(By Sirusdv & Arrta, 05/22/04)
First, i wish to thank and express my true respect to the developers of this macro - it works

and imho it quite [b]deserves[/b] its price when purchased even on ebay.com

(as i did)
But there`re some nuances in that macro I cant realize, so I`d like to ask about it (kinda request a bit tech-suport) its developers and those, who may be well informed about above-mentioned. Thanks in advance once more and here I go.
So, when config part of this macro is done and desired mobs classes to be hunted are dininited, everythings works just fine. Player`s char checks its HP and MP, rests if required, detects pre-definited mobs and charges them. And just right here some [b]critical and not[/b] details appear:
1). If when charging pre-defined mobs ([i]for ex., Ratman warrior[/i])players char occasionally intersects with `zones-of-detections` of aggresive mobs or charge mob that is close enough to theese kinds ([i]for ex., an orbitrary Lizard Warrior or Orc Champion[/i]), the latters ones will doubtless chase him. And even when Player`s char is finished deal with that Ratman Warrior, he will [b]IGNORE[/b] attacks from those aggressive mobs that chased him before; and he naturally dies, if not assisted in time by manual aiming and charging back theese new attackers. Is it bug or feature?
So, when hunting on start levels to lvl 10 or so, killing wittingly passive mobs (like Keltirs and Ashen Wolves) who will never attack if its neighbour is charged by Player`s char is kinda okey, but it`s quite problem when you`re on 12 and higher

What can be done with it - for imho its the real one problem. [u]Maybe there`s way to upgrade the original macro by installing special checking block that will cause Player`s char charges nearest mobs if they`re agressive right after had killed the main mob, not waiting for its body is `gone` and not starting looting?[/u] Can you help me out with it please(for Im not strong in creating macros

)?
2). During hunting, Player`s char searches for appropriate mobs. Its okey, but he always ([i]exepting effect of 'AttackNext' function[/i]) ignores the nearest mobs and charges those, who is located rater far from the last hunted.

What can be done with it?
3). When finished with mob, after `Creature is gone` stamp, Player`s char attempts to loot. It works fine, but is there a way to start looting process right after macro detects that mob HP<=0, because from aside char who has just killed mob and waits for x-mass instead of immediate looting (`Creature is gone`delay is about 7 sec.) seems strange and suspicious.
4). When stopped by some kind of object - tree, stone or rock, Player`s char tries to go it round. It works fine with trees or small stones of tree size, but its quite fails with larger objects.

Imho it should be quite possible to make Player`s char attempt to search for another one mob if he`s really stuck (for ex., by receiving a number of `Target`s too far` messages) or make some steps back if none is detected. But how to create that?

'UseRandomMove` takes no effect
5). Is there some king of "StealthMode" function in this macro? (just curious)
Thats all. Thank you for reading it to the end.
Trofim.