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.
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.
| Option | Default | What it does |
|---|---|---|
| Quick loot my kills | on | Turns Looting on |
| Loot during combat | off | Loots with monsters still around. Off waits until the fight is over |
| Max distance | 4 | Skips corpses further than that |
| Give up after ms | 5000 | Gives 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#
| Alarm | Default | Fires when |
|---|---|---|
| disconnected | on | The game connection drops |
| private message | off | A PM arrives |
| damage taken | off | Any "You lose..." message |
| player attack | off | A player damages you |
| player detected / on screen | off | A player outside the party shows up |
| monster detected / on screen | off | A monster shows up |
| skull detected / on screen | off | A player with a skull (except the green party one) |
| enemy detected / on screen | off | Red war emblem, or a name in the Enemies list |
| GM detected | on | A 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:
| Option | It is danger when |
|---|---|
| Emergency: HP% below | Health is at this value or below (0 disables) |
| Emergency: monsters near (2 sqm) above | More monsters than this number are within 2 sqm of you (0 disables) |
| Emergency: player on screen | A 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:
| Option | Default | What it does |
|---|---|---|
| Dynamic lure below | 0 | Outside a lure, keeps walking until this many monsters follow |
| Lure: fight at | 6 | Between lure and endlure, stops to fight at this many |
| End lure: leave at | 0 | At endlure, waits until at most this many remain |
| Lure: fight below HP% | 50 | Stops the lure and fights when HP drops to this |
| Node distance | 3 | Node tolerance and Auto rec step |
| Walk delay ms | 300 | Minimum gap between walk requests |
| Lure: creatures to run | 0 | Waits for monsters left behind |
| Lure: following within (tiles) | 2 | A monster at this distance or closer counts as "following". Raise it for a character that keeps distance |
| Lure: wait for pack (s) | 5 | Longest time standing to wait for the pack before the route goes on |
| Safety: near count / near distance | 0 / 1 | Fights when this many are within this distance |
| Avoid stuck trap (mobs) | 0 | Trapped 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 (
nodeandstand). 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) orstep(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.
Name dragons, click Save.
In Hotkey loads it, type ctrl+f5.
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:
/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 18Clear deletes them all. Areas +1 while drunk grows every area by 1 sqm while the character is drunk.
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