Documentation › Modules

Tools

The Tools tab gathers everything that runs around the hunt: Looting, the Helper with its alarms, CaveBot's lure and movement settings and profiles. It has four boxes.

Tools tab with looting, alarms and lure

Looting#

Looting opens the corpses of monsters the bot killed, using the client's quick loot. It walks next to each corpse first. What gets taken is decided by the server's own loot list.

OptionDefaultWhat it does
Quick loot my killsonTurns Looting on
Loot during combatoffLoots with monsters still around. Off waits until the fight is over
Max distance4Skips corpses further than that
Give up after ms5000Gives up on a corpse after that long

Helper & alarms#

The Helper takes care of small chores and the alarms. An alarm plays three beeps and writes [ALARM] to the log. Alarms work even while the bot is paused.

Chores#

  • Convert gold: no longer built in, it is a script now. Download Gold Changer from the Community (the bot's Community tab or downloads) and turn it on in Scripts: it changes 100 gold into 1 platinum and 100 platinum into 1 crystal
  • Show HUD: the in-game HUD (on)
  • Anti-idle every s: turns the character every N seconds outside combat (600 s; 0 disables)

Alarms with a number#

  • HP% below: health at or below the limit
  • cap (oz) below: free cap below the value
  • stuck s (cavebot): same position for N seconds with CaveBot on
  • idle min: no XP and no step for N minutes

In all of them, 0 disables.

Alarms with text#

  • Player alarm: ignore: names separated by commas. These players do not fire the "player detected" and "player on screen" alarms. * stands for any text.
  • Alarm: low supply: item name and the least amount, for example mana potion 50, arrow 100. It sounds when you carry less than that.

On/off alarms#

AlarmDefaultFires when
disconnectedonThe game connection drops
private messageoffA PM arrives
damage takenoffAny "You lose..." message
player attackoffA player damages you
player detected / on screenoffA player outside the party shows up
monster detected / on screenoffA monster shows up
skull detected / on screenoffA player with a skull (except the green party one)
enemy detected / on screenoffRed war emblem, or a name in the Enemies list
GM detectedonA name starting with GM, CM, God, Tutor or ADM

Detected fires once per creature seen on the map, on any floor. On screen fires once per creature on your floor.

Emergency#

Emergency makes the bot stop gathering monsters when things get tight: the lure stops and it fights what is already there. It comes off. Turn on Emergency: stop the lure in danger and choose what counts as danger:

OptionIt is danger when
Emergency: HP% belowHealth is at this value or below (0 disables)
Emergency: monsters near (2 sqm) aboveMore monsters than this number are within 2 sqm of you (0 disables)
Emergency: player on screenA player outside the party is on screen
Emergency: supply below min (refill list)An item on the CaveBot Supplies list is below its minimum

One of them is enough. In Emergency: action you choose what the bot does:

  • stop lure: stops gathering and fights the monsters that are there
  • stop lure + pause cavebot: does the same and CaveBot stands still until the danger is over

On entering danger the bot plays the alarm. When the danger is over, everything goes back to normal by itself; for HP, only once health is 10 points above the value. Emergency does not log out the character.

Lure & movement#

These settings belong to CaveBot:

OptionDefaultWhat it does
Dynamic lure below0Outside a lure, keeps walking until this many monsters follow
Lure: fight at6Between lure and endlure, stops to fight at this many
End lure: leave at0At endlure, waits until at most this many remain
Lure: fight below HP%50Stops the lure and fights when HP drops to this
Node distance3Node tolerance and Auto rec step
Walk delay ms300Minimum gap between walk requests
Lure: creatures to run0Waits for monsters left behind
Lure: following within (tiles)2A monster at this distance or closer counts as "following". Raise it for a character that keeps distance
Lure: wait for pack (s)5Longest time standing to wait for the pack before the route goes on
Safety: near count / near distance0 / 1Fights when this many are within this distance
Avoid stuck trap (mobs)0Trapped by N monsters, attacks the one in the way

Also here:

  • Lure: skip unreachable (on): does not count monsters with no path
  • Disable player walkthrough: treats players as walls
  • Walk through fields (on): the bot walks over fire, poison and energy fields when that is the way, and goes around when the detour is short. Off, it treats fields as walls
  • Kite along the route (off): for characters that keep distance. When a monster gets inside the distance you keep and the next waypoint leads away from it, the character keeps walking the route and shoots on the way, instead of stepping around in place. It works on the normal walk waypoints (node and stand). Good for a paladin or mage on a looping route
  • Lure ignore: names that never count toward the lure
  • End lure: leave by HP% / N, End lure: stay if HP% / N and End lure: try walk to center, ZeroBot's End Lure options
  • Walk mode: path (whole path, like a map click) or step (step by step, like arrow keys)

Profiles & areas#

Profiles#

A profile stores the whole setup. Type the name (empty = character name) and use Save, Load or List. With the automatic profile option on the Engine tab, the character's profile loads at login.

1
Save the profile

Name dragons, click Save.

2
Pick the hotkey

In Hotkey loads it, type ctrl+f5.

3
Bind it

Click Bind. Now Ctrl + F5 in the client loads the profile.

ZeroBot#

Give a route file, a hunt folder or a .lua and click Import (replaces the route) or Export (saves the route and settings as a ZeroBot Lua script in scripts/).

Special areas#

Areas are rectangles where the bot does not walk and/or ignores monsters. Create them from the chat:

text
/wp area 5 3 walk se        5x3 where it does not walk
/wp area 4 4 mobs c         4x4 centred, ignores monsters
/wp area 6 2 both se 10-18  only between waypoints 10 and 18

Clear deletes them all. Areas +1 while drunk grows every area by 1 sqm while the character is drunk.