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-- this is what I would do:
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Pattern: ^(\w+) quickly eats (?:some|an|a) (.*)\.$
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local herb_table = {
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	["galingale flower"] = "galingale",
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	["hyssop stem"] = "hyssop",
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	["juniper berry"] = "juniper",
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	["piece of kelp"] = "kelp",
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	["maidenhair leaf"] = "maidenhair",
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	["mandrake root"] = "mandrake",
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	["nightshade root"] = "nightshade",
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	["orphine seed"] = "orphine",
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	["wormwood root"] = "wormwood",
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}
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local herb = herb_table[matches[3]]
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if herb then
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	cecho(" <yellow>Person ate "..herb)
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	TrackSlice(herb)
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	if shadowplanted and shadowplant == herb then
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		shadowplanted = false
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		killTimer(shadowplantTimer_init)
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		killTimer(shadowplantTimer_exec)
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	end
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end
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Trigger:
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^You force a small opening in your wormhole and a shadowy replica of (?:some|a|an) (.*) pops out of it and lands in .+ hands.$
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local herb = matches[2]
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local herb_table = {
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	["galingale flower"] = "galingale",
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	["hyssop stem"] = "hyssop",
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	["juniper berry"] = "juniper",
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	["piece of kelp"] = "kelp",
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	["maidenhair leaf"] = "maidenhair",
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	["mandrake root"] = "mandrake",
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	["nightshade root"] = "nightshade",
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	["orphine seed"] = "orphine",
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	["wormwood root"] = "wormwood",
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}
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herb = herb_table[herb]
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shadowplanted = false
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shadowplant = ""
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if shadowplantTimer_init then killTimer(shadowplantTimer_init) end
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if shadowplantTimer_exec then killTimer(shadowplantTimer_exec) end
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shadowplantTimer_init = tempTimer( 1, function()
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	shadowplanted = true 
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	shadowplant = herb
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	if shadowplantTimer_init then killTimer( shadowplantTimer_init ) end
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	end)
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shadowplantTimer_exec = tempTimer( 4, function()
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	shadowplanted = false
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	shadowplant = ""
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	if shadowplantTimer_init then killTimer( shadowplantTimer_init ) end
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	if shadowplantTimer_exec then killTimer( shadowplantTimer_exec ) end
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	end)
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cecho("<orange_red>\nSHADOWPLANTED: "..herb)
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function TrackSlice(name)       
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	if shadowplanted then
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		if combat.afflictions.paralysis and shadowplant == "maidenhair" then
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			cecho("<orange_red>\nSHADOWPLANT <green>MAIDENHAIR <orange_red> EATEN")
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		elseif combat.afflictions.sensitivity and shadowplant == "maidenhair" then
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			cecho("<orange_red>\nSHADOWPLANT <green>MAIDENHAIR <orange_red> EATEN")
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		elseif combat.afflictions.slickness and shadowplant == "maidenhair" then
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			cecho("<orange_red>\nSHADOWPLANT <green>MAIDENHAIR <orange_red> EATEN")
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		elseif combat.afflictions.numbness and shadowplant == "maidenhair" then
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			cecho("<orange_red>\nSHADOWPLANT <green>MAIDENHAIR <orange_red> EATEN")
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		elseif combat.afflictions.frostbite and shadowplant == "maidenhair" then
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			cecho("<orange_red>\nSHADOWPLANT <green>MAIDENHAIR <orange_red> EATEN")
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		elseif combat.afflictions.limbparalysis and shadowplant == "maidenhair" then
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			cecho("<orange_red>\nSHADOWPLANT <green>MAIDENHAIR <orange_red> EATEN")
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		elseif combat.afflictions.asthma and shadowplant == "kelp" then
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			cecho("<orange_red>\nSHADOWPLANT <cyan>KELP <orange_red> EATEN")
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		elseif combat.afflictions.hemotoxin and shadowplant == "kelp" then
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			cecho("<orange_red>\nSHADOWPLANT <cyan>KELP <orange_red> EATEN")
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		elseif combat.afflictions.butisol and shadowplant == "kelp" then
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			cecho("<orange_red>\nSHADOWPLANT <cyan>KELP <orange_red> EATEN")
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		elseif combat.afflictions.clumsiness and shadowplant == "kelp" then
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			cecho("<orange_red>\nSHADOWPLANT <cyan>KELP <orange_red> EATEN")
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		elseif combat.afflictions.weakness and shadowplant == "kelp" then
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			cecho("<orange_red>\nSHADOWPLANT <cyan>KELP <orange_red> EATEN")
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		..yadayadayada..
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		else
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			for _,v in ipairs(tarcuringorder[name]) do			
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				if combat.afflictions[v] then
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                        		combat.afflictions[v] = false
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                        		combat.afflictions.anorexia = false
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                        		echo("\nCombatSystem: ENEMY CURED " .. string.upper(v) .. " (herb/slice)")
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                       			enemyAffshow()
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                        	return
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                	end
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       		end
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	end
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end