View Full Version : Special Areas
luizz10
12-27-2011, 08:23 PM
I know that the cavebot is just basic, but I just want to kind of remind the developer, that this feature is essential for a good cavebot.
Thanks for your time.
Yours, Luis
thorekz
12-27-2011, 08:53 PM
signed, this is indeed a must for pro scripts in the future
DarkstaR
12-27-2011, 08:56 PM
I'll add it to the todo list. Can this be more elaborate? Just areas for pathing to ignore?
thorekz
12-27-2011, 09:04 PM
like work over fire/poison/enegy and its respective levels of avoidance
also consider some special areas when targeting enabled or when walking enabled, or when both too so you can lure stuff to a certain room without running towards a bunch of monsters...
luizz10
12-27-2011, 09:04 PM
Well, when I wrote this I was thinking in like a pally trying to kill a monsters that runs, chasing it and luring all, this = dead. So maybe some special areas, to stop chasing it before you lure everything. This is only an example.
Y2Quake
12-27-2011, 09:06 PM
For avoid while targetting X monster for example.. and with features like "if that monster is red disable the area" would be amazing.
luizz10
12-27-2011, 09:12 PM
Also some way to make hotkeys. Try to make the closer you can to NeoBot. Maybe this sounds bad, but I think it's true. If I'm wrong or not allowed to say this, please correct me.
nato12
12-28-2011, 07:54 PM
DarkstaR u can take some ideas about the interface/things that usually got neobot. i mean that, you will make or try to make the interface more friendly for those new users (like me) as neobot is.
122322
12-28-2011, 09:22 PM
Indeed =)
thenick
01-23-2012, 12:40 AM
indeed. this is one of the best features for good hunting scripts.
Hendy
01-23-2012, 01:20 AM
Hopefully soon, would be a nice feature
Flawless
01-23-2012, 08:27 AM
Would be amazing to have it very soon! But let him focus on refiller cus it's more important I guess :)
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