Sets the area in which to target mobs. If mobs are outside this zone then they will not be targeted (aggroed mobs excluded). _zone is a table of X, Z coordinates or the name of a waypoint file created outlining the zone.
__WPL:setKillZone({{X=123,Z=2345},{X=432,Z=456},{X=64,Z=654},{X=432,Z=675},})
or
__WPL:setKillZone("room1zone")
__WPL:clearKillZone()
Clears the kill zone so it goes back to targeting all mobs. Not: when changing waypoint file the kill zone will be cleared.
__WPL:addExcludeZone(_zone,_zonename)
Adds an exclude zone. Any mob within this zone will be ignored (aggroed mobs excluded). You can have multiple exclude zones. If you specify a "_zonename" you are able to delete it individually later. "_zonename" is just a name to identify the zone.
__WPL:deleteExcludeZone(_zonename)
If you specified a "_zonename" when adding the exclude zone then you are able to delete it individually.
__WPL:clearExcludeZones()
Deletes all exclude zones.
PointInPoly(vertices, testx, testz )
A separate but related function needed by the functions above. This function returns true if point testx,testz is within the polygon represented by vertices. vertices is a zone represented by a table of X, Z values or a waypoint file name, the same as the functions above.
Changed melee ranged pull - now it immediately moves into melee range if no usable skill is found
No point in waiting for mobs to come to you if you didn't use any skills.
Changed WARRIOR_SURPRISE_ATTACK to be able to attack in combat in case a ranged attacker attacks you.
After all, there is no in-combat limitation to using this skill so why add one?
Added "ROGUE_UNKNOWN_CHOICE" to skills database.
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Another suggestion for you. I was testing my KS script the other day and had the joy of watching the bot run my char off a wall due to a mob dying right by the wall and drop a sigil. As a result I added a new LOOT option to player.lua: