Hey guy, i set up your script for me now and improved the pathing a little so it doesnt get stuck at the wall or something. This is the Source from line 180:
Code:
RandClick("middle", 1, Round(370 * $y_ratio), 5, 5) ;waits ~1 second then [waypoint 2]
Moving(1875)
RandClick("middle", Round(60 * $x_ratio), Round(540 * $y_ratio), 5, 5) ;middle of courtyard [waypoint 3]
Moving(50)
Send($skillSmokeScreen)
Moving(25)
Send($skillPreperation)
Moving(750)
Send($skillCaltrops)
Sleep(300)
RandMove(Round(567 * $x_ratio), Round(94 * $y_ratio), 5, 5) ;moves cursor over to the cellar so the proper blue pixel becomes highlighted
Sleep(200)
Call("CheckDead")
If $Dead Then
Return
EndIf
;Checks if Dank Cellar is Open
LogWrite("Cellar Check ")
$Pixel2 = PixelSearch(0, 0, Round(700 * $x_ratio), Round(600 * $y_ratio), 0x334FB7, 3)
If Not @error Then
LogWrite("- Found" & @CRLF)
RandClick("middle", Round(390 * $x_ratio), Round(310 * $y_ratio), 5, 5)
Moving(750)
Send($skillSmokeScreen)
Moving(1300)
RandClick("left", Round(1078 * $x_ratio), Round(258 * $y_ratio), 5, 5) ;Entrance to cellar
i just changed the coords for the clicks and mousemove, nothing else.
furthermore i improved the looting part a little. sometimes items are not shown on the ground after 10 seconds. with this they are always shown as long as the looting takes. (line 270)
Code:
send("{ALTDOWN}")
Call("Loot")
send("{ALTUP}")
Hope i can help you with this. keep up the good work. 
i saw you are still using a static value to wait for dank cellar. Why not simply increase the Timeout of Checkfor to 11 seconds? Then you can spare the fixed sleeptimes. If Checkfor() times out, something is wrong anyway to it doesnt matter if this takes 5 seconds less or more. But sparing 1 second per run can make some nice profit in summary. 
I dont understand btw why the bot doesnt start the run from old ruins for me. it just works properly if i start from main menu. Any Idea?
cheers