Register for your free account! | Forgot your password?

Go Back   elitepvpers > Other Online Games > Diablo 2
You last visited: Today at 02:51

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



D2NT 3.X Shopbot

Discussion on D2NT 3.X Shopbot within the Diablo 2 forum part of the Other Online Games category.

Reply
 
Old 12/27/2011, 19:50   #196
 
elite*gold: 0
Join Date: May 2011
Posts: 66
Received Thanks: 7
gheeds + schneide nutze ich auch. hat mir aber bisher noch nix gebracht

und genau die seite meinte ich auch. von dort aus wird zu redvex.d2help verlinkt. als ich dann versucht habe redvex anderweitig runterzuladen war dann ne backdoor in der .exe drin. nein danke
whoranzone123 is offline  
Old 12/27/2011, 20:02   #197
 
mirkoregge's Avatar
 
elite*gold: 0
Join Date: Jan 2009
Posts: 3,170
Received Thanks: 1,191
Im Anhnag ist mein Redvex-Ordner.
VirusCheck ergab:

Anmerkung: Da Redvex Pakete ändert, wird es von einigen als Trojaner erkannt.
Die wichtigsten Programme erkennen jedoch keinen Trojaner.
Mir ist seit ich den nutze noch nichts passiert; weder accountban noch cdkeyban.

Ob dem dem ganzen traust, musst du selber entscheiden.

Ach ja, ich hatte damals schon im Topic meinen hochgeladen -> Wurde da auch schon 28x gedownloaded und noch keine Beschwerden.
Attached Files
File Type: rar Redvex Shopbot.rar (2.04 MB, 22 views)
mirkoregge is offline  
Old 03/18/2012, 23:53   #198
 
elite*gold: 0
Join Date: Mar 2012
Posts: 1
Received Thanks: 0
Ist es normal, dass der Bot anfangs einen Schlüssel kauft?
Braucht man eigentliche sowohl TP- als auch ID Book im Inventar?
Danke schomal im Voraus!

MfG
Solifugae is offline  
Old 04/08/2012, 19:57   #199
 
elite*gold: 0
Join Date: Mar 2012
Posts: 10
Received Thanks: 0
Folgendes Mein Bot geht ins gemacht jedoch danach macht er dann gar nichts mehr.
Es steht nur oben "Running N" da..

Vielleicht kann ja mal einer meine 3 Codes durch gucken ob da was fehlt oder falsch ist.
Ich denke der Fehler liegt im Code3

Code1:
Code:
////////////////////////////////////////////////////////////////////////////////////////////////////////////
//                                                                                                        //
//                      ShopBot Script For D2NT 2.1                                                       //
//                                                Edit BY Lamobchan    2010/1/20                          //
//                                                Change For D2NT 3.1  2010/4/27                          //
////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ??????????,?????,????????????!
// if u don't know the javascript codes, do not edit this!
//                                                lambochan

// ???????...
var shop_ignoreList = "aqv,cqv,key,tbk,ibk,tsc,isc,yps,vps,wms,hp1,hp2,hp3,hp4,hp5,mp1,mp2,mp3,mp4,mp5";

// kill???,????
var killUndear = false;

// anya????,????
var anyaTPX = 10068;
var anyaTPY = 13308;

// ???????(????????)
var errorMode = -1;
var sameErrorCount = 0;

function NTMain()
{
    // ???
    Include("libs/common/NTCommon.ntl");
    NTC_IncludeLibs();
    NTC_IncludeConfig("NTBot/char_configs");
    NT_LoadConfig();
    NTSI_LoadNIPFiles("NTBot/item_configs");
    NTA_Initialize();
    NTTMGR_TownManager();
    

    NTC_Delay( 2000 );
    NT_Shoping_OverHead( "Now begin shoping..." );

    // shoping
    NT_Shoping();

    // over.
    NT_Shoping_Msg( "SCRIPT_END" );
}

function NT_Shoping()
{
    var npcName = new Array( "akara",   "charsi", "gheed",   /* act1 */
                             "drognan", "fara",   "elzix",   /* act2 */
                             "ormus",   "hratli", "asheara", /* act3 */
                             "jamella", "halbu" );           /* act4 */
                          // "anya",    "larzuk", "malah" ); /* act5 */
    if( !is_D2C ){ // d2x, need add act5 npc name
        npcName.push( "anya" );
        npcName.push( "larzuk" );
        npcName.push( "malah" );
    }
    
    var npcID = [NTC_NPC_ID_AKARA,     NTC_NPC_ID_CHARSI, NTC_NPC_ID_GHEED,
                 NTC_NPC_ID_DROGNAN,   NTC_NPC_ID_FARA,   NTC_NPC_ID_ELZIX,
                 NTC_NPC_ID_ORMUS,     NTC_NPC_ID_HRATLI, NTC_NPC_ID_ASHEARA,
                 NTC_NPC_ID_JAMELLA,   NTC_NPC_ID_HALBU,
                 NTC_NPC_ID_ANYA_TOWN, NTC_NPC_ID_LARZUK, NTC_NPC_ID_MALAH];
                 
    var j;
    var num;
    var npc;
    var npcCount;
    var shopItems;
    var shopRush = 0;
    var buyItems = new Array();
    var showItems = new Array();


    if( shop_npcNumber.length <= 0 ){
        NT_Shoping_Msg( "have not npc list for shoping, plz check it!" );
        return;
    }
    
    for( ; ; ){
        num = 0;
        npcCount = shop_npcNumber.length;
        do{
            if( shopRush++ > 30 ){
                RunGC();
                shopRush = 0;
            }

            if( NTTMGR_CheckScrolls( 1 ) < 4 )
                NTTMGR_TownManager();

            if( !NT_Shoping_CheckACT( shop_npcNumber[num] ) ){
                NT_Shoping_Msg( "NT_Shoping_CheckACT()", 1 );
                break;
            }
            
            if( !NTTM_TownMove( npcName[shop_npcNumber[num] - 1] ) ){
                NT_Shoping_Msg( "NTTM_TownMove()", 2 );
                break;
            }
            
            npc = NTC_FindUnit( NTC_UNIT_NPC, npcID[shop_npcNumber[num] - 1], 2 );
            if( npc ){
                if( !NTT_DoInteract( npc ) ){
                    NT_Shoping_Msg( "NTT_DoInteract()", 3 );
                    break;
                }
                
                if( !NTT_DoTrade( npc ) ){
                    NT_Shoping_CancelMenu();
                    NT_Shoping_Msg( "!NTT_DoTrade()", 4 );
                    break;
                }
                
                shopItems = npc.GetItems();
                if( shopItems ){
                    for( j = 0; j < shopItems.length; ++j ){
                        if( shop_ignoreList.indexOf( shopItems[j] ) == -1 ){
                            if( NTIPCheckItem( shopItems[j] ) == 1 ){
                                buyItems.push( shopItems[j] );
                                var mark = new markItems( shopItems[j].quality, shopItems[j].name, shopItems[j].itemdesc );
                                showItems.push( mark );
                            }
                        }
                    }
                } // end if(shopItems)
                
                if( buyItems.length > 0 ){
                    for( j = 0; j < buyItems.length; ++j ){
                        if( buyItems[j].GetItemCost( 0, npcID[shop_npcNumber[num] - 1] ) > NTC_MyGold() ){
                            NT_Shoping_CancelMenu();
                            NT_Shoping_Loop( "have not money buy an item now." );
                        }
                        if( NTT_CheckSpace( buyItems[j].xsize, buyItems[j].ysize ) ){
                            if( !NTT_ShopItem( buyItems[j], npc, 2 ) ){
                                NT_Shoping_CancelMenu();
                                NT_Shoping_Loop( "have an item can not buy it." );
                            }
                        } // end if(NTT_Ch
                        else {
                            NT_Shoping_CancelMenu();
                            NTTMGR_VisitStash();
                            
                            if( !NTT_CheckSpace( buyItems[j].xsize, buyItems[j].ysize ) ){
                                NT_Shoping_Loop( "have not space save items, and have an item can not buy it." );
                            }
                            
                            if( !NTTM_TownMove( npcName[shop_npcNumber[num] - 1] ) ){
                                NT_Shoping_Loop( "have an item can not buy it." );
                            }
                            
                            if( !NTT_DoInteract( npc ) ){
                                NT_Shoping_Loop( "have an item can not buy it." );
                            }
                            
                            if( !NTT_DoTrade( npc ) ){
                                NT_Shoping_CancelMenu();
                                NT_Shoping_Loop( "have an item can not buy it." );
                            }
                            
                            if( !NTT_ShopItem( buyItems[j], npc, 2 ) ){
                                NT_Shoping_CancelMenu();
                                NT_Shoping_Loop( "have an item can not buy it." );
                            }
                        } // end else
                        NTC_SendLogToOOG( NTC_LOG_ITEM, "Buy " + NTC_ItemQualityToMGRColor[showItems[j].quality] + "[" + showItems[j].name + "] " + ";"  + showItems[j].itemdesc + 
                                          " [" + npcName[shop_npcNumber[num] - 1].charAt( 0 ).toUpperCase() + 
                                          npcName[shop_npcNumber[num] - 1].substring( 1 ) + "]" );

                    } // end for( j
                    
                    buyItems.length = 0;
                    showItems.length = 0;
                }
                // ????
                NT_Shoping_CancelMenu();
            } // end if(npc)
            
            // ??
            if( !NT_Shoping_InOutTown(shop_npcNumber[num], num ) ){
                NT_Shoping_Msg( "NT_Shoping_InOutTown()", 5 );
                break;
            }
            
            // next npc
            num++;
        
        } while( --npcCount );
        
    }
}

function NT_Shoping_InOutTown(num, count)
{
    if( shop_npcNumber.length > 1 ){                    // shop??
        var outTown = NT_Shoping_GoNextNpc(num, count); // ???????,?????npc????act??..
        if( !outTown )                                  // ???
            return true;
    }

    if( num == 12 && !anyaGoWp ){ // anya go red tp
        if( !NTTM_TownMove( "portal" ) ){
            NT_Shoping_Msg( "NTTM_TownMove()", 6 );
            return false;
        }
        if( !NT_Shoping_UsePortal( "Portal", 121 ) ){
            NT_Shoping_Msg( "NT_Shoping_UsePortal()", 7 );
            return false;
        }
        
        // kill???
        if( autoClear ){
            killUndear = true;
            NTP_DoPrecast();
            // ?“????”?TP??,?????......
            if( NTC_GetSkillLevel( 124 ) && NTC_GetSkillLevel( 54 ) ){
                if( !NTM_MoveTo( me.areaid, 10069, 13293 ) )
                    return false;
                NTC_PutSkill( 124, NTC_HAND_RIGHT );
                NTC_PingDelay( 2000 );
                
                if( !NTM_MoveTo( me.areaid, me.x - 15, me.y - 15 ) )
                    return false;
            } // end if( NTC_Ch
            
            if( NT_Shoping_CheckUndear( 20 ) ){
                if( NTA_ClearPosition( 20 ) )
                    NTSI_PickItems();
                if( NTC_GetSkillLevel( 124 ) && NT_Shoping_CheckCorpses( 8 ) ){
                    NTC_PutSkill( 124, NTC_HAND_RIGHT );
                    NTC_PingDelay( 2000 );
                }
                NTC_PutSkill( 115, NTC_HAND_RIGHT );
            }
            
            if( !NTM_MoveTo( me.areaid, anyaTPX, anyaTPY ) )
                return false;
                
            autoClear = false;
        }
        // ??????,????
        if( killUndear && NT_Shoping_CheckUndear( 20 ) ){
            if( NTA_ClearPosition( 20 ) )
                NTSI_PickItems();
            if( NTC_GetSkillLevel( 124 ) && NT_Shoping_CheckCorpses( 8 ) ){
                NTC_PutSkill( 124, NTC_HAND_RIGHT );
                NTC_PingDelay( 2000 );
            }
            if( !NTM_MoveTo( me.areaid, anyaTPX, anyaTPY ) )
                return false;
            NTC_PutSkill( 115, NTC_HAND_RIGHT );
        }
        // ???act5 town
        if( !NT_Shoping_UsePortal( "Portal", 109 ) ){
            NT_Shoping_Msg( "NT_Shoping_UsePortal()", 8 );
            return NT_Shoping_CheckACT();
        }
    } else {
        var ok = false;
        if( !NTTM_TownMove( "waypoint" ) ){
            NT_Shoping_Msg( "NTTM_TownMove()", 9 );
            return false;
        }
        switch( me.act ){
        case 1 :
            if( !NT_Shoping_TakeWaypoint( 35 ) )
                return false;
            ok = NT_Shoping_TakeWaypoint( 1 );
            break;
        case 2 :
            if( !NT_Shoping_TakeWaypoint( 48 ) ){
                return false;
            }
            ok = NT_Shoping_TakeWaypoint( 40 );
            break;
        case 3 :
            if( !NT_Shoping_TakeWaypoint( 101 ) )
                return false;
            ok = NT_Shoping_TakeWaypoint( 75 );
            break;       
        case 4 :
            if( !NT_Shoping_TakeWaypoint( 107 ) )
                return false;
            ok = NT_Shoping_TakeWaypoint( 103 );
            break;
        case 5 :
            if( !NT_Shoping_TakeWaypoint( 129 ) )
                return false;
            ok = NT_Shoping_TakeWaypoint( 109 );
            break;
        }
        if( !ok ){ // give a chance do it again..
            return NT_Shoping_CheckACT();
        }
    }
    return true;
}

function NT_Shoping_CheckMonster( target )
{
    return ( target.hp > 0 && target.mode != 0 && target.mode != 12 && GetDistance( me, target ) != -1 );
}


function NT_Shoping_CheckCorpses( range )
{
    var undear = NTC_FindUnit( NTC_UNIT_MONSTER, 438, 2 );
    if( undear ){
        do{
            if( !NT_Shoping_CheckMonster( undear ) && GetDistance( me, undear ) < range )
                return true;
        } while( undear.GetNext() );
    }
    return false;
}

function NT_Shoping_CheckUndear( range )
{
    var undear = NTC_FindUnit( NTC_UNIT_MONSTER, 438, 2 );
    if( undear ){
        do{
            if( GetDistance( me, undear ) < range )
                return true;
        } while( undear.GetNext() );
    }
    return false;
}

function NT_Shoping_Loop( str )
{
    var hi = "NTShopbot.ntj : " + str;
    NTC_SendLogToOOG( hi );
    var tempX = me.x;
    var tempY = me.y;
    for( ; ; ){
        for( var i = 0; i < 20; ++i ){
            NT_Shoping_OverHead( str );
            
            var xx = Random( -3, 3 );
            var yy = Random( -3, 3 );
            
            NTC_DoClick( NTC_CLICK_LDOWN, NTC_SHIFT_NONE, xx, yy );
            NTC_Delay(500);
            
            NTC_Delay( 3000 );
            
            NTC_DoClick( NTC_CLICK_LDOWN, NTC_SHIFT_NONE, tempX, tempY );
            NTC_Delay(500);
        }
    }
}

function NT_Shoping_Msg( str, em )
{
    errorGoQuitGame ? NTC_SendMsgToScript( "NTBotGame.ntj", str ) : 
    ( NT_Shoping_CheckError( em ) ? NTC_SendMsgToScript( "NTBotGame.ntj", str ) : 
    NTC_SendLogToOOG( NTC_LOG_COMMON, "ÿE00000" + str ) );
}

function NT_Shoping_CheckError( em )
{
    if( errorMode == em ){
        sameErrorCount++;
        if( sameErrorCount >= 5 )
            return true;
    } else {
        errorMode = em;
        sameErrorCount = 0;
    }
    if( em == 3 ){ // maybe mouse lock
        // don't know how to fix now....
    }
    return false;
}

function NT_Shoping_CheckACT(npcNum)
{
    var townid = [1,40,75,103,109];
    if( !NTC_InTown() ){
        if( !NT_Shoping_MakeTP( townid[me.act-1] ) )
            return false;
    }
    if( arguments.length < 1 )
        return true;

    var act = NT_Shoping_CheckNPC( npcNum );
    if( act == 0 )
        return false;

    if( act != me.act ){
        if( !NTTM_TownMove( "waypoint" ) )
            return false;
        if( !NT_Shoping_TakeWaypoint( townid[act-1] ) )
            return false;
    }
    return true;
}


function NT_Shoping_GoNextNpc(npcNum, count)
{
    var cur = NT_Shoping_CheckNPC(npcNum);
    var next = NT_Shoping_CheckNPC(shop_npcNumber[count+1]);
    return ( next == cur ? false : true ); // ???????

}

function NT_Shoping_CheckNPC( npcNum )
{
    if( is_D2C && npcNum > 11 )
        return 0;

    switch( npcNum ){
    case 1 :
    case 2 :
    case 3 :
        return 1;
    case 4 :
    case 5 :
    case 6 :
        return 2;
    case 7 :
    case 8 :
    case 9 :
        return 3;
    case 10:
    case 11:
        return 4;
    case 12:
    case 13:
    case 14:
        return 5;
    }
    return 0;
}

function NT_Shoping_OverHead( str )
{
    Say( "!" + str );
    NTC_Delay( 200 );
}

// ?????????
function NT_Shoping_CancelMenu()
{
    var i;
    while (GetUIState(0x01) ||
           GetUIState(0x08) ||
           GetUIState(0x0C) ||
           GetUIState(0x17) ||
           GetUIState(0x19) ||
           GetUIState(0x1A) ||
           GetUIState(0x24)){
        for( i = 0; i < 40; ++i ){
            if( ( i % 20 ) == 0 )
                me.Cancel(1);

            NTC_Delay( 200 );

            if( !GetUIState(0x01) &&
                !GetUIState(0x08) &&
                !GetUIState(0x0C) &&
                !GetUIState(0x17) &&
                !GetUIState(0x19) &&
                !GetUIState(0x1A) &&
                !GetUIState(0x24)){
                NTC_PingDelay(500);
                break;
            }
        }
    }
    NTC_PingDelay( 500 );
}

function markItems( quality, name, itemdesc )
{
    this.quality = quality;
    this.name = name;
    this.itemdesc = itemdesc;
}


function NT_Shoping_TakeWaypoint( areaid )
{
    var _unit;
    if( me.areaid == areaid )
        return true;
    _unit = NTM_GetWaypointInt();
    if( !_unit )
        return false;
    if( NTC_InTown() )
        me.Cancel( 1 );
    for( var i = 0 ; i < 20 ; ++i ){
        if( ( i % 10 ) == 0 ){
            NTC_DoClick( NTC_CLICK_LDOWN, NTC_SHIFT_NONE, _unit );
        }
        NTC_Delay(200);
        if( GetUIState( 0x14 ) ){
            if( me.TakeWaypoint( areaid ) ){
                NTC_PingDelay( NTConfig_AreaDelay );
                return true;
            }
            break;
        }
    }

    return false;
}

function NT_Shoping_UsePortal( how, dest, ownername, portal )
{
    if( me.areaid == dest )
        return true;
    if( NTC_InTown() )
        me.Cancel( 1 );
    if( NT_Shoping_ChangeAreaInt( how, dest, ownername, portal ) ){
        NTC_PingDelay( NTConfig_AreaDelay );
        return true;
    }
    return false;
}

function NT_Shoping_ChangeAreaInt( how, dest, ownername, myportal )
{
    var _portal;
    var _playerportal = false;
    var _prearea;

    if( how == "BluePortal" ){
        if( !ownername )
        ownername = me.name;
        _playerportal = true;
    }

    if( arguments.length > 3 && myportal )
        _portal = myportal;
    else {
        _portal = NTM_FindCorrectPortalInt( _playerportal, ownername );
        if( _portal < 0 )
            _portal = NTM_FindPortalAreaInt( dest );
            if( _portal == -1 )
                return false;
    }
    if( !_portal )
        return false;
    _prearea = me.areaid;

    for( var i = 0 ; i < 20 ; ++i ){
        if( ( i % 5 ) == 0 ){
//            if( i == 10 )
//                NTM_MoveTo( _prearea, me.x + 6, me.y + 6 );
            NTC_DoClick(NTC_CLICK_LDOWN, NTC_SHIFT_NONE, _portal);
        }
        NTC_Delay(200);
        if( me.areaid != _prearea )
            break;
    }
    while( me.areaid == 0 )
        NTC_Delay(200);
    return ( me.areaid == dest );
}

function NT_Shoping_MakeTP(dest)
{
    var _usetp = true;
    var _portal;
    var _portalname;

    if( NTC_InTown() )
       return true;
    if( arguments.length < 1 )
        _usetp = false;
    if( !NTC_CastSkill( 220, NTC_HAND_RIGHT ) )
        return false;
    NTC_PingDelay( 500 );

    _portalname = GetLocaleString( 3226 );
    for( var i = 0 ; i <= 2 ; ++i ){
        _portal = NTC_FindUnit( NTC_UNIT_OBJECT, _portalname );
        if( _portal ){
            do{
                if( _portal.mode == 2 && NTC_CheckOwner( _portal ) ){
                    if( _usetp )
                        return NT_Shoping_UsePortal( "BluePortal", dest, me.name, _portal );

                    return true;
                }
            } while( _portal.GetNext() );
        }
        if( i < 2 )
            NTC_Delay(500);
    }
    return false;
}
Code2:

Code:
[Type] == HandToHand && [Quality] == Magic # [IAS] >= 20 && [AssassinSkills]+[TrapsSkillTab]+[SkillLightningSentry] >= 3
[Type] == HandToHand && [Quality] == Magic # [AssassinSkills]+[TrapsSkillTab]+[SkillLightningSentry] >= 5

//----- Helme -----
[Type] == helm && [Class] == elite && [Quality] >= magic # [Defense] >= 300 && [itemtohitpercentperlevel] >= 1
[Type] == helm && [Quality] == magic # ([MaxHp] >= 40 || [FHR] == 10) && [Sockets] == 3

//----- Handschuhe -----
[Type] == Gloves && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == VampireboneGloves && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == Vambraces && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == CrusaderGauntlets && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == Vampirebone Gloves && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == Vambraces && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == CrusaderGauntlets && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 

//----- Rüstungen ----- 
[name] == ancientarmor && [quality] == magic # [sockets] == 4 && [maxhp] >= 90 
//[name] == ancientarmor && [quality] == magic # [sockets] == 4 && [fhr] == 24 
[name] == archonplate && [quality] == magic # [sockets] == 4 && [maxhp] >= 90 
[name] == archonplate && [quality] == magic # [sockets] == 4 && [fhr] == 24 
[name] == lightplate && [quality] == magic # [sockets] == 3 && [MaxHP] <= 80 && [MaxHP] >= 60 && [itemlevelreq] <= 30 
[name] == mageplate && [quality] == magic # [sockets] == 3 && [MaxHP] <= 80 && [MaxHP] >= 60 && [itemlevelreq] <= 30

//----- Schilde ----
[Type] == Shield && [Class] == elite && [Quality] == Magic && [Flag] != ethereal # [Sockets] >= 3 && [FBR] == 30
//[Type] == Shield && [Quality] == Magic && [Flag] != ethereal # [Sockets] >= 3 && [FBR] == 30
[Type] == Shield && [Quality] == Magic && [Flag] != ethereal # [Sockets] >= 3 && [MaxHP] >= 60

//----- NecroStäbe -----
[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpear] == 3 && [SkillLowerResist] >= 1
[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillLowerResist] >= 1

[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpear] == 3 && [SkillLowerResist] >= 1
[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillLowerResist] >= 1

[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpear] == 3 && [SkillRevive] >= 1
[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillRevive] >= 1
[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpear] == 3 && [SkillRevive] >= 1
[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillRevive] >= 1

[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpear] == 3 && [SkillClayGolem] >= 1
[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillClayGolem] >= 1
[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpear] == 3 && [SkillClayGolem] >= 1
[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillClayGolem] >= 1

[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpear] == 3 && [SkillDecrepify] >= 1
[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillDecrepify] >= 1
[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpear] == 3 && [SkillDecrepify] >= 1
[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillDecrepify] >= 1

[Name] == BoneWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillBoneSpear] >= 3
[Name] == GrimWand && [Quality] <= superior # [SkillBoneSpirit] == 3 && [SkillBoneSpear] >= 3

//----- SorcStäbe -----
[Name] == GnarledStaff && [Quality] <= superior # [SkillEnergyShield] == 3 && [SkillChillingArmor] >= 1
[Name] == Battle Staff && [Quality] <= superior # [SkillEnergyShield] == 3 && [SkillChillingArmor] >= 1

[Name] == GnarledStaff && [Quality] <= superior # [SkillEnergyShield] == 3 && [SkillEnchant] >= 1
[Name] == Battle Staff && [Quality] <= superior # [SkillEnergyShield] == 3 && [SkillEnchant] >= 1

[Name] == GnarledStaff && [Quality] <= superior # [SkillEnergyShield] == 3 && [SkillEnchant] >= 1
[Name] == Battle Staff && [Quality] <= superior # [SkillEnergyShield] == 3 && [SkillEnchant] >= 1

//----- Assasinen Claws -----
[Type] == HandToHand && [Quality] == Magic # [AssassinSkills] == 2 && [SkillLightningSentry] == 3 
[Type] == HandToHand && [Quality] == Magic # [TrapsSkillTab] == 3 && [SkillLightningSentry] == 3

[Type] == HandToHand && [Quality] == Magic # [AssassinSkills] == 2 && [SkillVenom] == 3 
[Type] == HandToHand && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillVenom] == 3

[Type] == HandToHand && [Quality] == Magic # [AssassinSkills] == 2 && [SkillFade] == 3 
[Type] == HandToHand && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillFade] == 3

[Type] == HandToHand && [Quality] == Magic # [AssassinSkills] == 2 && [SkillShadowMaster] == 3 && [SkillWeaponBlock] == 3
[Type] == HandToHand && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillShadowMaster] == 3 && [SkillWeaponBlock] == 3

[Type] == HandToHand && [Quality] == Magic # [IAS] >= 20 && [AssassinSkills]+[TrapsSkillTab]+[SkillLightningSentry] >= 3
[Type] == HandToHand && [Quality] == Magic # [AssassinSkills]+[TrapsSkillTab]+[SkillLightningSentry] >= 5

[Type] == HandToHand && [Class] >= exceptional && [Quality] == Magic # [ItemToHitPerLevel] >= 1 && [AssassinSkills]+[TrapsSkillTab]+[SkillLightningSentry] >= 3
[Type] == HandToHand && [Class] == elite && [Quality] == Magic # [ItemToHitPerLevel] >= 1 && [IAS] >= 20

([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars) && [Quality] >= magic # [SkillLightningSentry]+[trapsskilltab] >= 5 
([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars) && [Quality] >= magic # [SkillLightningSentry] >= 3 && ([trapsskilltab] >= 3 || [assassinskills] >= 2)

([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars) && [Quality] == Magic # [AssassinSkills] == 2 && [SkillLightningSentry] == 3 
([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [TrapsSkillTab] == 3 && [SkillLightningSentry] == 3

([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [AssassinSkills] == 2 && [SkillVenom] == 3 
([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillVenom] == 3

([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [AssassinSkills] == 2 && [SkillFade] == 3 
([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillFade] == 3

([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [AssassinSkills] == 2 && [SkillShadowMaster] == 3 && [SkillWeaponBlock] == 3
([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillShadowMaster] == 3 && [SkillWeaponBlock] == 3

([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [IAS] >= 20 && [AssassinSkills]+[TrapsSkillTab]+[SkillLightningSentry] >= 3
([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Quality] == Magic # [AssassinSkills]+[TrapsSkillTab]+[SkillLightningSentry] >= 5

([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Class] >= exceptional && [Quality] == Magic # [ItemToHitPerLevel] >= 1 && [AssassinSkills]+[TrapsSkillTab]+[SkillLightningSentry] >= 3
([Type] == handtohand || [Type] == assassinclaw || [Type] == assassinitem || [Type] == katars)  && [Class] == elite && [Quality] == Magic # [ItemToHitPerLevel] >= 1 && [IAS] >= 20


//----- Paladine Zepter -----
[Type] == scepter && [Quality] == magic # ( [PaladinSkills] == 2 || [PaliCombatSkillTab] >= 2 ) && [SkillFistOfTheHeavens]+[SkillConviction] >= 5 &&  [Sockets] >= 3 
[Type] == scepter && [Quality] == magic # [fcr] >=10 && ( [PaladinSkills] == 2 || [PaliCombatSkillTab] >= 2 ) && [SkillBlessedHammer]+[SkillConcentration] >= 5
//[Type] == scepter && [Quality] == magic # ( [PaladinSkills] == 2 || [PaliCombatSkillTab] >= 2 ) && [SkillBlessedHammer]+[SkillConcentration] >= 5

//----- Bo Speer -----
//[Name] == Throwing Spear && [Quality] == Magic # [WarCriesSkillTab] >= 3 && [maxdamage] >= 11 //Schwarz
//[Name] == Throwing Spear && [Quality] == Magic # [WarCriesSkillTab] >= 3 && ( [LifeLeech] >= 6 || [ManaLeech] >= 6 ) //Rot
//[Name] == Throwing Spear && [Quality] == Magic # [WarCriesSkillTab] >= 3 && [IAS] >= 40 // Gelb
//[Name] == Throwing Spear && [Quality] == Magic # [WarCriesSkillTab] >= 3 && [coldmindam] >= 2 // Blau
//[Name] == Throwing Spear && [Quality] == Magic # [WarCriesSkillTab] >= 3 && [PoisonMindam] >= 50 // Grün
//[Name] == Throwing Spear && [Quality] == Magic # [WarCriesSkillTab] >= 3

//[Name] == Glaive && [Quality] == Magic # [WarCriesSkillTab] >= 3 && [maxdamage] >= 11 //Schwarz
//[Name] == Glaive && [Quality] == Magic # [WarCriesSkillTab] >= 3 && ( [LifeLeech] >= 6 || [ManaLeech] >= 6 ) //Rot
//[Name] == Glaive && [Quality] == Magic # [WarCriesSkillTab] >= 3 && [IAS] >= 40 // Gelb
//[Name] == Glaive && [Quality] == Magic # [WarCriesSkillTab] >= 3 && [coldmindam] >= 2 // Blau
//[Name] == Glaive && [Quality] == Magic # [WarCriesSkillTab] >= 3 && [PoisonMindam] >= 50 // Grün
//[Name] == Glaive && [Quality] == Magic # [WarCriesSkillTab] >= 3



//----- Handschuhe -----
[Type] == Gloves && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == VampireboneGloves && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == Vambraces && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == CrusaderGauntlets && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == Vampirebone Gloves && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == Vambraces && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 
[Name] == CrusaderGauntlets && [Quality] == magic # [IAS] == 20 && [JavelinandSpearSkillTab] == 3 

//----- Rüstungen ----- 
[Type] == Armor && [Quality] == Magic && ([Class] == Normal || [Class] == Exceptional) # [MaxHP] <= 80 && [MaxHP] >= 60 && [Sockets] == 3 
[Type] == Armor && [Quality] == Magic && [Flag] != ethereal # [Sockets] == 4 && ([MaxHP] >= 60 || [FHR] == 24) 

//----- Schilde ----
[Type] == Shield && [Class] == elite && [Quality] == Magic && [Flag] != ethereal # [Sockets] >= 3 && [FBR] == 30
//[Type] == Shield && [Quality] == Magic && [Flag] != ethereal # [Sockets] >= 3 && [FBR] == 30
[Type] == Shield && [Quality] == Magic && [Flag] != ethereal # [Sockets] >= 3 && [MaxHP] >= 60

//----- Assasinen Claws -----
[Type] == HandToHand && [Quality] == Magic # [AssassinSkills] == 2 && [SkillLightningSentry] == 3 
[Type] == HandToHand && [Quality] == Magic # [TrapsSkillTab] == 3 && [SkillLightningSentry] == 3

[Type] == HandToHand && [Quality] == Magic # [AssassinSkills] == 2 && [SkillVenom] == 3 
[Type] == HandToHand && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillVenom] == 3

[Type] == HandToHand && [Quality] == Magic # [AssassinSkills] == 2 && [SkillFade] == 3 
[Type] == HandToHand && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillFade] == 3

[Type] == HandToHand && [Quality] == Magic # [AssassinSkills] == 2 && [SkillShadowMaster] == 3 && [SkillWeaponBlock] == 3
[Type] == HandToHand && [Quality] == Magic # [ShadowDisciplinesSkillTab] == 3 && [SkillShadowMaster] == 3 && [SkillWeaponBlock] == 3
Code3:
Code:
/**
*	This file was modified by 
*	Check the programming section for updates and further scripts
*	Last Update: 23:10 29.08.2011
*
*	Hotkey				Description
*
*	Pause/Break			Pauses the current bot script.
*	Page up (PgUp)		Skips the current bot script.
*	Page down (PgDn)	Repeats the previous bot script
*	Home (Pos1)			Shows your current coordinates and areaid.
*	End					Shows current ping in status text bar.
*	Insert (Ins)		Logs all items on your char to either XML or TXT.
*	Delete (Del)		Exits the game. NOTE: Always use this key to leave a game!
*	Backspace			Force trigger auto mule. NOTE: Won't work unless auto mule is actually activated for the current char.
*/

Include("NTBot/char_configs/MWConfig_GlobalSettings.ntl");

var NTConfig_UseRedemptionHP;
var NTConfig_UseRedemptionMP;

//=========================================================================================================
// base shop d2x £¨if need shop d2c, set this true £©
var is_D2C = false;

// shop npc number£¬can shop multi npc, just need push npc number uself.
var shop_npcNumber = new Array();
//shop_npcNumber.push( 1 );
//shop_npcNumber.push( 4 );
//shop_npcNumber.push( 5 );
//shop_npcNumber.push( 13 );
shop_npcNumber.push( 12 );
// Act 1: Akara(1),    Charsi(2),  Gheed(3)
// Act 2: Drognan(4),  Fara(5),    Elzix(6)
// Act 3: Ormus(7),    Hratli(8),  Asheara(9)
// Act 4: Jamella(10), Halbu(11)
// Act 5: Anya(12),    Larzuk(13), Malah(14)

// auto kill anya red tp undead
var autoClear = false;
// shop anya go wp, if u want go wp, set it to true£¬base do not go wp
var anyaGoWp = false;

// get error then £º"quit game" or "come on"£¬base is "come on"
var errorGoQuitGame = false;
//==========================================================================================================

function NT_LoadConfig()
{
	MW_LoadGlobalSettings();
	
	//------------------------------------------------------------------------------
	//
	// Run Configuration
	//
	//------------------------------------------------------------------------------
	
	// Use the following syntax for activating botscripts: MWConfig_Script.push([<ScriptName>, <Script runtime in minutes (0 is infinite)>]);
	// ***************** Current schedule ******************
	MWConfig_Script.push("NTShopbot.ntj");
//MWConfig_Script.push(["MWWaypointCatcher.ntj", 0]); MWConfig_WaypointCatcherActs = [1, 2, 3, 4, 5]; MWConfig_TPWaypoints = true; 
	//MWConfig_Script.push(["NTAndariel.ntj", 5]);
	//MWConfig_Script.push(["NTMausoleum.ntj", 10]); MWConfig_ClearPathSpectypes.Mausoleum = 0; MWConfig_ClearAreaSpectypes.Mausoleum = 0x01; NTConfig_KillBloodRaven = true;
	//MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathSpectypes.Pit = 0; MWConfig_ClearAreaSpectypes.Pit = 0x01; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
	//MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearPathSpectypes.Countess = 0; MWConfig_ClearAreaSpectypes.Countess = 0;
	//MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 10; MWConfig_SuperChestAreas = ["Cave Level 2", "Mausoleum", "Hole Level 2", "Pit Level 2", "Sewers Level 3", "Halls of the Dead Level 2", "Stony Tomb Level 2", "Maggot's Lair Level 3", "Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Sewers Level 2", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar", "Halls of Pain"];
	//MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathSpectypes.Summoner = 0;
	//MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0x01; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
	//MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathSpectypes.KurastSewers = 0;
	//MWConfig_Script.push(["NTTravincal.ntj", 5]);
	//MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = false;
	//MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 5; MWConfig_SuperChestAreas = ["Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar"];
	//MWConfig_Script.push(["NTNihlathak.ntj", 5]); MWConfig_ClearPathSpectypes.Nihlathak = 0; NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = false;
	//MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
	//MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; MWConfig_IgnoreSealOpeningErrors = false; MWConfig_FastDia = true;

	// *****************************************************
	
	//------------------------------------------------------------------------------
	// Available Scripts
	//------------------------------------------------------------------------------
	/* NOTE:
	// The scripts below are actually commented out; to add a script, copy one of the lines below and add it to the current schedule above. ;)
	// You should also get yourself a decent editor that supports syntax highlighting for JavaScript, I'd recommend Notepad++. (http://notepad-plus-plus.org/download/)
	// *********************** Act I ***********************
	
	MWConfig_Script.push(["NTMausoleum.ntj", 10]); MWConfig_ClearPathSpectypes.Mausoleum = 0; MWConfig_ClearAreaSpectypes.Mausoleum = 0x01; NTConfig_KillBloodRaven = true;
	MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true;
	MWConfig_Script.push(["NTHole.ntj", 10]); MWConfig_ClearPathSpectypes.Hole = 0; MWConfig_ClearAreaSpectypes.Hole = 0x01; NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
	MWConfig_Script.push(["NTTreehead.ntj", 10]);
	MWConfig_Script.push(["MWColdcrow.ntj", 10]); MWConfig_ClearCaveMode = 0; // 0: Only kill coldcrow; 1: Clear Cave Level 1; 2: Clear both Cave Level 1 & 2
	MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearPathSpectypes.Countess = 0; MWConfig_ClearAreaSpectypes.Countess = 0;
	MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathSpectypes.Pit = 0; MWConfig_ClearAreaSpectypes.Pit = 0x01; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
	MWConfig_Script.push(["NTAndariel.ntj", 10]);
	
	// *********************** Act II **********************
	
	MWConfig_Script.push(["NTRadament.ntj", 10]); MWConfig_ClearPathSpectypes.Radament = 0;
	MWConfig_Script.push(["MWMaggotsLair.ntj", 10]); MWConfig_ClearPathSpectypes.MaggotsLair = 0; MWConfig_ClearAreaSpectypes.MaggotsLair = 0x01;
	MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
	MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathSpectypes.Summoner = 0;
	MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathSpectypes.Duriel = 0;
	
	// ********************** Act III **********************
	
	MWConfig_Script.push(["MWFlayerJungle.ntj", 10]); MWConfig_ClearAreaSpectypes.FlayerJungle = 0x01;
	MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathSpectypes.KurastSewers = 0;
	MWConfig_Script.push(["MWKurastTemples.ntj", 5]); MWConfig_ClearPathSpectypes.KurastTemples = 0; MWConfig_ClearAreaSpectypes.KurastTemples = 0x01;
	MWConfig_Script.push(["NTTravincal.ntj", 5]);
	MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
	
	// *********************** Act IV **********************
	
	MWConfig_Script.push(["NTIzual.ntj", 5]); MWConfig_ClearPathSpectypes.Izual = 0;
	MWConfig_Script.push(["MWRiverOfFlame.ntj", 10]); MWConfig_ClearAreaSpectypes.RiverOfFlame = 0x01;
	MWConfig_Script.push(["NTHephasto.ntj", 10]); MWConfig_ClearPathSpectypes.Hephasto = 0;
	MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; MWConfig_IgnoreSealOpeningErrors = false; MWConfig_FastDia = true;
	
	// *********************** Act V ***********************
	
	MWConfig_Script.push(["MWAbbadon.ntj", 10]); MWConfig_ClearPathSpectypes.Abbadon = 0; MWConfig_ClearAreaSpectypes.Abbadon = 0x01;
	MWConfig_Script.push(["MWPitOfAcheron.ntj", 10]); MWConfig_ClearPathSpectypes.PitOfAcheron = 0; MWConfig_ClearAreaSpectypes.PitOfAcheron = 0x01;
	MWConfig_Script.push(["MWInfernalPit.ntj", 10]); MWConfig_ClearPathSpectypes.InfernalPit = 0; MWConfig_ClearAreaSpectypes.InfernalPit = 0x01;
	MWConfig_Script.push(["MWHallsOfPain.ntj", 15]); MWConfig_ClearAreaSpectypes.HallsOfPain = 0x01; MWConfig_ClearHallsOfAnguish = true;
	MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false; MWConfig_SkipOnTombVipers = true;
	MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
	MWConfig_Script.push(["NTThreshSocket.ntj", 5]); MWConfig_ClearPathSpectypes.ThreshSocket = 0;
	MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); MWConfig_ClearPathSpectypes.FrozenRiver = 0; MWConfig_ClearAreaSpectypes.FrozenRiver = 0x01;
	MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); MWConfig_ClearPathSpectypes.GlacialTrail = 0; MWConfig_ClearAreaSpectypes.GlacialTrail = 0x01; 
	MWConfig_Script.push(["NTIcyCellar.ntj", 5]); MWConfig_ClearPathSpectypes.IcyCellar = 0; MWConfig_ClearAreaSpectypes.IcyCellar = 0x01;
	MWConfig_Script.push(["NTNihlathak.ntj", 5]); MWConfig_ClearPathSpectypes.Nihlathak = 0; NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
	MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); MWConfig_ClearAreaSpectypes.WorldstoneKeep = 0x01; MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = true;
	MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true; MWConfig_ClearPathSpectypes.Baal = 0;
	
	// *********************** Misc ************************
	
	MWConfig_Script.push(["MWAuraStack.ntj", 10]); MWConfig_StackRepetitions = 100; MWConfig_ResetMercWeaponAfterStacking = false;
	MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 10; MWConfig_SuperChestAreas = ["Cave Level 2", "Mausoleum", "Hole Level 2", "Pit Level 2", "Sewers Level 3", "Halls of the Dead Level 2", "Stony Tomb Level 2", "Maggot's Lair Level 3", "Ancient Tunnels", "Tal Rasha's Tomb", "Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Sewers Level 2", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar", "Halls of Pain"];
	MWConfig_Script.push(["MWRush.ntj", 0]); MWConfig_IsRusher = true;
	MWConfig_Script.push(["MWWaypointCatcher.ntj", 0]); MWConfig_WaypointCatcherActs = [1, 2, 3, 4, 5]; MWConfig_TPWaypoints = true; MWConfig_SkipHallsOfPain = true; MWConfig_ClearWaypointPaths = false; 
	MWConfig_Script.push(["MWIdleMode.ntj", 0]); MWConfig_IdleModeRuntime = 5; // Runtime in Minutes
	MWConfig_Script.push(["NTCows.ntj", 10]);
	MWConfig_Script.push(["MWBloodyRejuvs.ntj", 10]);
	MWConfig_Script.push(["MWOrganHarvest.ntj", 10]); MWConfig_EnterInvalidUberPortals = true; MWConfig_PauseOnLackOfKeys = false; MWConfig_IntendedUberPortal = 0; // Matron's Den: 133; Forgotten Sands: 134; Furnace Of Pain: 135;
	MWConfig_Script.push(["MWUberTristram.ntj", 10]); MWConfig_PauseOnLackOfOrgans = false; MWConfig_PauseOnKeptTorch = false;
	MWConfig_Script.push(["MWAnyasBargain.ntj", 10]); MWConfig_ShoppingMinGold = 500000; MWConfig_ShoppingAttempts = 200;
	
	// ************ Leech and friends by lanara ************

	MWConfig_Script.push(["NTDiabloLeechFight.ntj", 10]); MWConfig_StartAtStar = true; MWConfig_EnterUnsafeTP = true; NTConfig_PreBuff = true; MWConfig_IgnoreSealOpeningErrors = true; NTConfig_Leader = "LeaderNameGoesHere";
	MWConfig_Script.push(["NTBaalLeech.ntj", 10]); NTConfig_KillBaal = true; MWConfig_EnterUnsafeTP = false; NTConfig_Leader = "LeaderNameGoesHere";
	MWConfig_Script.push(["NTBaalLeechFight.ntj", 10]); NTConfig_KillBaal = true; MWConfig_DoBaalPreAttack = true; MWConfig_EnterUnsafeTP = true; NTConfig_Leader = "LeaderNameGoesHere";
	
	*/
	//------------------------------------------------------------------------------
	// Misc Configuration
	//------------------------------------------------------------------------------
	
	NTConfig_SkipHealLife = 60;		// If you have more than this percent of life, you won't go to a healer.
	NTConfig_SkipHealMana = 40;		// If you have more than this percent of mana, you won't go to a healer
	NTConfig_UseMerc = true;		// Set to true if you use a mercenary, will revive merc at a reviver npc.

	// Exit game or to reset your Enigma if Teleport skill is missing (due to identifying an item having +x to Teleport [Sorceress only]). WARNING: Activating this feature may - though not likely will - result in the loss of your enigma. Use at your own risk and make sure your char has sufficient strength!
	// 0: Don't do anything; 1: Reset armor; 2: Exit game
	MWConfig_ResetArmorMode = 2;

	//------------------------------------------------------------------------------
	// Potion Configuration
	//------------------------------------------------------------------------------
	
	NTConfig_LifeThresh = 70;		// Drink a normal potion if under this percent of life.
	NTConfig_LifeRejuvThresh = 60;	// Drink a rejuvenation potion if under this percent of life.
	NTConfig_ManaThresh = 30;		// Drink a normal potion if under this percent of mana.
	NTConfig_ManaRejuvThresh = 0;	// Drink a rejuvenation potion if under this percent of mana.
	
	NTConfig_MercLifeThresh = 50;	// This is the threshold to use a life potion on your merc in percent.
	NTConfig_MercRejuvThresh = 30;	// This is the threshold to use a rejuv potion on your merc in percent.
	
	//------------------------------------------------------------------------------
	// Chicken Configuration
	//------------------------------------------------------------------------------
	
	// This is your chicken life. If you go below this threshhold, your char will exit the game. You can either enter a percentage (1-100), an absolute threshold (>100) or 0 to deactivate life chicken.
	NTConfig_LifeChicken = 30;
	// This is your chicken mana. If you go below this threshhold, your char will exit the game. You can either enter a percentage (1-100), an absolute threshold (>100) or 0 to deactivate mana chicken.
	NTConfig_ManaChicken = 0;
	// This is your merc's chicken life in percent. If your merc goes below this threshhold, your char will exit the game.
	NTConfig_MercChicken = 0;
	// Whether or not to disable chicken when you pause the bot.
	MWConfig_DisableChickenOnPause = true;
	
	//------------------------------------------------------------------------------
	// Inventory Configuration
	//------------------------------------------------------------------------------
	
	// Each number represents a slot in your inventory.
	// Set to 0 if the slot and its content must not be touched.
	// Set to 1 to allow access to this slot.
	// Set to 2 to select the slot that is used for storing keys. (if keys are kept at another slot, your char will try to move them)
	NTConfig_Columns[0] = [1,1,1,1,1,1,1,1,0,0];
	NTConfig_Columns[1] = [1,1,1,1,1,1,1,1,0,0];
	NTConfig_Columns[2] = [1,1,1,1,1,1,1,0,0,0];
	NTConfig_Columns[3] = [1,1,1,1,1,1,1,0,0,0];
	
	// Number of free columns. If less full columns are free stashing is set. Call SetFreeColumns(NTConfig_Columns) to always stash right away (recommended).
	NTConfig_FreeSpace = SetFreeColumns(NTConfig_Columns);

	// Maximum gold amount carried before going to stash.
	NTConfig_MinGoldToStash = 100000;
	
	// Set to true if your char is supposed to carry, buy and pick up keys. You do not need to add keys to your .nip files, they will be picked up anyway if this is set to true.
	MWConfig_CarryKeys = true;

	//------------------------------------------------------------------------------
	// Belt Configuration
	//------------------------------------------------------------------------------
		
	// Available types : "hp" = health, "mp" = mana, "rv" = rejuvenation.
	// Define how many columns are used for each potion type.
	MWConfig_BeltColType["hp"].Columns = 1;
	MWConfig_BeltColType["mp"].Columns = 1;
	MWConfig_BeltColType["rv"].Columns = 2;
	
	// Define minimum number of potions per column. If the actual number of potions in a column is below this value, your char will visit a merchant when in town in order to buy potions.
	MWConfig_BeltColType["hp"].MinPots = 3;
	MWConfig_BeltColType["mp"].MinPots = 3;

	// Visit Town and buy potions if your char lacks mana when trying to loot a corpse or teleport.
	MWConfig_BuyPotionsOnLackOfMana = true;
	
	// Set to true to replace low quality potions with higher quality potions that just dropped.
	MWConfig_ReplaceLowQualityPotions = true;

	//-----------------------------------------------------------------------------------
	// NipFile Configuration
	//-----------------------------------------------------------------------------------
	NTConfig_NIPFilePath.push("shoping/shoping.nip");
	NTConfig_NIPFilePath.push("private/normal.nip");
	NTConfig_NIPFilePath.push("private/magic_rare.nip");
	NTConfig_NIPFilePath.push("private/set.nip");
	NTConfig_NIPFilePath.push("private/unique.nip");
	NTConfig_NIPFilePath.push("private/craft.nip");
	NTConfig_NIPFilePath.push("private/temp.nip");
	
	//------------------------------------------------------------------------------
	// Pickit Configuration
	//------------------------------------------------------------------------------
	
	// Radius to check for dropped items. NOTE: The maximum is at about ~75, entering higher values will not have any effect.
	NTConfig_SnagRange = 70;
	
	// Set to true to check for dropped items whenever you kill a monster. (Recommended value to avoid crashes: false)
	MWConfig_PickItemsInstantly = true;
	
	//------------------------------------------------------------------------------
	// Chest Configuration
	//------------------------------------------------------------------------------
	
	// Select which containers shall be looted. 0: None; 1: Super Chests, 2: All
	MWConfig_OpenContainerMode = 2;
	
	// Set to true to check for dropped items right after opening a chest. NOTE: This will slow down your runs and therefore should definately be set to false when doing private games.
	MWConfig_PickChestLootsInstantly = false;
	
	// This is the range being checked for chests after clearing an area or room. NOTE: You should not set this too high, 30 is a good value.
	MWConfig_OpenChestsRange = 30;
	
	// If you do not like to open chests in a certain area, you can its areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
	// MWConfig_ChestExceptions.push(<areaid1>, <areaid2>, <areaidn>);
	
	//------------------------------------------------------------------------------
	// Cubing Configuration
	//------------------------------------------------------------------------------
	
	// Set to true to enable cubing and crafting. NOTE: The recipes are added in the global config by default. If you like to craft certain recipe only using this very char, add those recipes below.
	NTConfig_Cubing = false;
	
	//------------------------------------------------------------------------------
	// General Configuration
	//------------------------------------------------------------------------------
	
	// Set to true to activate public mode. By activating public mode, your char will form a party, open TPs and do some chat outputs when running certain bot scripts.
	NTConfig_PublicMode = false;

	// Set to true to exit the game instantly if the game is public. This may happen sometimes due to an error pasting the password correctly.
	MWConfig_ExitGameOnMissingPassword = false;
	
	// Set to true to exit the game when another player expresses hostility towards you.
	me.quitonhostile = true;
	
	// This is the maximum time in seconds your char will remain in a single game. Set to 0 to stay in game infinitely.
	me.maxgametime = 3000;
	
	// This is the minimum time in seconds for your char to remain in a single game. Your char will not exit the game before this time elapsed.
	me.mingametime = 0;
	
	//------------------------------------------------------------------------------
	// Automule Configuration
	//------------------------------------------------------------------------------	
	
	// Set to true to enable auto mule.
	MWConfig_Automule.Activated = false;
	
	// The maximum stash load in percent before auto mule is triggered.
	MWConfig_Automule.MaxLoad = 95;
	
	// Set to true to show your stash's current load whenever managing stash.
	MWConfig_Automule.ShowCurrentLoad = false;
	
	// Set to true to finish your current game before muling, otherwise the game is left right away in case your stash is full.
	MWConfig_Automule.FinishGame = true;
	
	// Define which items are not to be touched when muling.
	MWConfig_Automule.DontMule.push("mule/dont_mule.nip");
	MWConfig_Automule.DontMule.push("mule/gems.nip");
	
	//------------------------------------------------------------------------------
	// Shrine Configuration
	//------------------------------------------------------------------------------
	
	// Set to true to activate nearby shrines. Shrines will only be activated if it is actually useful.
	MWConfig_ActivateNearbyShrines = true;
	
	// If you would like to skip shrines in a certain area, you can its areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
	// MWConfig_ShrineExceptions.push(<areaid1>, <areaid2>, <areaidn>);
	
	//------------------------------------------------------------------------------
	// Precast Configuration
	//------------------------------------------------------------------------------
	
	// Your precast skills can be defined in the array below. NOTE: Battle Command, Battle Orders and Shout will be cast automatically. Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl".
	MWConfig_PrecastSkills = [MWS_HOLY_SHIELD];
	
	// Set this to true if you would like to switch slots right after casting BC, BO and Shout. If set to false, your char will remain with the BO Slot until the whole precast procedure is done.
	MWConfig_SwitchSlotsAfterBoPrecast = true;
	
	//------------------------------------------------------------------------------
	// Attack Configuration
	//------------------------------------------------------------------------------
	
	// Specify your attack skills below. NOTE: Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl".
	NTConfig_AttackSkill[0] = -1;					// This skill is used once whenever attacking a new target. Set to -1 to deactivate.
	NTConfig_AttackSkill[1] = MWS_BLESSED_HAMMER;	// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_CONCENTRATION;	// Primary aura to bosses. Set to -1 to deactivate.
	NTConfig_AttackSkill[3] = MWS_BLESSED_HAMMER;	// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_CONCENTRATION;	// Primary aura to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = MWS_HOLY_BOLT;		// Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
	NTConfig_AttackSkill[6] = MWS_CONCENTRATION;	// Secondary aura. Set to 0 not to activate any aura.
	NTConfig_AttackSkill[7] = MWS_SALVATION;		// Aura to be used against Uber Mephisto. Set to -1 to deactivate.
	
	// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.
	NTConfig_ClearPosition = false;
	
	// Set to true to clear area when killing a boss and the position is crowded by monsters. NOTE: Setting this to true may cause NTA_KillMonster() to fail way more often.
	MWConfig_ClearBossPosition = false;
	
	// This is the number of attacks to be performed before the the character tries to move to another position. Set to 0 not to reposition.
	MWConfig_AttacksBeforeRepositioning = 25;

	// Define a time limit for your attacks for each type of monster.
	MWConfig_AttackTimeLimit[0] = 20;	// Maximum time in seconds to attack a normal monster
	MWConfig_AttackTimeLimit[1] = 120;	// Maximum time in seconds to attack a super unique monster
	MWConfig_AttackTimeLimit[2] = 30;	// Maximum time in seconds to attack a champion
	MWConfig_AttackTimeLimit[3] = 120;	// Maximum time in seconds to attack a bosse
	MWConfig_AttackTimeLimit[4] = 30;	// Maximum time in seconds to attack a minion
	
	// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
	MWConfig_CheckImmunitySkills = [];
	
	// Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above.
	// 0: Don't do anything. (D2NT default)
	// 1: Get close to the monster.
	// 2: Skip the monster.
	// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
	NTConfig_BehaviourOnImmuneMonster = 0;
	
	NTConfig_AttackSkill[8] = -1;	// Skill to be used against user defined immunes.
	NTConfig_AttackSkill[9] = -1;	// Untimed Skill to be used against user defined immunes.
	
	// Activate Redemption if your health is lower than this percentage. Set to 0 not to use Redemption.
	NTConfig_UseRedemptionHP = 80;
	
	// Activate Redemption if your health is lower than this percentage. Set to 0 not to use Redemption.
	NTConfig_UseRedemptionMP = 60;
	
	// Select whether or not you'd like to swap slots right before killing a boss in order to benefit from some extra MF in your second slot. 
	// The first element can either be the classid of the target or its name (case insensitive), second element is the life threshold in percent.
	//MWConfig_SlotSwapMonsters.push([156, 50]); // Andariel, 50%
	//MWConfig_SlotSwapMonsters.push([211, 20]); // Duriel, 20%
	//MWConfig_SlotSwapMonsters.push([242, 20]); // Mephisto, 20%
	//MWConfig_SlotSwapMonsters.push([243, 20]); // Diablo, 20%
	//MWConfig_SlotSwapMonsters.push([544, 15]); // Baal, 15%

	// Check self safe in field (NOT in town). Set to 0 if you won't.
	// 0x01 : Potion
	// 0x02 : Poison
	// 0x04 : Amplify Damage
	// 0x08 : Weaken
	// 0x10 : Iron Maiden
	// 0x20 : Decrepify
	// 0x40 : Lower Resist
	NTConfig_CheckSelfSafe = 0;

	// Check merc's safe in field (NOT in town). Set to 0 if you won't.
	// 0x01 : Death
	// 0x02 : Poison
	// 0x04 : Amplify Damage
	// 0x08 : Weaken
	// 0x10 : Iron Maiden
	// 0x20 : Decrepify
	// 0x40 : Lower Resist
	NTConfig_CheckMercSafe = 0x01;
}
Danke im vorraus

Viele Grüße

gehen
gehen is offline  
Old 04/08/2012, 21:08   #200
 
kal_el's Avatar
 
elite*gold: 0
Join Date: Jan 2009
Posts: 7,310
Received Thanks: 2,205
haste den bot mal neu gestartet nachdem einfügen von dem teil?
das is erstmal pflicht.
kal_el is offline  
Old 04/09/2012, 10:50   #201
 
elite*gold: 0
Join Date: Mar 2012
Posts: 10
Received Thanks: 0
Quote:
Originally Posted by kal_el View Post
haste den bot mal neu gestartet nachdem einfügen von dem teil?
das is erstmal pflicht.
Ja habe ich und es steht immer noch nur "Running N" und der bot bleibt immer noch nur in der Stadt stehen..

jetzt startet er sagt aber es gibt Errors im Script 2

line 84,87,90,93,96,99,102,107,129,131,133,135,139,144

und außerdem steht überall folgendes:
Exception: Invalid NIP Keyword
gehen is offline  
Old 04/09/2012, 11:22   #202
 
mirkoregge's Avatar
 
elite*gold: 0
Join Date: Jan 2009
Posts: 3,170
Received Thanks: 1,191
Nimm einfach den Sternloopers, da ist das Script schon integriert. Hatte es auch mal am laufen. Verwendest du den Muddys?
mirkoregge is offline  
Old 04/09/2012, 12:43   #203
 
elite*gold: 0
Join Date: Mar 2012
Posts: 10
Received Thanks: 0
Quote:
Originally Posted by mirkoregge View Post
Nimm einfach den Sternloopers, da ist das Script schon integriert. Hatte es auch mal am laufen. Verwendest du den Muddys?
Ja verwende ich. Ich habs selbst hinbekommen nur ein problem habe ich noch er geht immer zu Malah er soll aber nur Anya besuchen was mache ich falsch?
gehen is offline  
Old 04/09/2012, 13:07   #204
 
mirkoregge's Avatar
 
elite*gold: 0
Join Date: Jan 2009
Posts: 3,170
Received Thanks: 1,191
entprechende npc aktivieren:
Quote:
// shop npc number£¬can shop multi npc, just need push npc number uself.
var shop_npcNumber = new Array();
//shop_npcNumber.push( 1 );
//shop_npcNumber.push( 2 );
//shop_npcNumber.push( 3 );
//shop_npcNumber.push( 4 );
//shop_npcNumber.push( 5 );
//shop_npcNumber.push( 6 );
//shop_npcNumber.push( 7 );
//shop_npcNumber.push( 8 );
//shop_npcNumber.push( 9 );
//shop_npcNumber.push( 10 );
//shop_npcNumber.push( 11 );
shop_npcNumber.push( 12 );
//shop_npcNumber.push( 13 );
//shop_npcNumber.push( 14 );
// Act 1: Akara(1), Charsi(2), Gheed(3)
// Act 2: Drognan(4), Fara(5), Elzix(6)
// Act 3: Ormus(7), Hratli(8), Asheara(9)
// Act 4: Jamella(10), Halbu(11)
// Act 5: Anya(12), Larzuk(13), Malah(14)
Dein char wird am Anfang des Games Tränke, TP-Rollen und Keys nachkaufen
mirkoregge is offline  
Thanks
1 User
Old 04/09/2012, 16:05   #205
 
elite*gold: 0
Join Date: Mar 2012
Posts: 10
Received Thanks: 0
Quote:
Originally Posted by mirkoregge View Post
entprechende npc aktivieren:


Dein char wird am Anfang des Games Tränke, TP-Rollen und Keys nachkaufen
Jetzt Funktioniert es.... Nur weil ich kein Tp-Buch hatte -.-

Vielen Dank
gehen is offline  
Old 04/15/2012, 21:31   #206
 
digeest's Avatar
 
elite*gold: 0
Join Date: Jul 2010
Posts: 50
Received Thanks: 12
thx
digeest is offline  
Old 07/07/2012, 16:22   #207
 
elite*gold: 0
Join Date: Apr 2010
Posts: 8
Received Thanks: 1
hi

hab mal ne frage ist das normal das er zu anya geht kurz das den shop aufmacht nix anklickt oder zu waffen wechselt und dann zum portal geht?

mfg
Daniel

edit: ok hab dann doch was gefunden nach noch längeren suchen^^
er blättert nicht wenn er den shop von zb. anya öffnet nur wenn er was gefunden hat..
daniel4711 is offline  
Reply


Similar Threads Similar Threads
Shopbot
08/28/2010 - Metin2 - 16 Replies
tagchen ich suche nen shopbot der mir zB 20 pm's in den laden zieht für zB 1kk ich hatte mal einen der hieß shopbot by chrisbin aber den find ich jetzt nicht mehr ich hoffe ihr könnt mir da einen suchen oder wisst wo einer ist lg oops:mofo:
d2nt shopbot?
08/23/2010 - Diablo 2 - 4 Replies
gibt es eigentlich einen? hab bisher keinen sichten können. btw, wenn ich mehrere bots laufen lasse, wo müssen die versch. cdkey.mpqs hin?
d2nt shopbot probleme
05/23/2010 - Diablo 2 - 6 Replies
^^ hallo leute habe ne frage meine shopbots finden nix ;( ich glaube der fehler ist meine pickit ! bitte schaut sie mal an und helft mir den fehler zu finden . ich danke euch ^^
D2nt Shopbot Pickit _HELP_
05/20/2010 - Diablo 2 - 6 Replies
ich bräuchte hilfe zum thema d2nt shopbot. wo soll ich shoppen oO? Könnte denk ich mal eine neue (gute) Pickit für shopbot gebrauchen er shopped auch im moment nur bei Anya.... is das gut? o.O
D2NT Modded By Cybervirus + SHOPBOT???
09/16/2009 - Diablo 2 - 4 Replies
Hi botter freunde! Ist irgendwer in der lage eine sequence fuer den D2NT modded by Cybervirus zu schreiben, sodass er Anya und larzuk farmed??? Also natuerlich fuer gz magic items, die pickits, sofern nicht vorhanden, waeren kein problem, das bekomme ich noch hin! Aber der rest... Das kann doch bestimmt net so schwer sein wenn man ein bischen in der materie steckt?? Ich hab echt kein bock auf kuk bot :P Ich denke die existenz dieser sequence waere bestimmt nicht nur in meinem interesse...



All times are GMT +2. The time now is 02:51.


Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2024 elitepvpers All Rights Reserved.