Bug: Custom Combat Script doesn't recognize random monsternames
v1.6 r18264
To reproduce, adventure after using insani tea using this custom combat script:
if haseffect insani tea
if monstername *ticking* || monstername *annoying* || monstername *restless*
abort
endif
endif
special action
attack with weapon
Result: The random modifiers will never be recognized; the CCS will never abort. Using the normal names of monsters does work, such as *pygmy* or *tentacle*
The same if/abort code works as expected in a Combat Macro, but not in a custom combat script.
v1.6 r18264
To reproduce, adventure after using insani tea using this custom combat script:
if haseffect insani tea
if monstername *ticking* || monstername *annoying* || monstername *restless*
abort
endif
endif
special action
attack with weapon
Result: The random modifiers will never be recognized; the CCS will never abort. Using the normal names of monsters does work, such as *pygmy* or *tentacle*
The same if/abort code works as expected in a Combat Macro, but not in a custom combat script.