Documentation › Modules
Hunting
Hunting in DrenoxBot has two parts. Targeting (the Hunting tab) decides who to attack and how to position. Shooter (the Shooter tab) casts attack spells and runes on top of that. Both run after healing: with low HP, Healing always comes first.
The monster list#
The table has four columns: Monster, Priority, Settings and On screen (how many are visible right now). To add one:
- type the name in the
monster name, * = anyfield and click Add - or use Add to targeting on the Overview battle list
Up and Down change the priority by 1. Higher priority wins when several monsters are on screen.
Edit Target#
Double-click opens the editor:
| Field | Values | What it does |
|---|---|---|
| Creature | name or * | Which monster the rule covers |
| Priority | 1 to 9 | Who is attacked first |
| Distance | 0 melee, -1 auto, up to 7 | How many sqm to keep from the monster |
| Stance | leave, offensive, balanced, defensive | Fight mode against it |
| Chase | leave, chase, stand | Chase or stand |
| HP% <= | 0 to 100 | Attack only below it (0 = always) |
| HP% >= | 0 to 100 | Attack only above it (0 = always) |
| Crowd > | number | Skip the monster if more mobs are around (0 = off) |
With Distance -1, paladins and mages keep 3 sqm while knights and monks go melee. With a distance above 0, the bot switches to stand by itself so the server does not walk the character in. When the monster gets too close, the bot steps to the tile furthest from every monster. It prefers straight steps and open ground, so it does not back into a corner, and it accepts 1 extra sqm before walking back in, so the character does not step back and forth.
Tab options#
- Enable Hunting: turns Targeting on
- Stick to target: stays on the same monster until it dies, instead of switching every tick. A monster of higher priority that shows up takes the target at once, even with the option on
- Skip unreachable: for melee characters, ignores monsters with no path to them (behind walls, across water). They also stop holding the CaveBot. Ranged characters keep shooting at them
- Bestiary notices: shows the creature's bestiary progress at milestones
- Max distance: 1 to 10 sqm (default 5) for picking a new target
Between similar monsters the current target is preferred: the bot does not switch from one to the other at every step. And a melee character with two or more monsters next to it stays on the pack, instead of chasing one that fled.
If the server drops the target (Target lost), the bot ignores that monster for 10 seconds and moves on to the next one.
How Shooter decides#
Shooter looks at every attack rule that can fire right now and uses the one that deals the most damage in total: the strength of the attack times the number of monsters it hits. On a pack the area spell wins; on one or two monsters the single-target attack wins. A tie follows the order of the list, top to bottom. Each rule has:
| Field | What it does |
|---|---|
| Monsters | Minimum monsters in range (default 1) |
| in range | Radius in sqm, 1 to 8 |
| Target HP% >= | Only fires if the target has at least that much HP |
| Target HP% <= | Only fires if the target has at most that much HP (exeta res on a monster about to flee). 0 = off |
| Creatures | Comma-separated names; empty = any |
| Needs the attacked target in range | For targeted spells such as exori vis and exori ico |
Runes and items always need the attacked target in range. Area spells only count the monsters around you. An area rune is aimed at the monster where it catches the most monsters, never at one Targeting is ignoring.
Avoid players in area#
The Avoid players in area option is on the Shooter tab itself and comes off. With it on, no area attack (spell around you, wave, beam or area rune) fires while a player outside the party is inside the area. Single-target attacks carry on as usual.
Why a rule did not fire#
Next to each rule the panel shows why it did not fire. Three of the reasons:
| Reason | When it shows |
|---|---|
| No line of sight | There is a wall between you and the monster. The bot throws no rune or targeted spell at it |
| player in the area | Avoid players in area held the attack |
| holding fire to the box | The character is walking to a CaveBot box waypoint; attacks wait until it gets there, unless the fight starts first |
Directional spells#
Some spells only hit where your character is facing: exori min and exori infir min (the 3 squares in front), exori mas pug (front and sides), exori mas nia, the beams exevo vis lux, exevo gran vis lux and exevo max mort, and waves such as exevo flam hur, exevo frigo hur, exevo vis hur and exevo tera hur.
For these, Shooter counts the monsters on each of the 4 sides, picks the side with the most monsters, turns your character that way and only then casts the spell. The Monsters field applies to that side. If you are already facing the best side, it does not turn again.
Examples#
exevo gran mas viswith Monsters 4, range 3 and MP >= 40%exori granwith Monsters 2, range 1exori viswith Needs target ticked and Target HP% >= 30sudden death runewith CreaturesDragon Lordand Target HP% >= 50
Your own health and mana conditions also apply here. Combine with MP >= X% so you never run out of healing mana.
Shooter does not fire inside a protection zone.
Quick commands#
In the bot's chat you can change the list without opening the panel:
/target Dragon, Dragon Lord only these two
/target add Wyrm adds one
/target * any monster
/target off turns off TargetingLure and areas#
During a CaveBot lure, Targeting holds fire until enough monsters have gathered. Monsters inside a special area set to ignore mobs are not attacked. Both are set up on the Tools tab.
The bot attacks nothing?
- Check that Enable Hunting is ticked
- See whether the monster is further than Max distance
- With Skip unreachable, a melee character ignores monsters with no path
- Target selection goes through the DrenoxBot service: without a connection to it, Targeting does not attack
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