Isxri & Combatbot V6.47 - 12/25/20 - Public Version - Open To Everyone - Free

pelly

Active Member
Herc,

When you get a chance, can you take a look at Toa the Shiny in Gears. When they go electric, the group keeps fighting and wipes. Maybe just have group target tank during the electric part and it be good. No rush, its easy to pause and kill manually for now. Also, in Obsidian, group gets hung up trying for shinys after the first and second bosses when the placement is up on the ledges. The first one is tricky since you have to jump up on a ledge and move on top of ledge to top of pillar. When the second boss shiny location is on the small ledge in back corner, the group has to jump to get it. Perhaps, just have them skip those shinys in those location, since they are sort of worthless now. Its not worth the group getting stuck.

Thanks!
 

Multicharacter

Senior Member
It seems like either the experts are using older scripts, or the coding to recognize zones is being confused by the Expert and engaging solo routines perhaps? Either way - Estryxia in Monolith - runs your group back and forth like it used to do in the heroic but only does in solo now. And RI Tordenshort is being ignored.
 

Herculezz

ISX Specialist
It seems like either the experts are using older scripts, or the coding to recognize zones is being confused by the Expert and engaging solo routines perhaps? Either way - Estryxia in Monolith - runs your group back and forth like it used to do in the heroic but only does in solo now. And RI Tordenshort is being ignored.
Yes correct, I have not updated estryxia to include expert, i will do so, and Tordenshort as well
 

eddie43302

Active Member
just a heads up on the repeatable precariously placed package in eastern wastes for faction the bot keeps getting about 2/4 and sometimes 3/4 of the barrels kicked and flys all the way back to quest giver making the time to get a quest done doubled.. but other than that the bots pretty awesome for doing quests I finished like 3 timelines so far..
 

Multicharacter

Senior Member
Since this change: Plane of Innovation: Masks of the Marvelous
; Added ShinyHunt for last shiny

After killing last named they seem to run into a pipe and get stuck during pathing. Could you add an equivalent of RI Tordenshort to to turn that part off? (like RI Innovationshort)
 

Herculezz

ISX Specialist
Since this change: Plane of Innovation: Masks of the Marvelous
; Added ShinyHunt for last shiny

After killing last named they seem to run into a pipe and get stuck during pathing. Could you add an equivalent of RI Tordenshort to to turn that part off? (like RI Innovationshort)
Where does it get stuck? which pipe? is it the same everytime? how often does it happen? I will look into adding a skip for shiny hunting!!
 

Multicharacter

Senior Member
Where does it get stuck? which pipe? is it the same everytime? how often does it happen? I will look into adding a skip for shiny hunting!!
Hmm, when they get stuck it was in the same spot everytime, I'll try to get a loc next time. They don't do it everytime though. I think there's something somewhere that doesn't quite get reset when finishing one zone and moving to another - I notice movement oddities after doing Monolith - things like stuttering (guy moves a little, stops, moves a little, stops), running into walls, etc.
 

pelly

Active Member
On Expert Masks, on Scrounger, it was working fine for awhile but in the past few days, the toons are spreading out then jousting back in. They are not spreading out correctly after jousting. My group has been wiping on the mob pretty consistently now. I'm just pausing RI and manually spreading them back out to get past him. Can you please take a look at it.

Thanks!
 

Herculezz

ISX Specialist
On Expert Masks, on Scrounger, it was working fine for awhile but in the past few days, the toons are spreading out then jousting back in. They are not spreading out correctly after jousting. My group has been wiping on the mob pretty consistently now. I'm just pausing RI and manually spreading them back out to get past him. Can you please take a look at it.

Thanks!
Yes i have updated that fight i will try to release it today
 

wzayed2

Member
I keep wiping on the powered mechanization(Gears in the Machine) fight consistently using RI. Can you please take a look at the script for that fight?
 

Woozy

Member
Oh hey that reminds me, for some reason in Obsidian Core solo (haven't tried in heroic yet), if i have an Archon pet I'll target lock it and won't stop targetting it until I dismiss it. Only for Archon pets, no other kind (think it's trying to find those trash mobs, the elementals).
 

pelly

Active Member
Herc,

Do you have anything built for infusing? What would be cool would be an infuse all command that would give you options to apply either the plat infusion to max for all slots or infuse all slots using a stack of potency infusers, etc.

Thanks!
 

pelly

Active Member
The next time you are tweaking scripts, please check the pathing in Masks when heading NW on the way to Scrounger. Toons are getting stuck on a turn near a pile of rocks.

Thanks!
 

wzayed2

Member
The next time you are tweaking scripts, please check the pathing in Masks when heading NW on the way to Scrounger. Toons are getting stuck on a turn near a pile of rocks.

Thanks!
I Noticed that too. Appears to be due to the path being too close to the incinerators which stun if you get too close to them.
 

wzayed2

Member
Is there a list of boss names which can be passed into RI pull [name]? The exact names of the npcs don't always work ,especially if they have spaces in the name.
 
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Herculezz

ISX Specialist
Is there a list of boss names which can be passed into RI pull [name]? The exact names of the npcs don't always work ,especially if they have spaces in the name.
Only place it is listed is in the patch notes unfortunately, BUT it is almost always either the first name or the last name its never both.
 

pelly

Active Member
The next time you are tweaking scripts, please check the pathing in Masks when heading NW on the way to Scrounger. Toons are getting stuck on a turn near a pile of rocks.

Thanks!
Herc,

On Scrounger, the spreading out after the jousting seems to be a little off still. Group wipes occasionally. Is there any reason you can leave them spread and not have them joust in like earlier? Just wondering.

Thanks!
 

Multicharacter

Senior Member
Infested Mesa works in the expert version, but the regular version says 'There is no ZoneFile in the Extension for Plane of Disease: Infested Mesa [Event Heroic]."
 

Herculezz

ISX Specialist
Herc,

On Scrounger, the spreading out after the jousting seems to be a little off still. Group wipes occasionally. Is there any reason you can leave them spread and not have them joust in like earlier? Just wondering.

Thanks!
Infested Mesa works in the expert version, but the regular version says 'There is no ZoneFile in the Extension for Plane of Disease: Infested Mesa [Event Heroic]."
Ill take a look at these
 

Woozy

Member
So trying to use RI to do ToT crafting timeline (in a toon that's in a GH that I don't control, sadly). It wants me to go to harvest depot in GH even though I have all the mats and fuel, and asks me to unpause when I'm there, so I do that. Then it asks me to go to fuel depot and unpause again, which due to terrible layout it's in another location, so I do that. Then it says because mariner bell in't nearby it can't continue so it closes.

Is there any way of it skipping those steps if I have all the fuel and mats on me and I'm by the first NPC in Mara?

EDIT: I managed to pause it again after the fuel depot step and moved to the bell but apparently it's only looking for a mariner bell and this GH has an Explorer's Globe and it can't see it.
 
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pelly

Active Member
Herc,

A few more things to check the next time your looking at the Expert zones. In Tower and Winds, after the 2nd mob, the toons are still jumping down to the platform looking for the chests and run around in the circle area for some time. The loot drops up top in the Expert versions of these 2 zones. I am just evacing and starting script again after running down the right corridor. For Torstein, perhaps you can tweak script to have group assist through a scout and have them target the twin that does not have the stoneskin. I'm just manually doing it now. Also, I doubt many are running these zones for loot, just coins at this time, so maybe we can have script skip left side all together (at least on Tower).

Also, on CB, when you upgrade the mage cures with AA's from cure arcane, etc. to all hostile, are they casting all the time now for cure or just the original pre-upgrade arcane?

Pally Zealous Smite is showing up as a cure, can you add hostile, named hostile, etc. to its cast options?

Thanks!
 

wzayed2

Member
Herc,

A few more things to check the next time your looking at the Expert zones. In Tower and Winds, after the 2nd mob, the toons are still jumping down to the platform looking for the chests and run around in the circle area for some time. The loot drops up top in the Expert versions of these 2 zones. I am just evacing and starting script again after running down the right corridor. For Torstein, perhaps you can tweak script to have group assist through a scout and have them target the twin that does not have the stoneskin. I'm just manually doing it now. Also, I doubt many are running these zones for loot, just coins at this time, so maybe we can have script skip left side all together (at least on Tower).

Also, on CB, when you upgrade the mage cures with AA's from cure arcane, etc. to all hostile, are they casting all the time now for cure or just the original pre-upgrade arcane?

Pally Zealous Smite is showing up as a cure, can you add hostile, named hostile, etc. to its cast options?

Thanks!
I noticed these issues too. Please fix ;)
 

Herculezz

ISX Specialist
Herc,

A few more things to check the next time your looking at the Expert zones. In Tower and Winds, after the 2nd mob, the toons are still jumping down to the platform looking for the chests and run around in the circle area for some time. The loot drops up top in the Expert versions of these 2 zones. I am just evacing and starting script again after running down the right corridor. For Torstein, perhaps you can tweak script to have group assist through a scout and have them target the twin that does not have the stoneskin. I'm just manually doing it now. Also, I doubt many are running these zones for loot, just coins at this time, so maybe we can have script skip left side all together (at least on Tower).

Also, on CB, when you upgrade the mage cures with AA's from cure arcane, etc. to all hostile, are they casting all the time now for cure or just the original pre-upgrade arcane?

Pally Zealous Smite is showing up as a cure, can you add hostile, named hostile, etc. to its cast options?

Thanks!
I noticed these issues too. Please fix ;)
I am planning on fixing Torstien, soon as i get around to it, and the infinite loop for the chests at the end of the experts, But you can type ri ts on in the console and it will skip the left side of both the torden zones.
 

Woozy

Member
What would be the least amount of toons needed to run Heroic Dalnir: Ritual Chamber using RI? Think 3 could do it or would 4 be needed, 1 on named, 1 on each side, and 1 at the top to do the clicking?
 

Herculezz

ISX Specialist
What would be the least amount of toons needed to run Heroic Dalnir: Ritual Chamber using RI? Think 3 could do it or would 4 be needed, 1 on named, 1 on each side, and 1 at the top to do the clicking?
Honestly the way I have it coded you would only need 1 toon, but that toon would need to be a bard, that is the only requirement.
 

Multicharacter

Senior Member
Thank you, I had some accounts I hadn't run the Yun Zi on last year. Thought I'd just skip to doing the new ones this year, nope, you have to do all the old ones before you can start new ones. This makes that a lot easier.
 

Multicharacter

Senior Member
Rancine seems to be bugged now - toons spread themselves out, then stay spread out until they die with only the tank returning to spot where named pull spot used to be (lodged up against plant).
 

Sunomi

Senior Member
Also, Clockwork is still broken, for some reason either RI unchecks the MoveMobHealth check option (or whatever its called) on all toons or something else is still happening. When I check that and set the distance to 30 then it works but after I run RI/RZ again it gets unchecked and all 3 of my groups die. Today, my groups are now dying on Power Mech in PoI Expert and Torden Tower TS is still broken, the toons get stuck pathing trying to run back towards the zone in over the long bridge. They can't make it up the mini ramp because the tank tries to run up it at a angle where he gets stuck and thus everyone gets stuck. Rancine and Power are issues I never had before, on 3 separate pc's running 3 different groups. Clockwork has been broken for ever, it seems. I usually just revive them, pause RI, stack the group and just stand there and blow him up. I may have 1 person die once or twice but it works that way 100% of the time, everytime.
 

Herculezz

ISX Specialist
Rancine seems to be bugged now - toons spread themselves out, then stay spread out until they die with only the tank returning to spot where named pull spot used to be (lodged up against plant).
Also, Clockwork is still broken, for some reason either RI unchecks the MoveMobHealth check option (or whatever its called) on all toons or something else is still happening. When I check that and set the distance to 30 then it works but after I run RI/RZ again it gets unchecked and all 3 of my groups die. Today, my groups are now dying on Power Mech in PoI Expert and Torden Tower TS is still broken, the toons get stuck pathing trying to run back towards the zone in over the long bridge. They can't make it up the mini ramp because the tank tries to run up it at a angle where he gets stuck and thus everyone gets stuck. Rancine and Power are issues I never had before, on 3 separate pc's running 3 different groups. Clockwork has been broken for ever, it seems. I usually just revive them, pause RI, stack the group and just stand there and blow him up. I may have 1 person die once or twice but it works that way 100% of the time, everytime.
Rancine will be fixed in the next update, make sure to save CB on everyone after changing it to 30 or it will default back to whats saved in your CB file. I didnt touch Powered Mech, although i do not run that zone in expert. Ill take a look at the pathing in torden, could you get me a screenshot of where its happening?
 

Woozy

Member
For the first time in a while, I'm running PG. However I notice that the character list has an old password for my accounts, which file/script do I use to update their passwords?

EDIT: Nevermind, I found it (ri/private)
 
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Multicharacter

Senior Member
Feature request: If all members of the group are dead, I'd like to suggest having RZ pause, everybody revive at entrance, then restarting RI and unpausing RZ.
 

Woozy

Member
Is RPG working okay? I set up all my toons in PG, then I run RPG and it immediately ends. No error message from what I can tell.

EDIT Nevermind, it just doesn't work if I try to load and use a profile, but if I build a session it works.
 
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Woozy

Member
BTW I've noticed a bug for RPG. It doesn't happen all the time but often enough to gum up the works: when taking the teleporter down the collapsing bridge, often the toons will get turned around and wind up porting right back up. Still thinking they're down by the bridge they try to run across and wind up getting stuck on the floor above.
 

Babou

New Member
Hi, I can't get the raid coding for older raid mobs to work (for instance for Virtuoso Edgar V'Zann), am I missing something or is the coding not available anymore?
 

Herculezz

ISX Specialist
Hi, I can't get the raid coding for older raid mobs to work (for instance for Virtuoso Edgar V'Zann), am I missing something or is the coding not available anymore?
I noticed I disabled those commands in preperation to turn them into RI Pull's but never got around to the actual RI Pull portion, i will reenable them for now. They should be back in with the next patch sometime maybe tomorrow
 

Multicharacter

Senior Member
Tried out Rathe and here's some notes from it:
-Near beginning of zone it runs across water, and gets stuck on the rock at -262 -336. On the way back to the main land it runs across the rock path instead of in the water, so I believe perhaps the original intent was for it to run that rock path to the little island.
-Consider a text trigger for 'You have fallen to the ground.' to /stand.
 

Multicharacter

Senior Member
Morgelon seems to have a slight bug now - he hits tank, the tank then clears his target, he hits tank again, tank then clears his target (so nobody in group is casting on him).
 

otistaylor

Active Member
Can you please check Midnight Aerie there is a problem with pathing on the way up to the final named. Gets locked up and loops running up and down the hill. It wont complete the zone.
Thanks!
 

Herculezz

ISX Specialist
Bixel Hive solo fails with: No 'SwimUp' function found in script after Anzarion.
Can you please check Midnight Aerie there is a problem with pathing on the way up to the final named. Gets locked up and loops running up and down the hill. It wont complete the zone.
Thanks!
I will take a look at these this weekend.

EDIT: NM, they were simple fixes, I was able to fix them and will push out and update in half an hour or so.
 
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otistaylor

Active Member
Hey Hercuezz I know this is off the topic in this thread but I asked in a seperate post and didnt get a response. When using RIW how do I specifically get the script to click on the zone object. I know the Special button on MCP will trigger it but I cant seem to figure out how to insert that and get it to work in RIW. Basically I am trying to port from one platform to another. Also is there anyway to see what ri is doing or trying to do in the console. Like the debug function. I looked for your zone files but cant seem to find them anywhere. If i could see what ri is trying to do I am sure I could see what commands your using to zone or click an object . I know when I create a zone file it stores in the zone folder but I just cant find your default ones. Are they stored in a different location?



Thanks!
 

Herculezz

ISX Specialist
Hey Hercuezz I know this is off the topic in this thread but I asked in a seperate post and didnt get a response. When using RIW how do I specifically get the script to click on the zone object. I know the Special button on MCP will trigger it but I cant seem to figure out how to insert that and get it to work in RIW. Basically I am trying to port from one platform to another. Also is there anyway to see what ri is doing or trying to do in the console. Like the debug function. I looked for your zone files but cant seem to find them anywhere. If i could see what ri is trying to do I am sure I could see what commands your using to zone or click an object . I know when I create a zone file it stores in the zone folder but I just cant find your default ones. Are they stored in a different location?



Thanks!
Any clue when your going to push this update out? I am still showing 5.91

Thanks!

For RIW, to interact with Zone Doors i Use the function ZoneDoor, which you can call with the Custom Button, hit the Custom Button then in the Popup text field enter ZoneDoor "Name of actor"

you can determine the name of the actor by typing echo ${Me.CursorActor} into the console while your mouse cursor is higlighting/interacting with the zone actor.

If your ISXRI did not auto update type in RI_Update in the console, 5.92 is on the update server.
 

otistaylor

Active Member
Any advice on how to keep toons from hanging up on the top edge of the water tubes in the water zones. I have created a zone file with RIW for one of the water zones but the characters keep getting hung up on the top ledge of each water tube when swimming up to the top. Actually one of your zones was doing this and it looks like you fixed that issue in Nebulous. Can you please tell me how you did it.

Thanks!
 

Herculezz

ISX Specialist
Any advice on how to keep toons from hanging up on the top edge of the water tubes in the water zones. I have created a zone file with RIW for one of the water zones but the characters keep getting hung up on the top ledge of each water tube when swimming up to the top. Actually one of your zones was doing this and it looks like you fixed that issue in Nebulous. Can you please tell me how you did it.

Thanks!
I use a function inside RI called SwimUp so do:
Custom
SwimUp
1231.12313 543.123 543.1312
 

Multicharacter

Senior Member
On Mudmartigan after he dies I find my guys having floated off to various places, perhaps you could do what you did with Pontius and maintain the leashspot a little longer after he dies?
 

Multicharacter

Senior Member
In Veiled Precipice sometimes when they knock you up, and you fall back down you clip through the object capping off the top of the water tube. If you leashspot right to the area before the water tube all characters seem able to path there easily after being teleported - around -2, 120 and you don't fall into the water tube. (for fighting both 2nd and last named in zone)
 

Herculezz

ISX Specialist
In Veiled Precipice sometimes when they knock you up, and you fall back down you clip through the object capping off the top of the water tube. If you leashspot right to the area before the water tube all characters seem able to path there easily after being teleported - around -2, 120 and you don't fall into the water tube. (for fighting both 2nd and last named in zone)
Ill Check it out, thanks
 

Herculezz

ISX Specialist
What are the command line options on RIT/RIE/RIS?
Code:
;   RITransmute
;	  Added short command RIT
;	  Now accepts unlimited arguments of the following
;		 -b1
;		 -bag1
;			Sets Bag 1
;		 -b2
;		 -bag2
;			Sets Bag 2
;		 -b3
;		 -bag3
;			Sets Bag 3
;		 -b4
;		 -bag4
;			Sets Bag 4
;		 -b5
;		 -bag5
;			Sets Bag 5
;		 -b6
;		 -bag6
;			Sets Bag 6
;		 -l
;		 -leg
;		 -legendary
;			Sets Legendary
;		 -f
;		 -fab
;		 -fabled
;			Sets Fabled
;		 -myth
;		 -mythical
;			Sets Mythical
;		 -eth
;		 -ethereal
;			Sets Ethereal
;		 -mf
;		 -mcf
;		 -mcfab
;		 -mcfabled
;			Sets MC Fabled
;		 -ml
;		 -mcl
;		 -mcleg
;		 -mclegendary
;			Sets MC Legendary
;		 -m
;		 -master
;			Sets Master
;		 -a
;		 -adept
;			Sets Adept
;		 -e
;		 -expert
;			Sets Expert
;		 -noui
;			Hide's the UI (for use in Loop mode)
;			   rit while running will show the ui
;		 -loop
;			Loops transmute in 5s intervals
;		 -start
;			Auto starts transmute
 

Multicharacter

Senior Member
With v6.24 I'm seeing in Echelon of Order, at -218.067,92.36,-182.59 characters get stuck on the ramp, trying to run west, and just colliding with the ramp wall.
 

Multicharacter

Senior Member
On v6.28 the updater for isxri goes into a loop - it says 'updating isxri.dll', it finishes, says reloading, closing ri, version 6.28 unload, loading version 6.28.....new version available, updating isxri.dll - over and over.
 

Herculezz

ISX Specialist
ISXRI - v6.46 Released - Full ChangeLog -> http://goo.gl/Vg5PxL

Code:
;v6.46 Changes 12-25-20
;************** MERRY CHRISTMAS **************
;    Overseer:
;        Fixed a bug that was not using the following agents:
;                Thomasina Fe'Qar
;                Ugar Malshadow, Guardian of the Blades
;                Yalno Accelerato, the Dark Star
;    CombatBot:
;        Fixed a bug that was casting Septic Strike instead of Septic Strike II
;    RQ
;        Added:
;            Reign of Shadows Timeline
;                Grown Up Solution
;                Never Let You Echo
;                Save the Last Blast For Me
;                Reign of Shadows: Whispers of the Gods
;                Reign of Shadows: Echoes In the Deep
;                Reign of Shadows: Mapping the Dark
;                Reign of Shadows: Echo the Distance
;                Reign of Shadows: Facing the Savage Beast
;                Reign of Shadows: Spirited Attacks
;                Reign of Shadows: Shadow on the Vahl
;                Reign of Shadows: Whispered Blessings
;                Reign of Shadows: Vexing Challenge
;                Reign of Shadows: Against Thal Odds
;    RI
;        Added:
;        (ALL boss fights this xpac in Solo will use Cure Pots if you have them)
;        (Some require it, therefore its best you have a good amount of all of them)
;            Echo Caverns: Quarry Quandary (Not optimized for heroic)
;                Pathing throughout zone
;                Added:
;                     Undertaker Zemilox (RI Pull Zemilox)
;                        Lockspots toons       
;                        Autotargets adds
;                     The Needlite Queen (RI Pull Needlite)
;                        Lockspots toons
;                        Autotargets adds
;                        Dispels
;                     Broglyn (RI Pull Broglyn)
;                        Lockspots toons
;                        Autotargets adds
;                     Killmodo (RI Pull Killmodo)
;                        Lockspots toons
;                        Autotargets adds
;                     Scyphodon (RI Pull Scyphodon)
;                        Lockspots toons
;                        Autotargets adds
;                        Auto handles cane
;            Echo Caverns: Fungal Foray
;                Pathing throughout zone
;                Added:
;                     Corrupted Construct (RI Pull Construct)
;                        Lockspots toons       
;                        Jousts               
;                     Vinzerah Ral'Moor (RI Pull Vinzerah)
;                        Lockspots toons
;                        Autotargets adds
;                     Shadowphage(RI Pull Shadowphage)
;                        Lockspots toons
;                        Autotargets adds
;                     Sporefiend Zugu (RI Pull Zugu)
;                        Lockspots toons
;                        Autotargets adds
;                     Fungus King Cremini (RI PullCremini)
;                        Lockspots toons
;                        Autotargets adds
;                        Jousts
;            Savage Weald: Chaotic Caverns
;                Pathing throughout zone
;                Added:
;                     Brutal Bloodbath (RI Pull Bloodbath)
;                        Lockspots toons   
;                        Autotargets adds                   
;                     The Spelobanzeothitem(RI Pull Spelobanzeothitem)
;                        Lockspots toons
;                        Autotargets adds
;                     Forblarg the Foul (RI Pull Forblarg)
;                        Lockspots toons
;                        Autotargets adds
;                     Morbigog(RI Pull Morbigog)
;                        Lockspots toons
;                        Autotargets adds
;                     Shred of Tashakhi (RI Pull Tashakhi)
;                        Lockspots toons
;                        Autotargets adds
;            Savage Weald: Fort Grim
;                Pathing throughout zone
;                Added:
;                     Ulcine Nacisroc (RI Pull Nacisroc)
;                        Lockspots toons       
;                        Autotargets adds               
;                     Chief Gadzuuks (RI Pull Gadzuuks)
;                        Lockspots toons
;                        Autotargets adds   
;                     Felnir the Shadow Prowler (RI Pull Felnir)
;                        Lockspots toons
;                        Autotargets adds   
;            Shadeweaver's Thicket: Feral Reserve
;                Pathing throughout zone
;                Added:
;                     Greeneyes (RI Pull Greeneyes)
;                        Lockspots toons
;                        Autotargets adds               
;                     Hopper the Blood-Drenched (RI Pull Hopper)
;                        Lockspots toons
;                        Autotargets and moves to adds
;                     The Poached Poacher (RI Pull Poacher)
;                        Moves to and clicks spirit beast at 50
;                     Thraxinae (RI Pull Thraxinae)
;                        Lockspots toons
;                        Autotargets adds
;                     Kovari Twins(RI Pull Kovari)
;                        Lockspots toons
;                        Autotargets and moves to anchors
;                        Autotargets adds
;            Shadeweaver's Thicket: Untamed Lands
;                Pathing throughout zone
;                Added:
;                     Goretilla (RI Pull Goretilla)
;                        Lockspots toons       
;                        Autotargets and moves to adds               
;                     Sotek (RI Pull Sotek)
;                        Lockspots toons
;                     Nok Hakka (RI Pull Hakka)
;                        Lockspots toons
;                     Spiritist Karina (RI Pull Karina)
;                        Lockspots toons
;                        Autotargets and moves to adds   
;                      Desolator (RI Pull Desolator)
;                        Lockspots toons
;                        Moves to and clicks the "right" portal
 

Herculezz

ISX Specialist
ISXRI - v6.47 Released - Full ChangeLog -> http://goo.gl/Vg5PxL

Code:
;v6.47 Changes 12-25-20
;************** MERRY CHRISTMAS **************
;    RI
;        Fixed a bug in the path function
;        Modified:
;            Echo Caverns: Fungal Foray
;                Modified Pathing
;    RQ
;        Modified
;            Lost Memories
;                Fixed a bug that would sometimes miss talking too the memory
 
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