Bug - Waiting for Info Custom Combat Script doesn't recognize random monsternames

Ditheca

New member
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.
 

Darzil

Developer
Put it in quotes so it is sent though to KOL unchanged?

I seem to recall it was something like that anyway.
 

xKiv

Active member
These are BALLS commands, no? Passed straight to kol's native macro processing anyway?

And doesn't monstername only match canonical (manuel) name of the monster? If so, you need "match" and accept that it will have too many false positives.

(I guess what I should say is: first test the same thing in a vanilla kol macro, so you know if there's problem with that already)
 

Ditheca

New member
Monstername does match the new name of the monster in a combat macro. It doesn't match it in a custom combat script.

I'm using 'match' as a workaround, it is good enough for my simple needs!
 
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