yes this is possible ofc .. can you explain where it gets stuck ? which act and which door for example ?
just head to the Cathedral in act 1 after Hidden Cellar then use a blank profile / combat profile with:
<If condition="ZetaDia.CurrentWorldId == 50579">
<ExploreArea questId="1" boxTolerance="0.45" boxSize="15" until="ExitFound" exitNameHash="-816183389" leaveWhenFinished="True" />
</If>
Sometimes there is a door that it wouldn't open, and the bot just keeps running into it thinking it is opened or doesn't exist, or is attacking monsters through it. So far I logged 2 instances where it happened just now, and they are:
GizmoType: Door Name: trDun_Cath_WoodDoor_A-2671 ActorSNO: 454 Distance: 6.192032 Position: <722.5603, 1059.8, -3.814697E-06> Barracade: False
GizmoType: Door Name: trDun_Cath_WoodDoor_A-411 ActorSNO: 454 Distance: 6.283048 Position: <722.469, 580.0627, 0> Barracade: False
I was looking at your plugin, maybe add something like "g.ActorInfo.GizmoType == GizmoType.Door" to your BreakStuff.cs, or make a new one for object interaction.
I tried editing it myself, but wasn't sure what to put for "if (!ZetaDia.Me.UsePower..." Don't really know the command/tag for using objects. =)
Hope that helps.