The phrase "cast abort" does not accurately describe anything mafia was designed or expected to do.
I was not using a technical term.
Normally when you click on the time remaining time for an effect in the relay browser you attempt to "shrug it off" (according to tooltips) or otherwise remove it in an appropriate manner. This can be either a skill, free rest, or an item. I forgot about the fact that it isn't always a skill, and healing skills are basically spells, hence my use of the word "cast".
To be technical about it, using default mood to set
Code:
When I get Beaten Up, abort
results in:
1. if manually pressing the time remaining in relay browser then the tooltip will say
Abort to remove the beaten up effect
and clicking it will perform (in CLI)
Code:
[COLOR=red]KoLmafia declares world peace.[/COLOR]
This is the main issue. For some reason mood is overwriting the restore script in a weird way.
PS. try unchecking all options in HP/MP restore page. maybe they take precedence for you?
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2. If using a script or the built in multi adventure mode, then the CLI will perform the following when you get beaten up.
Code:
Beaten Up will be removed via pre-defined trigger (abort)...
[COLOR=red]Script abort.[/COLOR]
It is the desirable action in this scenario... but the way it goes about it is implying some issues with the implementation. (it is trying to remove beaten up via a predefined trigger instead of "because the effect beaten up was gained, a predefined trigger will be performed "abort")
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There is a trade-off between automation and customization and sometimes you can't get KoLmafia to give you both.
I am aware, that said, I believe that aborting automation when beaten up so that you can make adjustments is not beyond reasonable. That would clearly be a feature request. Initially I had just assumed that it was an existing feature that I simply didn't know about and was asking for help in turning it on.
However, there is a bug in the way that the mood is implemented. For some reason mood overwrites several other functions that it shouldn't automatically influence. It either treats "when an effect is gained" trigger as a "remove immediately using the chosen command" (assuming that the chosen command is a removal one). Or it hardcoded beaten up as a malus and treat any command that is triggered by it as a "remove using this thing". And in either case, its the mood setup that does that rather than HP/MP usage (which is what controls the restore HP script normally)
If this is fully intentional and there is no desire to change it, then "when an effect is gained" in the dropdown box in mood setup should really instead say "when a negative effect is gained, remove it"
And "when an effect is lost" should probably say "maintain these buffs" or some such.
... actually. I wonder if using unconditional trigger would work instead. nope, unconditional trigger just deletes whatever i try to input in the box for some reason...