Draws the shortest path to a chosen destination on the map (right click a spot on the world map or shift right click a tile to use).
- Settings
- Avoid wilderness: ✅
true
- Whether the wilderness should be avoided if possible (otherwise, will suggest using wilderness lever to travel from Edgeville to Ardougne)
- Use agility shortcuts: ✅
true
- Whether to include agility shortcuts in the path. You must also have the required agility level
- Use grapple shortcuts: ✅
true
- Whether to include crossbow grapple agility shortcuts in the path. You must also have the required agility, ranged and strength levels
- Use boats: ✅
true
- Whether to include boats, canoes and charter ships in the path
- Use fairy rings: ⬜️
false
- Whether to include fairy rings in the path
- Use teleports: ⬜️
false
- Whether to include teleportation portals and levers in the path
- Cancel instead of recalculating: ⬜️
false
- Whether the path should be cancelled rather than recalculated when the distance limit is exceeded
- Recalculate distance:
10
- Distance from the path the player should be for it to be recalculated (-1 for never)
- Finish distance:
5
- Distance from the target tile at which the path should be ended (-1 for never)
- Show tile counter:
Disabled
- Whether to display the number of tiles travelled, number of tiles remaining or disable counting
- Tile counter step:
1
- The number of tiles between the displayed tile counter numbers
- Avoid wilderness: ✅
- Display
- Draw path on world map: ✅
true
- Whether the path should be drawn on the world map
- Draw path on minimap: ✅
true
- Whether the path should be drawn on the minimap
- Draw path on tiles: ✅
true
- Whether the path should be drawn on the game tiles
- Draw transports: ⬜️
false
- Whether transports should be drawn
- Draw collision map: ⬜️
false
- Whether the collision map should be drawn
- Path style:
Tiles
- Whether to display the path as tiles or a segmented line
- Draw path on world map: ✅
- Colours
- Path:
#FFFF0000
- Colour of the path tiles on the world map, minimap and in the game scene
- Calculating:
#FF0000FF
- Colour of the path tiles while the pathfinding calculation is in progress
- Transports:
#8000FF00
- Colour of the transport tiles
- Collision map:
#800080FF
- Colour of the collision map tiles
- Path: