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fix: RoguesDen potion handling, banking, and run reliability (v1.0.2) - #532

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fix: RoguesDen potion handling, banking, and run reliability (v1.0.2)#532
infuse21 wants to merge 3 commits into
chsami:developmentfrom
infuse21:RogueDen

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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 via Rs2Potion.

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 uses Rs2Bank.walkToBankAndUseBank().

Flash-powder guard stun failing intermittently

Action not found. Actions=[] — a stale cantReachTarget flag made Rs2Npc.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.

chsami and others added 3 commits August 13, 2026 21:18
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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