I'm curious what mafia uses when deciding which ccs section to use at the start of a fight? Is it different than the in game combat macro's "monstername"?
I'm trying to automate 6-kiss dreadsylvanian village, so I have on Helps-you-Sleep to get initiative on hot werewolves, but that accessory makes me blind. When blind, my mafia ccs doesn't seem to know what I'm fighting, so my ccs that has [bugbear] and [werewolf] sections goes to the [default] section and aborts.
However, the in-game "monstername" is working even though I'm blind. I'm able to use it with the following ccs to get it to one-shot hot werewolves before stunning, so it does what I need it to.
Maybe I missed something and mafia already does this, but if not, is it worth having the ccs check "monstername" in some or all conditions?
I'm trying to automate 6-kiss dreadsylvanian village, so I have on Helps-you-Sleep to get initiative on hot werewolves, but that accessory makes me blind. When blind, my mafia ccs doesn't seem to know what I'm fighting, so my ccs that has [bugbear] and [werewolf] sections goes to the [default] section and aborts.
However, the in-game "monstername" is working even though I'm blind. I'm able to use it with the following ccs to get it to one-shot hot werewolves before stunning, so it does what I need it to.
Code:
[ default ]
if monstername hot
attack with weapon
endif
item Rain-Doh blue balls, Rain-Doh indigo cup
attack with weapon
Maybe I missed something and mafia already does this, but if not, is it worth having the ccs check "monstername" in some or all conditions?