Script and version: latest (just updated less than 5 min ago)
Help or request: help - kinda (more of a report)
Desktop resolution: 1600x900
Diablo 3 window type: fullscreen (windowed)
Operating system (32-bit or 64-bit): 64
Manual or auto install: manual
Move bound to mouse3: Yes
Where are you starting the: Explore cellar checkpoint
Game language: English
(230% mf, 25% movement, 27k buffed dps)
You wanted a report on cellar finding, so here goes
cellar detection seems a lot better.
I'm no longer seeing the previous bug where my toon would someones hang out at the cellar entrance but never actually enter (usually when there were lots of enemies around, and one was partially blocking the entrance - and yes I have mouse3 bound to move) I've only been running this version a few minutes, so that may change.
I'm still seeing one of the oddities from last time crop up though: for one of the possible cellar spawn locations, the bot detects the entrance, starts moving to it, but gets stuck on the 'side' of the house, unable to enter. It eventually realizes something is wrong and leaves game. It seems to happen only rarely, and I'm guessing when the cellar is in one particular place
update: with the new version, when there is a closed cellar, it will sometimes not send the teleport command properly and leave game before teleporting to town. I'm going to add sleep(200) before the town portal call in both 'closed cellar' cases and see if that solves it.
update 2: that seems to work...