quivered action use MP? | 
| quiver_valid () | Is your quivered action valid? | 
| race () | Get name of player's race. | 
| reach_range () | What is your current reaching range? | 
| real_time () | Total elapsed real time in seconds. | 
| regenerating () | Are you regenerating? | 
| res_cold () | Cold resistance (rC). | 
| res_corr () | Corrosion resistance (rCorr). | 
| res_draining () | Negative energy resistance (rN). | 
| res_drowning () | Drowning resistance (rDrown). | 
| res_fire () | Fire resistance (rF). | 
| res_mutation () | Mutation resistance (rMut). | 
| res_poison () | Poison resistance (rPois). | 
| res_shock () | Electric resistance (rElec). | 
| rooted () | Are you rooted? | 
| see_cell (x, y) | Can you see a cell? | 
| see_cell_no_trans (x, y) | Can you see this cell without looking through a window? | 
| see_cell_solid (x, y) | Can you see this cell without something solid in the way? | 
| see_cell_solid_see (x, y) | Can you see this cell with nothing in the way? | 
| see_invisible () | See invisible (sInv). | 
| set_training_target (name, target) | Set a training target. | 
| sh () | Shield class. | 
| sick () | Are you sick? | 
| silenced () | Are you silenced? | 
| silencing () | Are you silencing the world around you? | 
| skill (name) | Current skill level. | 
| skill_cost (name) | Cost of training this skill. | 
| skill_progress (name) | Skill progress. | 
| slowed () | Are you slowed? | 
| species () | Get name of player's species. | 
| spell_letters () | Currently used spell letters | 
| spell_levels () | How many spell levels are currently available. | 
| spell_table () | Get the spell table. | 
| spells () | List your spells | 
| spirit_shield () | Guardian spirit. | 
| status ([stat]) | Check status effects. | 
| stealth_pips () | Stealth pips. | 
| stop_activity () | Interrupt the current multi-turn activity or macro sequence. | 
| strength () | Strength. | 
| swift () | Are you currently +Swift or -Swift? | 
| taking_stairs () | Are you taking the stairs? | 
| teleporting () | Are you teleporting? | 
| temp_mutation (mutation) | Deprecated: use you.get_base_mutation_level. | 
| temp_mutations () | How many temporary mutations do you have? | 
| time () | Total elapsed time in auts. | 
| torment_immune () | Are you currently immune to torment? | 
| train_skill (name[, level]) | Train a skill. | 
| transform () | Current transformation, if any. | 
| turn_is_over () | Has player done something that takes time? | 
| turns () | How many turns have been taken. | 
| turns_on_level () | How long has the player been on the current level? | 
| unarmed_damage_rating () | Unarmed damage rating. | 
| under_penance () | Are you under penance? | 
| where () | Where are you? | 
| willpower () | Willpower (WL). | 
| wizard () | Is player in wizard mode? | 
| xl_progress () | XL progress. | 
| you_immune_to_hex (spell) | Are you intrinsically immune to this particular hex spell? | 
Functions
- ability_info ([name])
- 
    Ability information.
    Parameters:- name string If provided, get info for a specific ability. (optional)
 Returns:- 
           array or nil
 A nested table with info about the abilities you have. Returns nil if you do not have any abilities (or the provided ability). Each entry contains a table with the following: { string name, boolean currently_usable, string hotkey }
- absdepth ()
- 
    The current "absolute depth".
 Absolute depth of the current location.
    Returns:- 
           number
    
 
- ac ()
- 
    Armour class.
    Returns:- 
           int
    
 
- activate_ability (the[, x=0[, y=0[, if=false]]])
- 
    Activate an ability by name, supplying a target where relevant.  If the
 ability is not targeted, the target is ignored. An invalid target will
 open interactive targeting.
    Parameters:- the string name of the ability
- x number coordinate (default 0)
- y number coordinate (default 0)
- if boolean true, aim at the target; if false, shoot past it (default false)
 Returns:- 
           boolean
        whether an action took place
    
 
- agile ()
- 
    Are you agile?
    Returns:- 
           boolean
    
 
- anchored ()
- 
    Are you dimensionally anchored?
    Returns:- 
           boolean
    
 
- asleep ()
- 
    Are you asleep?
    Returns:- 
           boolean
    
 
- base_mp ()
- 
    Base max mp.
    Returns:- 
           int
    
 
- base_skill (name)
- 
    Base skill level.
 Ignores drain, crosstraining, &c.
    Parameters:- name string
 
- berserk ()
- 
    Are you berserk?
    Returns:- 
           boolean
    
 
- best_skill ()
- 
    Best skill.
    Returns:- 
           string
    
 
- branch ()
- 
    What branch are you in?
    Returns:- 
           string
    
 
- breath_timeout ()
- 
    Are you out of breath?
    Returns:- 
           boolean
    
 
- brilliant ()
- 
    Are you brilliant?
    Returns:- 
           boolean
    
 
- can_smell ()
- 
    Can you smell?
    Returns:- 
           boolean
    
 
- can_train_skill (name)
- 
    Can a skill be trained?
    Parameters:- name string skill name
 Returns:- 
           boolean
    
 
- caught ()
- 
    Are you caught in something?
    Returns:- 
           string or nil
        what's got you
    
 
- class ()
- 
    Get name of player's background.
    Returns:- 
           string
    
 
- confused ()
- 
    Are you confused?
    Returns:- 
           boolean
    
 
- constricted ()
- 
    Are you currently constricted?
    Returns:- 
           boolean
    
 
- constricting ()
- 
    Are you currently constricting anything?
    Returns:- 
           boolean
    
 
- contaminated ()
- 
    Are you contaminated?
    Returns:- 
           number
    
 
- corrosion ()
- 
    Corrosion amount.
    Returns:- 
           int
    
 
- deaths ()
- 
    How many times have you died?
    Returns:- 
           int
    
 
- depth ()
- 
    Your current depth in that branch.
    Returns:- 
           int
    
 
- depth_fraction ()
- 
    What fraction of the branch you've gone into.
    Returns:- 
           number
    
 
- dexterity ()
- 
    Dexterity.
    Returns:- 
           int
        current dexterity
    
 
- drain ()
- 
    How much drain.
    Returns:- 
           int
    
 
- ego ([terse=false])
- 
    What is the ego of our unarmed attack?
    Parameters:- terse boolean (default false)
 Returns:- 
           string or nil
        the ego for unarmed combat, if any
    
 
- ev ()
- 
    Evasion.
    Returns:- 
           int
    
 
- evil_god ([god=you.god()])
- 
    Is this [player's] god evil?
    Parameters:- god string (default you.god())
 Returns:- 
           boolean
    
 
- exhausted ()
- 
    Are you exhausted?
    Returns:- 
           boolean
    
 
- extra_resistant ()
- 
    Are you extra resistant?
    Returns:- 
           boolean
    
 
- feel_safe ()
- 
    Do you feel safe?
    Returns:- 
           boolean
    
 
- floor_items ()
- 
    The items on your cell on the floor.
    Returns:- 
           array
        an Array of items.Item objects
    
 
- flying ()
- 
    Are you flying?
    Returns:- 
           boolean
    
 
- genus ()
- 
    Your genus.
 As a lower-case plural string.
    Returns:- 
           string
    
 
- get_base_mutation_level (mutationname[, innate=true[, temp=true[, normal=true]]])
- 
    Get the mutation level of a mutation.
 If all optional parameters are false this returns zero.
    Parameters:- mutationname string
- innate boolean include innate mutations (default true)
- temp boolean include temporary mutations (default true)
- normal boolean include normal mutations (default true)
 Returns:- 
           int
        level
    
 
- get_training_target (name)
- 
    Get a training target.
    Parameters:- name string
 Returns:- 
           number
    
 
- god ()
- 
    Get name of player's god
    Returns:- 
           string
    
 
- gold ()
- 
    How much gold do you have?
    Returns:- 
           int
    
 
- good_god ([god=you.god()])
- 
    Is this [player's] god good?
    Parameters:- god string (default you.god())
 Returns:- 
           boolean
    
 
- hand ()
- 
    Get noun for player's hands.
    Returns:- 
           string
    
 
- has_claws ()
- 
    Do you have claws?
    Returns:- 
           int
        claws level
    
 
- has_good_stab ()
- 
    Do your successful stab attacks deal significantly increased damage,
 considering weapon type, equipment, and transformations?
    Returns:- 
           boolean
    
 
- hasted ()
- 
    Are you hasted?
    Returns:- 
           boolean
    
 
- have_orb ()
- 
    Do you have the orb?
    Returns:- 
           boolean
    
 
- have_rune (rune)
- 
    Do you have the given rune?
    Parameters:- rune string or number number or rune name
 Returns:- 
           boolean
    
 
- how_mutated (normal, silver, all_innate, temp, levels)
- 
    How mutated are you?
 Adds up the total number (including levels if requested) of mutations.
    Parameters:- normal boolean include normal mutations
- silver boolean include silver-affecting innate mutations
- all_innate boolean include all innate mutations
- temp boolean include temporary mutations
- levels boolean count mutation levels instead of number of unique mutations
 Returns:- 
           int
    
 
- hp ()
- 
    Hit points.
    Returns:- int current hp
- int current max hp
 
- intelligence ()
- 
    Intelligence.
    Returns:- 
           int
        current intelligence
    
 
- invisible ()
- 
    Are you invisible?
    Returns:- 
           boolean
    
 
- is_level_on_stack (levelname)
- 
    Check the level stack.
 When entering portal branches or the abyss crawl tracks
 where we came from with a level stack, which we can query.
 Can take a Branch or Branch:depth string.
    Parameters:- levelname string
 Returns:- 
           boolean
    
 
- is_useless_skill (name)
- 
    Is this skill useless (removed, sacrificed, or unusable) to the player?
    Parameters:- name string skill name
 Returns:- 
           boolean
    
 
- is_web_immune ()
- 
    Are you immune to webs?
    Returns:- 
           boolean
    
 
- known_items ()
- 
    Get the current state of item identification as a list of strings.
    Returns:- 
           table
        The list of names of known identifiable items.
    
 
- lives ()
- 
    How many extra lives do you have?
    Returns:- 
           int
    
 
- los ()
- 
    LOS Radius.
    Returns:- 
           int
    
 
- mem_spells ()
- 
    Get memorisable spells.
 This lists the spells available in the spell library.
    Returns:- 
           array
        An array of spell names.
    
 
- memorise ()
- 
    Memorise a spell by name
 Memorise a spell by name, erroring only on an invalid spell name.
    Returns:- 
           boolean
        whether memorisation succeeded
    
 
- mesmerised ()
- 
    Are you mesmerised?
    Returns:- 
           boolean
    
 
- mighty ()
- 
    Are you mighty?
    Returns:- 
           boolean
    
 
- monster ()
- 
    The name of your monster type.
    Returns:- 
           string
    
 
- mp ()
- 
    Magic points.
    Returns:- int current mp
- int current max mp
 
- mutation (mutation)
- 
    Deprecated: use you.get_base_mutation_level.
 Equivalent to you.get_base_mutation_level(name)Parameters:- mutation string name
 Returns:- 
           int
        num
    
 
- mutation_overview ()
- 
    Mutation overview string.
    Returns:- 
           string
    
 
- name ()
- 
    Get player's name.
    Returns:- 
           string
    
 
- noise_perception ()
- 
    What was the loudest noise you heard in the last turn?
 Returns a number from [0, 1000], representing the current noise bar.
 If the player's coordinates are silenced, return 0.
Noise bar colour breakpoints, listed here for clua api convenience: LIGHTGREY <= 333 , YELLOW <= 666 , RED < 1000 , else LIGHTMAGENTA Each colour breakpoint aims to approximate 1 additional los radius of noise. Returns:- 
           int
        noise value
    
 
- num_runes ()
- 
    How many runes do you have?
    Returns:- 
           int
    
 
- on_fire ()
- 
    Are you on fire?
    Returns:- 
           boolean
    
 
- one_time_ability_used ()
- 
    Has the [player's] current god's one-time ability been used?  (if any).
    Returns:- 
           boolean
    
 
- paralysed ()
- 
    Are you paralysed?
    Returns:- 
           boolean
    
 
- petrifying ()
- 
    Are you petrifying?
    Returns:- 
           boolean
    
 
- piety_rank ()
- 
    Stars of piety.
    Returns:- 
           int
    
 
- poison_survival ()
- 
    Minimum hp after poison wears off.
    Returns:- 
           int
    
 
- poisoned ()
- 
    Are you poisoned?
    Returns:- 
           boolean
    
 
- quiver_allows_autofight ()
- 
    Does your quivered action allow autofight?
    Returns:- 
           boolean
    
 
- quiver_enabled ()
- 
    Is your quivered action enabled?
    Returns:- 
           boolean
    
 
- quiver_uses_mp ()
- 
    Does your quivered action use MP?
    Returns:- 
           boolean
    
 
- quiver_valid ()
- 
    Is your quivered action valid?
    Returns:- 
           boolean
    
 
- race ()
- 
    Get name of player's race.
    Returns:- 
           string
    
 
- reach_range ()
- 
    What is your current reaching range?
    Returns:- 
           int
    
 
- real_time ()
- 
    Total elapsed real time in seconds.
    Returns:- 
           int
    
 
- regenerating ()
- 
    Are you regenerating?
    Returns:- 
           boolean
    
 
- res_cold ()
- 
    Cold resistance (rC).
    Returns:- 
           int
        resistance level
    
 
- res_corr ()
- 
    Corrosion resistance (rCorr).
    Returns:- 
           int
        resistance level
    
 
- res_draining ()
- 
    Negative energy resistance (rN).
    Returns:- 
           int
        resistance level
    
 
- res_drowning ()
- 
    Drowning resistance (rDrown).
    Returns:- 
           boolean
    
 
- res_fire ()
- 
    Fire resistance (rF).
    Returns:- 
           int
        resistance level
    
 
- res_mutation ()
- 
    Mutation resistance (rMut).
    Returns:- 
           int
        resistance level
    
 
- res_poison ()
- 
    Poison resistance (rPois).
    Returns:- 
           int
        resistance level
    
 
- res_shock ()
- 
    Electric resistance (rElec).
    Returns:- 
           int
        resistance level
    
 
- rooted ()
- 
    Are you rooted?
    Returns:- 
           boolean
    
 
- see_cell (x, y)
- 
    Can you see a cell?
 Uses player-centered coordinates
    Parameters:- x int
- y int
 Returns:- 
           boolean
    
 
- see_cell_no_trans (x, y)
- 
    Can you see this cell without looking through a window?
 Checks line of sight treating transparent rock and stone as opaque.
 Uses player-centered coordinates.
    Parameters:- x int
- y int
 Returns:- 
           boolean
    
 
- see_cell_solid (x, y)
- 
    Can you see this cell without something solid in the way?
 Checks line of sight treating all solid features as opaque.
 Uses player-centered coordinates.
    Parameters:- x int
- y int
 Returns:- 
           boolean
    
 
- see_cell_solid_see (x, y)
- 
    Can you see this cell with nothing in the way?
 Checks line of sight treating all solid features as opaque and properly
 checking bushes and clouds.
 Uses player-centered coordinates.
    Parameters:- x int
- y int
 Returns:- 
           boolean
    
 
- see_invisible ()
- 
    See invisible (sInv).
    Returns:- 
           boolean
    
 
- set_training_target (name, target)
- 
    Set a training target.
    Parameters:- name string
- target number
 Returns:- 
           number or nil
        if successfully set the new target
    
 
- sh ()
- 
    Shield class.
    Returns:- 
           int
    
 
- sick ()
- 
    Are you sick?
    Returns:- 
           boolean
    
 
- silenced ()
- 
    Are you silenced?
    Returns:- 
           boolean
    
 
- silencing ()
- 
    Are you silencing the world around you?
    Returns:- 
           boolean
    
 
- skill (name)
- 
    Current skill level.
    Parameters:- name string
 Returns:- 
           number
    
 
- skill_cost (name)
- 
    Cost of training this skill.
    Parameters:- name string
 Returns:- 
           number
    
 
- skill_progress (name)
- 
    Skill progress.
    Parameters:- name string skill name
 Returns:- 
           number
        percentage of the way to the next skill level
    
 
- slowed ()
- 
    Are you slowed?
    Returns:- 
           boolean
    
 
- species ()
- 
    Get name of player's species.
    Returns:- 
           string
    
 
- spell_letters ()
- 
    Currently used spell letters
    Returns:- 
           array
        An array of letters
    
 See also:
- spell_levels ()
- 
    How many spell levels are currently available.
    Returns:- 
           int
    
 
- spell_table ()
- 
    Get the spell table.
    Returns:- 
           table
        A table matching spell letters to spell names
    
 See also:
- spells ()
- 
    List your spells
    Returns:- 
           array
        An array of spell names
    
 See also:
- spirit_shield ()
- 
    Guardian spirit.
 Returns a number for backwards compatibility.
    Returns:- 
           int
    
 
- status ([stat])
- 
    Check status effects.
 Given a specific status name, checks for that status.
 Otherwise, lists all statuses.
    Parameters:- stat string (optional)
 Returns:- 
           string or boolean
    
 
- stealth_pips ()
- 
    Stealth pips.
    Returns:- 
           int
        number of stealth pips
    
 
- stop_activity ()
- Interrupt the current multi-turn activity or macro sequence.
- strength ()
- 
    Strength.
    Returns:- 
           int
        current strength
    
 
- swift ()
- 
    Are you currently +Swift or -Swift?
 If you have neither, returns 0. If you are +Swift, +1, and -Swift, -1.
    Returns:- 
           int
        Swift level
    
 
- taking_stairs ()
- 
    Are you taking the stairs?
    Returns:- 
           boolean
    
 
- teleporting ()
- 
    Are you teleporting?
    Returns:- 
           boolean
    
 
- temp_mutation (mutation)
- 
    Deprecated: use you.get_base_mutation_level.
 Equivalent to you.get_base_mutation_level(name, false, true, false)Parameters:- mutation string name
 Returns:- 
           int
        num
    
 
- temp_mutations ()
- 
    How many temporary mutations do you have?
    Returns:- 
           int
    
 
- time ()
- 
    Total elapsed time in auts.
    Returns:- 
           int
    
 
- torment_immune ()
- 
    Are you currently immune to torment?
    Returns:- 
           boolean
    
 
- train_skill (name[, level])
- 
    Train a skill.
 Training levels:
- 0 is disable
- 1 is enable
- 2 is focus
 If no level is passed, does not change the current training. Parameters:- name string
- level int set training level (optional)
 Returns:- 
           int
        training level
    
 
- transform ()
- 
    Current transformation, if any.
    Returns:- 
           string
        transformation name
    
 
- turn_is_over ()
- 
    Has player done something that takes time?
    Returns:- 
           boolean
    
 
- turns ()
- 
    How many turns have been taken.
    Returns:- 
           int
    
 
- turns_on_level ()
- 
    How long has the player been on the current level?
    Returns:- 
           number
    
 
- unarmed_damage_rating ()
- 
    Unarmed damage rating.
    Returns:- number The damage rating for unarmed combat.
- string The full damage rating string for unarmed combat.
 
- under_penance ()
- 
    Are you under penance?
    Returns:- 
           boolean
    
 
- where ()
- 
    Where are you?
    Returns:- 
           string
    
 
- willpower ()
- 
    Willpower (WL).
    Returns:- 
           int
        number of WL pips
    
 
- wizard ()
- 
    Is player in wizard mode?
    Returns:- 
           boolean
    
 
- xl_progress ()
- 
    XL progress.
    Returns:- 
           number
        percentage of the way to the next xl [0,100]
    
 
- you_immune_to_hex (spell)
- 
    Are you intrinsically immune to this particular hex spell?
    Parameters:- spell string name
 Returns:- 
           boolean