I remain confused. You repeatedly refer to CCS which to me means Custom Combat Script and those are only invoked in combat. What am I wrong about?
I will try to explain things more clearly, the issue was not in combat or the CCS itself but a companion functionality that is triggered by enabling a subfeature of CCS.
1. Feature: Custom combat script - this is used in combat, no problems here
-2. Sub feature: Special Action - if you include the line "special action" at the start of your CCS (automatically included in a new CCS file), then calling CCS will also apply and integrate various special actions as defined by the special action rules. Special action rules are tracked per account, not per CCS.
--3. Sub-sub feature: One of the (off by default) special action rules, is "minimum poison level for antidote use", setting it to anything other than "no automatic use" will make it so that CCS with special action enabled will automatically use antidotes intelligently in combat which are resolved via CCS
---4. companion functionality: General mafia pre-adventure script will automatically perform the CLI command "acquire anti-anti-antidote" before each adventure if you enabled feature number 3 explained in the line above. Which causes mafia to error out of whatever it was doing.
As such whenever I tried to click "begin" to do multi adventure in a zone in exploathing, or run any script that does not disable CCS, the result was that that mafia immediately errored out and I could not use it.
It took me quite a while to track down the source of the problem to being caused by this companion functionality (number 4) of the sub feature (number 3) of the CCS.
Once I found it I realized that if this feature is enabled, I cannot use core mafia functionality in exploathing.
I have to manually disable that feature at the start of every exploathing run, and manually enable it after breaking prism. Because leaving it enabled just makes mafia error out.
I was suggesting that this companion functionality (4) automatically exclude paths in which it does not work instead of users needing to first track down the cause of mafia not working, and then disable the feature at the begining of the run and enable it after breaking prism.
However I did not realize at the time that mafia already disabled this functionality automatically for paths in which galactic is unavailable (nuclear autumn and zombie slayer), making this an exploathing specific issue.
edit: well, I also at some point suggested completely doing away with number 4 in all paths but that was a bad suggestion. My bad there.