fix: RoguesDen potion handling, banking, and run reliability (v1.0.2) - #532
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infuse21 wants to merge 3 commits into
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fix: RoguesDen potion handling, banking, and run reliability (v1.0.2)#532infuse21 wants to merge 3 commits into
infuse21 wants to merge 3 commits into
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Promote the validated Jewelry, Jad Helper, Herbiboar, and Auto Woodcutting fixes from development. Development Build passed for the exact merged branch head.
- Drink potions lowest-dose first using exact dose names; the partial-name bank lookup always resolved to the untouched (4) potion, stranding the (3)/(2)/(1) partials in the bank forever - Drink held potion dose-by-dose instead of withdrawing a fresh potion per dose, and top run energy up to 100% (triggered below 70%) - Support Super energy and energy mixes via Rs2Potion variants - Walk to the bank before withdrawing potions; with an empty inventory after a run, nothing else walked there and the script spun in place - Make the flash-powder guard stun atomic: clear stale cantReachTarget state so interact() cannot walk (dropping the item selection) between selecting the powder and clicking the guard - Add waypoint at (3037, 5052) after the door maze so the next leg is within canvas-click range instead of a 35-tile walk that misclicked into doors - Bump version to 1.0.2 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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What
Fixes several issues in the RoguesDen plugin that caused wasted supplies and stalled runs. Version bumped 1.0.1 → 1.0.2.
Fixes
Potions stranded in the bank
The bank lookup for
"stamina potion"/"energy potion"resolved by shortest name, and every dose variant has the same name length — so the tie broke by bank slot order, which always picked the untouched (4). Each run drank one dose off a fresh potion and banked the partial, permanently stranding the (3)/(2)/(1) doses. Potions are now matched by exact dose name, lowest dose first, so partials get finished before a new potion is opened. Also supports Super energy and energy/super energy mixes viaRs2Potion.Withdraw-deposit churn per dose
Energy top-up withdrew a fresh potion for every dose (one dose = ~10% energy). It now drinks the held potion dose by dose, withdrawing the next only when one empties, tops up to 100% (triggered below 70%), and deposits leftovers once.
Script spun in place when not at the bank
Potion withdrawal used
Rs2Bank.openBank(), which never walks. After a run ends with an empty inventory nothing else walks to the bank either, so the script logged "Looking to withdraw energy potion..." forever from wherever it stood. Now usesRs2Bank.walkToBankAndUseBank().Flash-powder guard stun failing intermittently
Action not found. Actions=[]— a stalecantReachTargetflag madeRs2Npc.interact()walk to the guard before clicking, and the walk click dropped the item selection; the follow-up click hit a guard with no left-click actions. The stun now clears the stale flag first, resolves the guard before selecting the powder, and waits on the actual selection instead of a fixed sleep.Misclicks after the door maze
The leg from the last door (3038, 5068) to (3034, 5033) was 35 tiles — beyond canvas-click range, so the fallback web walker pathed back through one-way doors and trapped the player. Added a waypoint at (3037, 5052) splitting it into 16- and 19-tile hops (the route's existing maximum leg length). Excluded from the ≥80 Thieving shortcut route, which doesn't use that corridor.
Testing
Tested live against the Rogues' Den minigame (sub-80 Thieving route): full maze runs complete, guard stun lands, potions are drunk from partials first, and the pre-run banking sequence (deposit → top up energy → stamina → enter) works from an empty inventory.