Cavero Plugins
Docs / Bursting

// plugin guide

Cavero Bursting

Effortless Magic, Ranged and Melee XP in the MM1 and MM2 caves. All Ancient spells, chinning, Hallowfell cleave-meleeing, prayer restores, collection-box restocks, and aggro resets handled for you.

MM1 + MM2All Ancient spellsLong sessions
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Overview

Cavero Bursting runs full bursting, chinning or cleave-melee sessions in the Maniacal Monkeys caves (MM1 or MM2). It handles everything from bank prep and pathing to aggro resets, prayer restores, potion combining and collection-box restocking — designed to keep running for hours without input.

What it automates

  • Fetching runes, chins, food and potions from your bank each trip
  • Walking / teleporting to your chosen MM1 or MM2 cave spot
  • Casting bursts (Magic) or chinning (Ranged) until your threshold is hit
  • Aggro resets every ~10 min and crash detection if another player shows up
  • Restoring at Ferox pool, combining low-dose potions, collection-box restocks

Quick start

  1. Stock your bank — runes or a rune pouch, chins (if ranging) or the Hallowfell (if meleeing), food, prayer potions, any boosts you want (magic, range, super combat, stamina), a teleport item, a light source if you're going MM2, and a monkey greegree if you want to cross Ape Atoll unbothered.
  2. Pick location — MM1 or MM2 in the panel.
  3. Pick a training method — Magic (Ancient spell), Ranged (chinchompas) or Melee (Hallowfell).
  4. Set your thresholds — minimum casts/chins per trip, eat-HP, prayer min/max points, and toggle any boosts you'll use.
  5. Import your loadout via the button in the gear card — the plugin equips it each time it comes back from the bank.
  6. Hit ▶ START.

Account compatibility

No hard-coded account check — the plugin behaves the same whether you're a main, ironman or pure. In practice it works best for accounts that can access both a normal bank and the collection box:

Works well

  • Main accounts
  • Ironmen (uses collection box + bank, no GE)
  • Accounts wanting Defence XP while bursting (Defence toggle, no Magic level spike)

Caveats

  • Pure Defence gain via Magic requires manual gear choices (plugin trains Defence alongside Magic)
  • MM2 requires a light source every trip — plugin will stop if none are in the bank

Loadouts

Import a loadout per account via the button in the gear card — the plugin banks and equips it every time it returns from the bank.

Loadouts hold your worn gear only

A loadout captures your equipped items only — the inventory grid is disabled on purpose. Everything that goes in your inventory is configured through the plugin's own settings instead (food, potions, runes or a rune pouch, chinchompas, teleports and a light source), so your supplies live in one place and the plugin never tries to withdraw an inventory it doesn't manage.

When you open the loadout editor the inventory grid is greyed out with an "Inventory disabled for this plugin" overlay to make this clear — set your worn gear there, and set everything else in the config.

Training modes

Magic

Any Ancient spell: Smoke / Shadow / Blood / Ice — both Burst and Barrage variants. The plugin withdraws the rune combination your selected spell uses and casts it every tick on the stack.

Optional Blood spell (Blood Rush / Blood Burst / Blood Blitz / Blood Barrage) casts periodically for healing so you don't eat through food as fast.

Ranged

Chinchompa multi-target. Pick your attack style:

  • Short — accurate style, slightly more XP per chin
  • Medium — faster, slightly less accuracy

Melee

Uses the Hallowfell — a two-handed sword whose passive cleave hits the monkeys stacked around you, so you get multi-target melee damage from the same pile you'd burst or chin. You stand in the stack just like the other modes; the plugin only attacks monkeys directly next to you so it never steps off the spot.

Pick your attack style — it also sets which stat you train:

  • Chop — Attack XP
  • Slash — Strength XP
  • Smash — Strength XP
  • Block — Defence XP

An optional Super combat potion keeps your melee stats boosted, topped up automatically as it fades.

Defensive casting

Toggle Defensive casting to gain Defence XP from bursts. Useful for smoothing out your combat level if you don't want Magic to rip ahead. (Melee trains Defence via the Block style instead.)

Locations

Two caves, each with multiple spawn spots. The plugin picks a spot at random when you start a session and remembers it across restarts.

MM1 caves

Skeletal Monkeys. Two stack spots, one shared safe tile. Optional Ape Atoll teleport skips the overland travel if you're configured for it.

Crossing Ape Atoll

Ape Atoll's monkeys attack anything that isn't a monkey. Tick Use monkey greegree and keep one in your bank — the plugin holds it while you're on the island and re-equips your weapon on the way into the caves. Any greegree works.

MM2 caves

Maniacal Monkey maze. Two stack spots, one safe tile. Requires a light source each trip — bring plenty in the bank.

Pick your MM2 route

Kruk's dungeon takes one of a few fixed paths (A / B / C / D), and which one your account uses is fixed per account. Set Dungeon route in the panel to match yours before running — find your route on the map below, or run each route until a trip completes cleanly. A wrong route just stalls at an obstacle; it won't lose anything.

MM2 route map — the A, B, C and D paths through Kruk's dungeon

Supplies & potions

Each bank run withdraws whatever you've enabled, based on per-trip thresholds.

Food

  • Food type — anything with an "Eat" action; default is Monkfish
  • Withdraw count — how many pieces per trip (default 2)
  • Eat threshold — hitpoints at which to eat (default 40 HP)

Prayer restore

  • Type — Prayer potion, Super restore, or Moonlight Moths
  • Drink at — prayer points min and max (defaults: 15 and 35)
  • Ferox pool — restore at the Enclave pool before leaving the bank area

Combat boosts

  • Magic potion — Standard, Divine magic, or Forgotten Brew
  • Ranging potion — Standard or Divine
  • Combat potion (Melee) — Super combat or Divine super combat

Stamina & antipoison

  • Stamina — 4-dose bottles
  • Antipoison — standard, (+), (++), or Superantipoison

Imbued / Saturated Heart

Enable Use heart and the plugin withdraws the heart once and activates it whenever your Magic level drops below the boost threshold. Works for both variants.

Rune pouch handling

Turn on Use rune pouch and pick the variant you're using (Divine or BH). The plugin:

  • Totals the runes needed for your main spell + blood spell
  • Picks the best available combo — e.g. smoke runes instead of air+fire when you have them
  • Withdraws and refills the pouch each trip

Note: when both spells share a rune type, the main spell's quantity wins — so ensure your bank stock is generous enough to cover both.

Banking & restock

The plugin supports two bank flows back-to-back:

  • Bank chest / booth / banker — standard withdrawal with dose-aware pulls
  • Collection box — collects ready purchases you arranged at the GE; it does not place buy offers. Capped at 5 retries — after that the plugin stops and tells you the collect failed.

If you enable Combine potions, 2-dose and 3-dose bottles are merged into 4-doses before use. Disabled? The plugin stops if it can't find a 4-dose of the configured potion.

Session stability

  • Aggro reset — every ~10 minutes the plugin walks to the reset tile and back so the stack keeps targeting you
  • Crash detection — another player camping your spot for 30 seconds (or 35 s with no damage taken) triggers a world hop
  • ~5-hour break — a randomised 4–5.5 hour timer forces a world hop to avoid 6-hour logouts
  • Death handler — the plugin stops immediately on death

Configuration reference

Combat

  • Location — MM1 or MM2
  • Dungeon route (MM2) — which path the plugin takes through Kruk's dungeon (A / B / C / D); match the route your account uses
  • Training method — Magic, Range or Melee
  • Ancient spell / Blood spell
  • Minimum casts (Magic) — trip threshold (default 3500)
  • Minimum chins (Range) — trip threshold (default 2500)
  • Range style — Short or Medium
  • Melee attack style (Melee) — Chop, Slash, Smash or Block
  • Train defence — defensive casting toggle (Magic / Range)
  • Reset aggro — walk-off at the 10-min mark
  • Ape Atoll teleport — faster MM1 entry
  • Use monkey greegree — hold a greegree while crossing Ape Atoll
  • Teleport item — escape teleport (House tab, Duel ring, etc.)

Sustain

  • Food: type, count, eat HP
  • Prayer potion: type, min/max restore thresholds
  • Use magic potion / ranging potion / combat potion
  • Use stamina / antipoison
  • Use heart — Imbued/Saturated
  • Use rune pouch + variant
  • Combine potions — merge low-dose bottles
  • Heal at bank / Restore prayer at bank / Restore run energy at bank

Tips & gotchas

  • MM2 wants a light source — if the bank runs out the plugin stops. Stack a few dozen to be safe.
  • Combine-potions off = strict 4-dose — if you only keep 3-dose bottles in your bank, enable combine or the plugin will stop.
  • Collection box has a retry cap (5) — if the plugin stops with "collect failed" it likely hit that cap; collect manually and resume.
  • 5-second combat lock on world hop — after a hop attempt in combat the plugin may retry for a tick or two; let it settle.
  • Want Defence XP? Enable Train defence — the plugin banks the same way but Defence XP rises instead of plateauing.
  • Blood spell saves food — if you're running out of food mid-session, turn on a Blood spell before you up the food withdraw count.

Troubleshooting

Plugin stopped with "no light source"

You're in MM2 mode and the bank has no supported light (Bullseye lantern, Bruma torch, etc.). Restock the bank and restart.

Stuck on "Waiting to collect"

The collection-box retry hit its cap (5). Open the collect widget yourself, clear the offers, and resume — the counter resets on next trip.

Bank trip doesn't withdraw my preferred potion

Check Combine potions and your potion type. The plugin only uses exactly the configured type — a "Super restore" config won't fall back to plain Prayer potion if super restore is out.

Aggro resets but monkeys won't stack

Check you're in the configured cave spot. If you re-selected a spot mid-session the plugin may still be walking the old reset tile. Restart the plugin to rebuild the route.

Hops worlds randomly

That's the ~5-hour session-cap timer doing its job — prevents the 6-hour logout. Expected behaviour; just a small pause while it routes back in.

Aether runes, Kodai & boosted spells

  • Use Aether runes replaces the soul and cosmic components of supported main/healing spells. One Aether rune covers one soul and one cosmic rune; enable the option and stock Aether runes.
  • A configured or equipped Kodai wand supplies water for Ice spells, so the plugin does not need to withdraw water runes or put them in the pouch for those spells.
  • Spell checks account for a usable Magic boost, including an imbued or saturated heart. Enable the heart option and carry it. You still need to reach the selected spell's level when casting; a heart is not an unconditional bypass.

Supply quantities & floor potions

Inventory supplies are controlled by the plugin configuration, not the equipment-only loadout. Banking corrects excess configured food and potions as well as shortages, so each trip leaves with the intended quantities.

In MM2, the plugin checks reachable prayer potions within 15 tiles. It normally waits for at least four floor items; below 20 prayer points, it can take an individual potion. It needs a free slot or must make one, and combines partial potions where possible. Aggression resets can take priority.

Eligible loot stacks worth over 500,000 GP receive priority while survival actions continue. Empty vials/jars and cheaper expendable supplies may be replaced to make room; an inaccessible drop is not a reason to get stuck.

The Special weapon selector supports Dragon and Crystal halberds. Supply the selected weapon; their special attacks require 30% energy. Leave it at None to disable this.

Support

Bug reports and session questions are fastest on the Cavero Discord.