habs mal umgestellt nur macht die sorc immer noch kein ms
MWConfig_PrecastSkills = [MWS_FROZEN_ARMOR, MWS_ENCHANT];
MWConfig_PrecastSkills = [MWS_FROZEN_ARMOR, MWS_ENCHANT];
/** * This file was modified by [email][Only registered and activated users can see links. Click Here To Register...][/email] * Check the programming section for updates and further scripts * Last Update: 12/18/2010 * * Hotkey Reference NTBot: * * Pause/Break - Pause the current script * Page up (PgUp) - Skip to the next script * Page down (PgDn) - Repeat the previous script * Home (Pos1) - Show your current coordinates and area id * End - Delete current XML Logfile * Insert (Ins) - Log all items on your char to XML or TXT * Delete (Del) - Exit Game * * Backspace - Shows the item level and some .nip specific information for items that match your current.nip files; The item(s) have to be located in your horadric cube when you press backspace! * NipCheckID Reference: -1 - The item migh might be useful, but has to be identified first * 0 - The item does NOT match any .nip line and is therefore trashed * 1 - The item matches at least one .nip line and is stashed - Additional console output: corresponding .nip line, corresponding .nip line in JavaScript code, the name of the .nip file that contains the line and the line number * (true) - The item is kept for cubing * (false) - The item is NOT kept for cubing */ var NTConfig_UseRedemptionHP; var NTConfig_UseRedemptionMP; function NT_LoadConfig(1) { //------------------------------------------------------------------------------ // // Run Configuration // //------------------------------------------------------------------------------ // Script activation reference: MWConfig_Script.push([<ScriptName>, <Script Runtime in Minutes (0 is infinite)>]); // ***************** Current schedule ****************** MWConfig_Script.push(["NTAndariel.ntj", 10]); MWConfig_Script.push(["NTCountess.ntj", 10]); MWConfig_ClearCountessRooms = true; //MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all //MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true; //MWConfig_Script.push(["MWSewers.ntj", 10]); MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true; MWConfig_Script.push(["NTTravincal.ntj", 10]); MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_StartAtStar = false; // false: start at entrance, true: start at star MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true; MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = false; MWConfig_SkipBaalOnSouls = false; //MWConfig_Script.push(["MWWorldstoneKeep.ntj", 15]); MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = false; //MWConfig_Script.push(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true; // ***************************************************** //------------------------------------------------------------------------------ // Available Scripts //------------------------------------------------------------------------------ /* // *********************** Act I *********************** //MWConfig_Script.push(["NTMausoleum.ntj", 10]); NTConfig_KillBloodRaven = true; //MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true; //MWConfig_Script.push(["NTHole.ntj", 10]); NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all //MWConfig_Script.push(["NTTreehead.ntj", 10]); MWConfig_Script.push(["NTCountess.ntj", 10]); MWConfig_ClearCountessRooms = true; //MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; 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_Script.push(["NTColdworm.ntj", 10]); //MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnels = true; MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true; //MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDuriel = true; // ********************** Act III ********************** MWConfig_Script.push(["MWFlayerJungle.ntj", 10]); MWConfig_Script.push(["NTAct3Sewers.ntj", 10]); NTConfig_ClearA3SewersLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all MWConfig_Script.push(["MWSewers.ntj", 10]); MWConfig_Script.push(["NTKurastTravel.ntj", 10]); MWConfig_Script.push(["NTTravincal.ntj", 10]); MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true; // *********************** Act IV ********************** MWConfig_Script.push(["NTIzual.ntj", 10]); MWConfig_Script.push(["NTHephasto.ntj", 10]); MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_StartAtStar = false; // false: start at entrance, true: start at star // *********************** Act V *********************** MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true; MWConfig_Script.push(["NTThreshSocket.ntj", 10]); MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); NTConfig_ClearFrozenRiver = false; MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); NTConfig_ClearGlacialTrail = false; MWConfig_Script.push(["NTIcyCellar.ntj", 10]); NTConfig_ClearIcyCellar = false; MWConfig_Script.push(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true; MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = true; MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; // *********************** Misc ************************ 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]); */ //------------------------------------------------------------------------------ // Misc Configuration //------------------------------------------------------------------------------ NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer NTConfig_SkipHealMana = 70; // 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. NTConfig_ResetWeapon = false; // Set to true to reset weapon when reviving merc MWConfig_ResetArmor = false; // Reset Enigma if Teleport Skill is missing (Note: Activating this function may - though not likely will - lead to the loss of your enigma; Use at your own risk!) //------------------------------------------------------------------------------ // Chicken Configuration //------------------------------------------------------------------------------ NTConfig_LifeThresh = 60; // Drink a normal potion if under this percent of life. NTConfig_LifeRejuvThresh = 50; // 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_LifeChicken = 35; // This is your chicken life percent. If you go below this life total, exit game. NTConfig_ManaChicken = 0; // This is your chicken mana percent. If you go below this mana total, exit game. 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. NTConfig_MercChicken = 0; // This is your mercs chicken life percent. If he goes below this, exit game. MWConfig_UseChickenLog = false; // Creates a logfile in case of chicken including useful information such as nearby monsters, negative/positive effects, potions etc. // Note: This function may delay chickens and is likely to cause chicken counter errors, use at your own risk //------------------------------------------------------------------------------ // Inventory Configuration //------------------------------------------------------------------------------ NTConfig_FreeSpace = 5; // Number of free columns. If less full columns are free stashing is set. // The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it. NTConfig_Columns[0] = [1,1,1,1,1,0,0,0,0,0]; NTConfig_Columns[1] = [1,1,1,1,1,0,0,0,0,0]; NTConfig_Columns[2] = [1,1,1,1,1,0,0,0,0,0]; NTConfig_Columns[3] = [1,1,1,1,1,0,0,0,0,0]; NTConfig_MinGoldToStash = 200000; // Maximum gold amount carried before going to stash //---------------------------------------------------------------------------------------------- // Type of potion used in each belt column // Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too. // Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice. // Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types). // Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns). // To use rejuvenations only, put "rv" in all columns. //---------------------------------------------------------------------------------------------- NTConfig_BeltColType[0] = "hp"; NTConfig_BeltColType[1] = "mp"; NTConfig_BeltColType[2] = "rv"; NTConfig_BeltColType[3] = "rv"; MWConfig_BuyPotionsOnLackOfMana = true; // Visit Town if your char lacks mana while trying to loot a corpse or to teleport //----------------------------------------------------------------------------------- // NipFile Configuration //----------------------------------------------------------------------------------- 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 //------------------------------------------------------------------------------ NTConfig_SnagRange = 60; // Radius to check for dropped items. 40 is a good number here MWConfig_PickItemsInstantly = false; // Pickup items instantly whenever a monster is killed MWConfig_MinimumTpScrollCount = 10; // Minimum amount of TP scrolls in tome before the char starts picking them MWConfig_MinimumIdScrollCount = 10; // Minimum amount of ID scrolls in tome before the char starts picking them //------------------------------------------------------------------------------ // Chest Configuration //------------------------------------------------------------------------------ NTConfig_OpenChest = true; // Set to true to open chest (mostly super unique chests) MWConfig_OpenAllNearbyChests = true; // Open any kind of chest or lootable object nearby MWConfig_PickChestLootsInstantly = false; // Wether to pickup items each time a chest is opened; true: pickup items after every single chest; false: pickup items after opening all nearby chests first MWConfig_OpenChestsRange = 30; // Default range to check for chests // If you don't wish to open chests in a certain area, add it's areaid to MWConfig_ChestExceptions - Check the file "areas.txt" in the sdk folder to view all areaids //MWConfig_ChestExceptions.push(25); // Tower Cellar Lvl 5 //------------------------------------------------------------------------------ // Identification Configuration //------------------------------------------------------------------------------ MWConfig_IdentAtCain = false; // Identify items using cain (will only use cain, if you don't carry any items that are supposed to be kept unid) MWConfig_IdentAfterPickup = true; // Identify items after pickup using an ID tome MWConfig_MinItemsToIdent = 5; // Amount of unid items to carry before commencing ID process //------------------------------------------------------------------------------ // Itemlog Configuration //------------------------------------------------------------------------------ MWConfig_UseXMLItemlog = true; // Log kept and sold items additionally in an XML log file MWConfig_NipDebugMode = false; // Show additional info about the nip match in the Manager's itemlog MWConfig_LogSoldItems = false; // Show sold items in the manager's itemlog MWConfig_ShowGoldPickupsPerScript = true; // Shows how much gold was picked running the last script MWConfig_ShowGoldPickups = false; // Show Pickup message whenever gold is picked MWConfig_ShowPotionPickups = false; // Show Pickup message whenever a potion is picked MWConfig_LogStashToTxt = true; // Use a textfile instead of a XML file for logging your char's carried items; false: log to .xml, true: log to .txt MWConfig_LowestRuneToLog = 19; // Determine the lowest rune shown in the Manager's log (e.g. 0 to log every Rune above EL or 19 to log every rune above LEM) //------------------------------------------------------------------------------ // Cubing Configuration //------------------------------------------------------------------------------ NTConfig_Cubing = true; // Enable cubing MWConfig_ShowCubedGemsInCommonLog = false; // Whether cubed gems are supposed to be shown in common log // *********************** Misc *********************** //NTConfig_CubingItem.push([NTCU_ESSENCE, 653]); // Essences --> Token // ****************** Transmute Gems ****************** //NTConfig_CubingItem.push([NTCU_GEM, 560]); // Flawless Amethyst //NTConfig_CubingItem.push([NTCU_GEM, 565]); // Flawless Topaz //NTConfig_CubingItem.push([NTCU_GEM, 570]); // Flawless Saphire //NTConfig_CubingItem.push([NTCU_GEM, 575]); // Flawless Emerald //NTConfig_CubingItem.push([NTCU_GEM, 580]); // Flawless Ruby //NTConfig_CubingItem.push([NTCU_GEM, 585]); // Flawless Diamond //NTConfig_CubingItem.push([NTCU_GEM, 600]); // Flawless Skull //NTConfig_CubingItem.push([NTCU_MAGIC, 420]); // Magic Tiara //NTConfig_CubingItem.push([NTCU_MAGIC, 421]); // Magic Diadem // ************* Transmute magic and rares ************* //NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 605]); // Magic Grand Charm //NTConfig_CubingItem.push([MWCU_RARE, 421]); // Rare Diadem // ********************** Crafting ********************* //NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 382]); // Craft Heavy Bracers //NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]); // Craft Casque //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]); // Craft Armet //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]); // Craft Mesh Belt //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]); // Craft Mithril Coil //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]); // Craft Ring //NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_BOOTS, 455]); // Craft Wyrmhide Boots NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet //NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch //NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet // ****************** Transmute runes ****************** //NTConfig_CubingItem.push([NTCU_RUNE_THUL, 562]); // Transmute 3xTHUL --> 1xAMN //NTConfig_CubingItem.push([NTCU_RUNE_AMN, 557]); // Transmute 3xAMN --> 1xSOL //NTConfig_CubingItem.push([NTCU_RUNE_SOL, 567]); // Transmute 3xSOL --> 1xSHAEL //NTConfig_CubingItem.push([NTCU_RUNE_SHAEL, 577]); // Transmute 3xSHAEL --> 1xDOL //NTConfig_CubingItem.push([NTCU_RUNE_DOL, 572]); // Transmute 3xDOL --> 1xHEL //NTConfig_CubingItem.push([NTCU_RUNE_HEL, 582]); // Transmute 3xHEL --> 1xIO //NTConfig_CubingItem.push([NTCU_RUNE_IO, 563]); // Transmute 3xIO --> 1xLUM //NTConfig_CubingItem.push([NTCU_RUNE_LUM, 558]); // Transmute 3xLUM --> 1xKO //NTConfig_CubingItem.push([NTCU_RUNE_KO, 568]); // Transmute 3xKO --> 1xFAL //NTConfig_CubingItem.push([NTCU_RUNE_FAL, 578]); // Transmute 3xFAL --> 1xLEM //NTConfig_CubingItem.push([NTCU_RUNE_LEM, 573]); // Transmute 3xLEM --> 1xPUL //NTConfig_CubingItem.push([NTCU_RUNE_PUL, 583]); // Transmute 2xPUL --> 1xUM //NTConfig_CubingItem.push([NTCU_RUNE_UM, 564]); // Transmute 2xUM --> 1xMAL //NTConfig_CubingItem.push([NTCU_RUNE_MAL, 559]); // Transmute 2xMAL --> 1xIST //NTConfig_CubingItem.push([NTCU_RUNE_IST, 569]); // Transmute 2xIST --> 1xGUL //NTConfig_CubingItem.push([NTCU_RUNE_GUL, 579]); // Transmute 2xGUL --> 1xVEX //NTConfig_CubingItem.push([NTCU_RUNE_VEX, 574]); // Transmute 2xVEX --> 1xOHM //NTConfig_CubingItem.push([NTCU_RUNE_OHM, 584]); // Transmute 2xOHM --> 1xLO //NTConfig_CubingItem.push([NTCU_RUNE_LO, 565]); // Transmute 2xLO --> 1xSUR //NTConfig_CubingItem.push([NTCU_RUNE_SUR, 560]); // Transmute 2xSUR --> 1xBER //NTConfig_CubingItem.push([NTCU_RUNE_BER, 570]); // Transmute 2xBER --> 1xJAH //NTConfig_CubingItem.push([NTCU_RUNE_JAH, 580]); // Transmute 2xJAH --> 1xBER //NTConfig_CubingItem.push([NTCU_RUNE_CHAM, 575]); // Transmute 2xCHAM --> 1xZOD // ******************* Socket items ******************** // Primary item must inlcluded in one of your .nip Files NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 429]); // Socket Dusk Shroud NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 430]); // Socket Wyrmhide NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 431]); // Socket Scarab Husk NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 432]); // Socket Wire Fleece NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 433]); // Socket Diamond Mail NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 434]); // Socket Loricated Mail NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 435]); // Socket Bone Weave NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 436]); // Socket Great Hauberk NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 437]); // Socket Balrog Skin NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 438]); // Socket Hellforge Plate NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 439]); // Socket Kraken Shell NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 440]); // Socket Lacquered Plate NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 441]); // Socket Shadow Plate NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 442]); // Socket Sacred Armor NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 443]); // Socket Archon Plate //NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 200]); // Socket Berserker Axe NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 255]); // Socket Thresher NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 256]); // Socket Cryptic Axe //NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 257]); // Socket Great Poleaxe //NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 258]); // Socket Giant Thresher // ******************* Upgrade items ******************* //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_WEAPON, 295]);// Titan's Revenge : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 337]); // Magefist : Normal -> Exceptional //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 360]); // Skin of the Vipermagi : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 383]); // Magefist or Lava Gout : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 389]); // Gore Rider : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 477]); // Arreat's Face : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 481]); // Herald Of Zakarum : Exceptional -> Elite //------------------------------------------------------------------------------ // Gamble Configuration // To specify what items to gamble, adjust the array with the desired item codes //------------------------------------------------------------------------------ NTConfig_Gamble = true; // Enable gambling NTConfig_GambleStartGold = 3000000; // Gold amount to start the gambling NTConfig_GambleStopGold = 150000; // Gold amount to stop the gambling NTConfig_GambleItem.push(520); // Amulets NTConfig_GambleItem.push(522); // Rings NTConfig_GambleItem.push(418); // Circlets NTConfig_GambleItem.push(419); // Coronets //NTConfig_GambleItem.push(334); // Leather Gloves //NTConfig_GambleItem.push(335); // Heavy Gloves //NTConfig_GambleItem.push(336); // Chain Gloves //NTConfig_GambleItem.push(337); // Light Gauntlets //NTConfig_GambleItem.push(338); // Gauntlets //------------------------------------------------------------------------------ // General Configuration //------------------------------------------------------------------------------ MWConfig_AutoParty = false; // Always use AutoParty, even if not being in public mode NTConfig_PublicMode = false; // Enable auto party and create TPs when running baal or diablo MWConfig_ExitGameOnMissingPassword = false; // Exit the game if it is public due to an error pasting the password at game creation me.quitonhostile = false; // Exit the game if another player expresses hostility towards you MWConfig_GameErrorLimit = 3; // The maximum number of script errors that may occur before the char leaves the game me.maxgametime = 3000; // Time in seconds, maximum game length (0 is infinite) NTConfig_StartDelay = 0; // Delay time in milliseconds to start; NTConfig_AreaDelay = 500; // Delay time in milliseconds to change area; NTConfig_SnagDelay = 500; // Delay time in milliseconds to wait before starting picking items //------------------------------------------------------------------------------ // World Event Configuration //------------------------------------------------------------------------------ MWConfig_CheckSojSales = true; // If set to true, the bot will stop the current script and wait 5 minutes for every "x Stones of Jordan sold to Merchants" message. Your char will continue running in the same game, unless your me.maxgametime is not reached yet. NTConfig_CheckCloneDiablo = true; // Set to true if you want to wait in game after notifying "Diablo Walks the Earth" message. MWConfig_WorldEventAccount = ""; // Wisp this account in case of a world event or a soj sale every 10 minutes (leave blank not to wisp any account) MWConfig_WorldEventWaitTime = 0; // How long you want to wait in game in case of a world event in minutes (0 is infinite) //------------------------------------------------------------------------------ // Shrine Configuration //------------------------------------------------------------------------------ MWConfig_ActivateNearbyShrines = true; // Set to true if you'd like to use shrines (Note: Shrines will only be activated if it is actually useful) // If you don't wish to activate shrines in a certain area, add it's areaid to MWConfig_ShrineExceptions - Check the file "areas.txt" in the sdk folder to view all areaids //MWConfig_ShrineExceptions(108); // Chaos Sanctuary //------------------------------------------------------------------------------ // Attack Configuration //------------------------------------------------------------------------------ NTConfig_AttackSkill[0] = 0; // First skill. Set to 0 if you won't NTConfig_AttackSkill[1] = 112; // Primary skill to boss. NTConfig_AttackSkill[2] = 113; // Primary aura to boss. Set to 0 if you won't NTConfig_AttackSkill[3] = 112; // Primary skill to others. NTConfig_AttackSkill[4] = 113; // Primary aura to others. Set to 0 if you won't NTConfig_AttackSkill[5] = 101; // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't NTConfig_AttackSkill[6] = 113; // Secondary aura. Set to 0 if you won't NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss. // *************** Attack time limitation ************** // Every target will only be attacked for the time specified and is then skipped MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack normal monsters MWConfig_AttackTimeLimit[1] = 60; // Maximum time in seconds to attack super uniques MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack champions MWConfig_AttackTimeLimit[3] = 30; // Maximum time in seconds to attack bosses MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack minions // **************** Behaviour on immunes *************** MWConfig_CheckImmunitySkills = []; // Define the condition for a monster being immune; Add skill numbers (0-6) here; Example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3] NTConfig_BehaviourOnImmuneMonster = 0; // Determine what the char is supposed to do when encountering immune Monsters; 0: Don't do anything (D2NT standard), 2: Skip the Monster // 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; NTConfig_UseRedemptionHP = 80; // Use Redemption if under this percent of life. Set to 0 if you won't NTConfig_UseRedemptionMP = 60; // Use Redemption if under this percent of mana. Set to 0 if you won't }
Quote:
habs mal umgestellt nur macht die sorc immer noch kein ms
MWConfig_PrecastSkills = [MWS_FROZEN_ARMOR, MWS_ENCHANT];
I guess u took the config out of another bot, at least it must be a very old version or copy and paste of some scripts?? Especially the belt configuration isn't similar to Muddys last version!? Can it be?Quote:
Hi Mooh,Quote:
i have an item with +manashield on it in my 2nd weaponslot.
how do i make the bot cast it everytime before a run, like my frozen armor?
1. Kann man das auch im Channel sagen? Wäre dann einfacher umzusetzen. ;)Quote:
Da mein Post etwa 2 Seiten hinten liegen wollt ich nochmal Fragen aber dazu kommt noch eine neue Frage hinzu.
1. Frage ich möchte das der Bot wenn er im Channel/Imgame ist das er "/o igw" schreibt leider weiß ich nicht wie man das in den Script hinzufügt.
2. Frage seit dem ich von Bluebird's D2NT auf Muddy's umgestiegen bin kommt das Problem das mein D2 absackt also eingefroren bleibt, mit Bluebird's war nie das Problem. Ich weiß zwar nicht ob es damit Zutun haben könnte das ich Redvex (Fastmode) benutze obwohl sie gar keine Probleme machen müssten? Außerdem benutze ich zwei bots. 1x Paladin 1x Sorc...
Ich hoffe ihr könnt mir helfen.
mfG
Könntest du mal Testweise eine von den optisch anderen Fallen auswählen und die casten lassen, damit das absolut eindeutig ist?Quote:
jup bin ich ... es seidenn es gibt keinen nachvollziehbaren visuellen effekt, dass death-sentrys gecastet werden obwohl unten in der leiste nur die ganze zeit und ohne unterbrechung beim casten auf nilathak,
LS ausgewählt is ... zusätzlich bin ich mir ziemlich sicher,
dass die kadaver explosionen bei nila nur von ihm kommen und nich von mir ...k.p was da los is :\ hoffe mal es findet sich jemand der auch ne trap assa mit deinem script spielt und mal was dazu sagen kann
Lg
This is slightly more complicated...Quote:
i have an item with +manashield on it in my 2nd weaponslot.
how do i make the bot cast it everytime before a run, like my frozen armor?
function NTP_DoPrecast(refresh)
{
var _castBoTwice, _merc, _status, _initSlot;
var i;
_castBoTwice = false;
_status = 0;
_initSlot = -1;
if(_MWP_AttackSlot < 0)
MWP_SetBoSlot();
if(NTC_InTown())
return false;
if(refresh || !me.GetState(32) || !me.GetState(51) || me.classid == NTC_CHAR_CLASS_BARBARIAN && !me.GetState(26))
{
if(me.classid == NTC_CHAR_CLASS_BARBARIAN || _MWP_BoSlot > -1)
{
NTC_SwapWeapons(_MWP_BoSlot);
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Performing Precast...");
NTC_CastSkill(MWS_BATTLE_COMMAND, NTC_HAND_RIGHT); // Battle Command
NTC_CastSkill(MWS_BATTLE_ORDERS, NTC_HAND_RIGHT); // Battle Orders
if(me.classid == NTC_CHAR_CLASS_BARBARIAN)
NTC_CastSkill(MWS_SHOUT, NTC_HAND_RIGHT); // Shout
if(MWConfig_SwitchSlotsAfterBoPrecast)
NTC_SwapWeapons(_MWP_AttackSlot);
}
}
if(!MWConfig_PrecastSkills || MWConfig_PrecastSkills.length < 1)
return false;
if(_MWP_BoSlot == _MWP_AttackSlot && MWConfig_SwitchSlotsForPrecast)
{
_initSlot = me.weaponstab;
NTC_SwapWeapons();
}
switch(me.classid)
{
case NTC_CHAR_CLASS_AMAZON:
// Valkyrie
if(refresh && MWConfig_PrecastSkills.indexOf(MWS_VALKYRIE) > -1 && MWC_GetMinionCount(MWS_VALKYRIE) == 0)
{
if(NTC_CastSkill(MWS_VALKYRIE, NTC_HAND_RIGHT))
_castBoTwice = true;
}
break;
case NTC_CHAR_CLASS_SORCERESS:
// Thunder Storm
if(MWConfig_PrecastSkills.indexOf(MWS_THUNDER_STORM) > -1 && (refresh || !me.GetState(38)))
NTC_CastSkill(MWS_THUNDER_STORM, NTC_HAND_RIGHT);
// Energy Shield
if(refresh && MWConfig_PrecastSkills.indexOf(MWS_ENERGY_SHIELD) > -1)
NTC_CastSkill(MWS_ENERGY_SHIELD, NTC_HAND_RIGHT);
// Shiver Armor
if(MWConfig_PrecastSkills.indexOf(MWS_SHIVER_ARMOR) > -1 && (refresh || !me.GetState(88)))
NTC_CastSkill(MWS_SHIVER_ARMOR, NTC_HAND_RIGHT);
// Chilling Armor
else if(MWConfig_PrecastSkills.indexOf(MWS_CHILLING_ARMOR) > -1 && (refresh || !me.GetState(20)))
NTC_CastSkill(MWS_CHILLING_ARMOR, NTC_HAND_RIGHT);
// Frozen Armor
else if(MWConfig_PrecastSkills.indexOf(MWS_FROZEN_ARMOR) > -1 && (refresh || !me.GetState(10)))
NTC_CastSkill(MWS_FROZEN_ARMOR, NTC_HAND_RIGHT);
// Enchant
if(MWConfig_PrecastSkills.indexOf(MWS_ENCHANT) > -1)
{
_merc = NTC_GetMerc();
if(_merc && !_merc.GetState(16))
NTC_CastSkill(MWS_ENCHANT, NTC_HAND_RIGHT, _merc);
if(!me.GetState(16))
NTC_CastSkill(MWS_ENCHANT, NTC_HAND_RIGHT);
}
break;
case NTC_CHAR_CLASS_NECROMANCER:
// Bone Armor
if(MWConfig_PrecastSkills.indexOf(MWS_BONE_ARMOR) > -1)
{
if(me.GetStat(133) != 0)
_status = me.GetStat(132) / me.GetStat(133);
if(refresh && _status < 0.9 || me.GetStat(132) == 0 || _status < 0.4)
NTC_CastSkill(MWS_BONE_ARMOR, NTC_HAND_RIGHT);
}
if(refresh)
{
NTM_MoveTo(me.areaid, me.x + Random(-1, 1), me.y + Random(-1, 1));
// Clay Golem
if(MWConfig_PrecastSkills.indexOf(MWS_CLAY_GOLEM) > -1 && MWC_GetMinionCount(MWS_CLAY_GOLEM) == 0)
{
if(NTC_CastSkill(MWS_CLAY_GOLEM, NTC_HAND_RIGHT))
_castBoTwice = true;
}
// Blood Golem
else if(MWConfig_PrecastSkills.indexOf(MWS_BLOOD_GOLEM) > -1 && MWC_GetMinionCount(MWS_BLOOD_GOLEM) == 0)
{
if(NTC_CastSkill(MWS_BLOOD_GOLEM, NTC_HAND_RIGHT))
_castBoTwice = true;
}
// Fire Golem
else if(MWConfig_PrecastSkills.indexOf(MWS_FIRE_GOLEM) > -1 && MWC_GetMinionCount(MWS_FIRE_GOLEM) == 0)
{
if(NTC_CastSkill(MWS_FIRE_GOLEM, NTC_HAND_RIGHT))
_castBoTwice = true;
}
}
break;
case NTC_CHAR_CLASS_PALADIN:
// Holy Shield
if(MWConfig_PrecastSkills.indexOf(MWS_HOLY_SHIELD) > -1 && (refresh || !me.GetState(101)))
NTC_CastSkill(MWS_HOLY_SHIELD, NTC_HAND_RIGHT);
break;
case NTC_CHAR_CLASS_DRUID:
// Cyclone Armor
if(MWConfig_PrecastSkills.indexOf(MWS_CYCLONE_ARMOR) > -1 && (refresh || !me.GetState(151)))
NTC_CastSkill(MWS_CYCLONE_ARMOR, NTC_HAND_RIGHT);
// Hurricane
if(MWConfig_PrecastSkills.indexOf(MWS_HURRICANE) > -1 && (refresh || !me.GetState(144)))
NTC_CastSkill(MWS_HURRICANE, NTC_HAND_RIGHT);
// Oak Sage
if(MWConfig_PrecastSkills.indexOf(MWS_OAK_SAGE) > -1 && !me.GetState(149))
{
if(NTC_CastSkill(MWS_OAK_SAGE, NTC_HAND_RIGHT))
_castBoTwice = true;
}
// Heart of the Wolverine
else if(MWConfig_PrecastSkills.indexOf(MWS_HEART_OF_WOLVERINE) > -1 && !me.GetState(148))
{
if(NTC_CastSkill(MWS_HEART_OF_WOLVERINE, NTC_HAND_RIGHT))
_castBoTwice = true;
}
// Spirit of Barbs
else if(MWConfig_PrecastSkills.indexOf(MWS_SPIRIT_OF_BARBS) > -1 && !me.GetState(147))
{
if(NTC_CastSkill(MWS_SPIRIT_OF_BARBS, NTC_HAND_RIGHT))
_castBoTwice = true;
}
if(refresh)
{
for(i = 0; i < 5; i++)
{
// Raven
if(MWConfig_PrecastSkills.indexOf(MWS_RAVEN) > -1 && MWC_GetMinionCount(MWS_RAVEN) < MWC_GetMaxMinionCount(MWS_RAVEN))
NTC_CastSkill(MWS_RAVEN, NTC_HAND_RIGHT);
else
break;
}
for(i = 0; i < 5; i++)
{
// Summon Grizzly
if(MWConfig_PrecastSkills.indexOf(MWS_SUMMON_GRIZZLY) > -1 && MWC_GetMinionCount(MWS_SUMMON_GRIZZLY) == 0)
{
if(NTC_CastSkill(MWS_SUMMON_GRIZZLY, NTC_HAND_RIGHT))
_castBoTwice = true;
break;
}
// Dire Wolf
else if(MWConfig_PrecastSkills.indexOf(MWS_SUMMON_DIRE_WOLF) > -1 && MWC_GetMinionCount(MWS_SUMMON_DIRE_WOLF) < MWC_GetMaxMinionCount(MWS_SUMMON_DIRE_WOLF))
{
if(NTC_CastSkill(MWS_SUMMON_DIRE_WOLF, NTC_HAND_RIGHT))
_castBoTwice = true;
}
// Spirit Wolf
else if(MWConfig_PrecastSkills.indexOf(MWS_SUMMON_SPIRIT_WOLF) > -1 && MWC_GetMinionCount(MWS_SUMMON_SPIRIT_WOLF) < MWC_GetMaxMinionCount(MWS_SUMMON_SPIRIT_WOLF))
{
if(NTC_CastSkill(MWS_SUMMON_SPIRIT_WOLF, NTC_HAND_RIGHT))
_castBoTwice = true;
}
else
break;
}
// Poison Creeper
if(MWConfig_PrecastSkills.indexOf(MWS_POISON_CREEPER) > -1 && MWC_GetMinionCount(MWS_POISON_CREEPER) == 0)
{
if(NTC_CastSkill(MWS_POISON_CREEPER, NTC_HAND_RIGHT))
_castBoTwice = true;
}
// Carrion Vine
else if(MWConfig_PrecastSkills.indexOf(MWS_CARRION_VINE) > -1 && MWC_GetMinionCount(MWS_CARRION_VINE) == 0)
{
if(NTC_CastSkill(MWS_CARRION_VINE, NTC_HAND_RIGHT))
_castBoTwice = true;
}
// Solar Creeper
else if(MWConfig_PrecastSkills.indexOf(MWS_SOLAR_CREEPER) > -1 && MWC_GetMinionCount(MWS_SOLAR_CREEPER) == 0)
{
if(NTC_CastSkill(MWS_SOLAR_CREEPER, NTC_HAND_RIGHT))
_castBoTwice = true;
}
}
break;
case NTC_CHAR_CLASS_ASSASSIN:
// Burst of Speed
if(MWConfig_PrecastSkills.indexOf(MWS_BURST_OF_SPEED) > -1 && (refresh || !me.GetState(157)))
NTC_CastSkill(MWS_BURST_OF_SPEED, NTC_HAND_RIGHT);
// Fade
else if(MWConfig_PrecastSkills.indexOf(MWS_FADE) > -1 && (refresh || !me.GetStat(181)))
NTC_CastSkill(MWS_FADE, NTC_HAND_RIGHT);
// Venom
else if(MWConfig_PrecastSkills.indexOf(MWS_VENOM) > -1 && refresh)
NTC_CastSkill(MWS_VENOM, NTC_HAND_RIGHT);
// Blade Shield
if(MWConfig_PrecastSkills.indexOf(MWS_BLADE_SHIELD) > -1 && (refresh || !me.GetState(158)))
NTC_CastSkill(MWS_BLADE_SHIELD, NTC_HAND_RIGHT);
// Cloak of Shadows
if(MWConfig_PrecastSkills.indexOf(MWS_CLOAK_OF_SHADOWS) > -1 && (refresh || !me.GetState(153)))
NTC_CastSkill(MWS_CLOAK_OF_SHADOWS, NTC_HAND_RIGHT);
if(refresh)
{
// Shadow Warrior
if(MWConfig_PrecastSkills.indexOf(MWS_SHADOW_WARRIOR) > -1 && MWC_GetMinionCount(MWS_SHADOW_WARRIOR) == 0)
{
if(NTC_CastSkill(MWS_SHADOW_WARRIOR, NTC_HAND_RIGHT))
_castBoTwice = true;
}
// Shadow Master
else if(MWConfig_PrecastSkills.indexOf(MWS_SHADOW_MASTER) > -1 && MWC_GetMinionCount(MWS_SHADOW_MASTER) == 0)
{
if(NTC_CastSkill(MWS_SHADOW_MASTER, NTC_HAND_RIGHT))
_castBoTwice = true;
}
}
}
if(_castBoTwice)
{
if(me.classid == NTC_CHAR_CLASS_BARBARIAN || _MWP_BoSlot > -1)
{
NTC_SwapWeapons(_MWP_BoSlot);
NTC_CastSkill(MWS_BATTLE_COMMAND, NTC_HAND_RIGHT); // Battle Command
NTC_CastSkill(MWS_BATTLE_ORDERS, NTC_HAND_RIGHT); // Battle Orders
if(me.classid == NTC_CHAR_CLASS_BARBARIAN)
NTC_CastSkill(MWS_SHOUT, NTC_HAND_RIGHT); // Shout
}
}
if(_MWP_BoSlot > -1)
NTC_SwapWeapons(_MWP_AttackSlot);
else if(_initSlot > -1)
NTC_SwapWeapons(_initSlot);
return true;
}
var MWConfig_SwitchSlotsForPrecast;
MWConfig_SwitchSlotsForPrecast = true;
Actually, this looks sort of messy, plus it looks like you were using an outdated version. Please download the most recent version (1.2) from my first post and try again.Quote:
[Only registered and activated users can see links. Click Here To Register...]
See that with orange color .
Ill put up my NTconfig too so you can check out whats wrong i just dont getz it :O
further tnx to all of you :) :handsdown:
can you dudes find what is wrong i just dont get it :DCode:/** * This file was modified by [email][Only registered and activated users can see links. Click Here To Register...][/email] * Check the programming section for updates and further scripts * Last Update: 12/18/2010 * * Hotkey Reference NTBot: * * Pause/Break - Pause the current script * Page up (PgUp) - Skip to the next script * Page down (PgDn) - Repeat the previous script * Home (Pos1) - Show your current coordinates and area id * End - Delete current XML Logfile * Insert (Ins) - Log all items on your char to XML or TXT * Delete (Del) - Exit Game * * Backspace - Shows the item level and some .nip specific information for items that match your current.nip files; The item(s) have to be located in your horadric cube when you press backspace! * NipCheckID Reference: -1 - The item migh might be useful, but has to be identified first * 0 - The item does NOT match any .nip line and is therefore trashed * 1 - The item matches at least one .nip line and is stashed - Additional console output: corresponding .nip line, corresponding .nip line in JavaScript code, the name of the .nip file that contains the line and the line number * (true) - The item is kept for cubing * (false) - The item is NOT kept for cubing */ var NTConfig_UseRedemptionHP; var NTConfig_UseRedemptionMP; function NT_LoadConfig(1) { //------------------------------------------------------------------------------ // // Run Configuration // //------------------------------------------------------------------------------ // Script activation reference: MWConfig_Script.push([<ScriptName>, <Script Runtime in Minutes (0 is infinite)>]); // ***************** Current schedule ****************** MWConfig_Script.push(["NTAndariel.ntj", 10]); MWConfig_Script.push(["NTCountess.ntj", 10]); MWConfig_ClearCountessRooms = true; //MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all //MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true; //MWConfig_Script.push(["MWSewers.ntj", 10]); MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true; MWConfig_Script.push(["NTTravincal.ntj", 10]); MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_StartAtStar = false; // false: start at entrance, true: start at star MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true; MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = false; MWConfig_SkipBaalOnSouls = false; //MWConfig_Script.push(["MWWorldstoneKeep.ntj", 15]); MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = false; //MWConfig_Script.push(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true; // ***************************************************** //------------------------------------------------------------------------------ // Available Scripts //------------------------------------------------------------------------------ /* // *********************** Act I *********************** //MWConfig_Script.push(["NTMausoleum.ntj", 10]); NTConfig_KillBloodRaven = true; //MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true; //MWConfig_Script.push(["NTHole.ntj", 10]); NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all //MWConfig_Script.push(["NTTreehead.ntj", 10]); MWConfig_Script.push(["NTCountess.ntj", 10]); MWConfig_ClearCountessRooms = true; //MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; 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_Script.push(["NTColdworm.ntj", 10]); //MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnels = true; MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true; //MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDuriel = true; // ********************** Act III ********************** MWConfig_Script.push(["MWFlayerJungle.ntj", 10]); MWConfig_Script.push(["NTAct3Sewers.ntj", 10]); NTConfig_ClearA3SewersLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all MWConfig_Script.push(["MWSewers.ntj", 10]); MWConfig_Script.push(["NTKurastTravel.ntj", 10]); MWConfig_Script.push(["NTTravincal.ntj", 10]); MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true; // *********************** Act IV ********************** MWConfig_Script.push(["NTIzual.ntj", 10]); MWConfig_Script.push(["NTHephasto.ntj", 10]); MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_StartAtStar = false; // false: start at entrance, true: start at star // *********************** Act V *********************** MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true; MWConfig_Script.push(["NTThreshSocket.ntj", 10]); MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); NTConfig_ClearFrozenRiver = false; MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); NTConfig_ClearGlacialTrail = false; MWConfig_Script.push(["NTIcyCellar.ntj", 10]); NTConfig_ClearIcyCellar = false; MWConfig_Script.push(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true; MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = true; MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; // *********************** Misc ************************ 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]); */ //------------------------------------------------------------------------------ // Misc Configuration //------------------------------------------------------------------------------ NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer NTConfig_SkipHealMana = 70; // 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. NTConfig_ResetWeapon = false; // Set to true to reset weapon when reviving merc MWConfig_ResetArmor = false; // Reset Enigma if Teleport Skill is missing (Note: Activating this function may - though not likely will - lead to the loss of your enigma; Use at your own risk!) //------------------------------------------------------------------------------ // Chicken Configuration //------------------------------------------------------------------------------ NTConfig_LifeThresh = 60; // Drink a normal potion if under this percent of life. NTConfig_LifeRejuvThresh = 50; // 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_LifeChicken = 35; // This is your chicken life percent. If you go below this life total, exit game. NTConfig_ManaChicken = 0; // This is your chicken mana percent. If you go below this mana total, exit game. 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. NTConfig_MercChicken = 0; // This is your mercs chicken life percent. If he goes below this, exit game. MWConfig_UseChickenLog = false; // Creates a logfile in case of chicken including useful information such as nearby monsters, negative/positive effects, potions etc. // Note: This function may delay chickens and is likely to cause chicken counter errors, use at your own risk //------------------------------------------------------------------------------ // Inventory Configuration //------------------------------------------------------------------------------ NTConfig_FreeSpace = 5; // Number of free columns. If less full columns are free stashing is set. // The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it. NTConfig_Columns[0] = [1,1,1,1,1,0,0,0,0,0]; NTConfig_Columns[1] = [1,1,1,1,1,0,0,0,0,0]; NTConfig_Columns[2] = [1,1,1,1,1,0,0,0,0,0]; NTConfig_Columns[3] = [1,1,1,1,1,0,0,0,0,0]; NTConfig_MinGoldToStash = 200000; // Maximum gold amount carried before going to stash //---------------------------------------------------------------------------------------------- // Type of potion used in each belt column // Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too. // Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice. // Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types). // Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns). // To use rejuvenations only, put "rv" in all columns. //---------------------------------------------------------------------------------------------- NTConfig_BeltColType[0] = "hp"; NTConfig_BeltColType[1] = "mp"; NTConfig_BeltColType[2] = "rv"; NTConfig_BeltColType[3] = "rv"; MWConfig_BuyPotionsOnLackOfMana = true; // Visit Town if your char lacks mana while trying to loot a corpse or to teleport //----------------------------------------------------------------------------------- // NipFile Configuration //----------------------------------------------------------------------------------- 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 //------------------------------------------------------------------------------ NTConfig_SnagRange = 60; // Radius to check for dropped items. 40 is a good number here MWConfig_PickItemsInstantly = false; // Pickup items instantly whenever a monster is killed MWConfig_MinimumTpScrollCount = 10; // Minimum amount of TP scrolls in tome before the char starts picking them MWConfig_MinimumIdScrollCount = 10; // Minimum amount of ID scrolls in tome before the char starts picking them //------------------------------------------------------------------------------ // Chest Configuration //------------------------------------------------------------------------------ NTConfig_OpenChest = true; // Set to true to open chest (mostly super unique chests) MWConfig_OpenAllNearbyChests = true; // Open any kind of chest or lootable object nearby MWConfig_PickChestLootsInstantly = false; // Wether to pickup items each time a chest is opened; true: pickup items after every single chest; false: pickup items after opening all nearby chests first MWConfig_OpenChestsRange = 30; // Default range to check for chests // If you don't wish to open chests in a certain area, add it's areaid to MWConfig_ChestExceptions - Check the file "areas.txt" in the sdk folder to view all areaids //MWConfig_ChestExceptions.push(25); // Tower Cellar Lvl 5 //------------------------------------------------------------------------------ // Identification Configuration //------------------------------------------------------------------------------ MWConfig_IdentAtCain = false; // Identify items using cain (will only use cain, if you don't carry any items that are supposed to be kept unid) MWConfig_IdentAfterPickup = true; // Identify items after pickup using an ID tome MWConfig_MinItemsToIdent = 5; // Amount of unid items to carry before commencing ID process //------------------------------------------------------------------------------ // Itemlog Configuration //------------------------------------------------------------------------------ MWConfig_UseXMLItemlog = true; // Log kept and sold items additionally in an XML log file MWConfig_NipDebugMode = false; // Show additional info about the nip match in the Manager's itemlog MWConfig_LogSoldItems = false; // Show sold items in the manager's itemlog MWConfig_ShowGoldPickupsPerScript = true; // Shows how much gold was picked running the last script MWConfig_ShowGoldPickups = false; // Show Pickup message whenever gold is picked MWConfig_ShowPotionPickups = false; // Show Pickup message whenever a potion is picked MWConfig_LogStashToTxt = true; // Use a textfile instead of a XML file for logging your char's carried items; false: log to .xml, true: log to .txt MWConfig_LowestRuneToLog = 19; // Determine the lowest rune shown in the Manager's log (e.g. 0 to log every Rune above EL or 19 to log every rune above LEM) //------------------------------------------------------------------------------ // Cubing Configuration //------------------------------------------------------------------------------ NTConfig_Cubing = true; // Enable cubing MWConfig_ShowCubedGemsInCommonLog = false; // Whether cubed gems are supposed to be shown in common log // *********************** Misc *********************** //NTConfig_CubingItem.push([NTCU_ESSENCE, 653]); // Essences --> Token // ****************** Transmute Gems ****************** //NTConfig_CubingItem.push([NTCU_GEM, 560]); // Flawless Amethyst //NTConfig_CubingItem.push([NTCU_GEM, 565]); // Flawless Topaz //NTConfig_CubingItem.push([NTCU_GEM, 570]); // Flawless Saphire //NTConfig_CubingItem.push([NTCU_GEM, 575]); // Flawless Emerald //NTConfig_CubingItem.push([NTCU_GEM, 580]); // Flawless Ruby //NTConfig_CubingItem.push([NTCU_GEM, 585]); // Flawless Diamond //NTConfig_CubingItem.push([NTCU_GEM, 600]); // Flawless Skull //NTConfig_CubingItem.push([NTCU_MAGIC, 420]); // Magic Tiara //NTConfig_CubingItem.push([NTCU_MAGIC, 421]); // Magic Diadem // ************* Transmute magic and rares ************* //NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 605]); // Magic Grand Charm //NTConfig_CubingItem.push([MWCU_RARE, 421]); // Rare Diadem // ********************** Crafting ********************* //NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 382]); // Craft Heavy Bracers //NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]); // Craft Casque //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]); // Craft Armet //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]); // Craft Mesh Belt //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]); // Craft Mithril Coil //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet //NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]); // Craft Ring //NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_BOOTS, 455]); // Craft Wyrmhide Boots NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet //NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch //NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet // ****************** Transmute runes ****************** //NTConfig_CubingItem.push([NTCU_RUNE_THUL, 562]); // Transmute 3xTHUL --> 1xAMN //NTConfig_CubingItem.push([NTCU_RUNE_AMN, 557]); // Transmute 3xAMN --> 1xSOL //NTConfig_CubingItem.push([NTCU_RUNE_SOL, 567]); // Transmute 3xSOL --> 1xSHAEL //NTConfig_CubingItem.push([NTCU_RUNE_SHAEL, 577]); // Transmute 3xSHAEL --> 1xDOL //NTConfig_CubingItem.push([NTCU_RUNE_DOL, 572]); // Transmute 3xDOL --> 1xHEL //NTConfig_CubingItem.push([NTCU_RUNE_HEL, 582]); // Transmute 3xHEL --> 1xIO //NTConfig_CubingItem.push([NTCU_RUNE_IO, 563]); // Transmute 3xIO --> 1xLUM //NTConfig_CubingItem.push([NTCU_RUNE_LUM, 558]); // Transmute 3xLUM --> 1xKO //NTConfig_CubingItem.push([NTCU_RUNE_KO, 568]); // Transmute 3xKO --> 1xFAL //NTConfig_CubingItem.push([NTCU_RUNE_FAL, 578]); // Transmute 3xFAL --> 1xLEM //NTConfig_CubingItem.push([NTCU_RUNE_LEM, 573]); // Transmute 3xLEM --> 1xPUL //NTConfig_CubingItem.push([NTCU_RUNE_PUL, 583]); // Transmute 2xPUL --> 1xUM //NTConfig_CubingItem.push([NTCU_RUNE_UM, 564]); // Transmute 2xUM --> 1xMAL //NTConfig_CubingItem.push([NTCU_RUNE_MAL, 559]); // Transmute 2xMAL --> 1xIST //NTConfig_CubingItem.push([NTCU_RUNE_IST, 569]); // Transmute 2xIST --> 1xGUL //NTConfig_CubingItem.push([NTCU_RUNE_GUL, 579]); // Transmute 2xGUL --> 1xVEX //NTConfig_CubingItem.push([NTCU_RUNE_VEX, 574]); // Transmute 2xVEX --> 1xOHM //NTConfig_CubingItem.push([NTCU_RUNE_OHM, 584]); // Transmute 2xOHM --> 1xLO //NTConfig_CubingItem.push([NTCU_RUNE_LO, 565]); // Transmute 2xLO --> 1xSUR //NTConfig_CubingItem.push([NTCU_RUNE_SUR, 560]); // Transmute 2xSUR --> 1xBER //NTConfig_CubingItem.push([NTCU_RUNE_BER, 570]); // Transmute 2xBER --> 1xJAH //NTConfig_CubingItem.push([NTCU_RUNE_JAH, 580]); // Transmute 2xJAH --> 1xBER //NTConfig_CubingItem.push([NTCU_RUNE_CHAM, 575]); // Transmute 2xCHAM --> 1xZOD // ******************* Socket items ******************** // Primary item must inlcluded in one of your .nip Files NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 429]); // Socket Dusk Shroud NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 430]); // Socket Wyrmhide NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 431]); // Socket Scarab Husk NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 432]); // Socket Wire Fleece NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 433]); // Socket Diamond Mail NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 434]); // Socket Loricated Mail NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 435]); // Socket Bone Weave NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 436]); // Socket Great Hauberk NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 437]); // Socket Balrog Skin NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 438]); // Socket Hellforge Plate NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 439]); // Socket Kraken Shell NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 440]); // Socket Lacquered Plate NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 441]); // Socket Shadow Plate NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 442]); // Socket Sacred Armor NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 443]); // Socket Archon Plate //NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 200]); // Socket Berserker Axe NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 255]); // Socket Thresher NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 256]); // Socket Cryptic Axe //NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 257]); // Socket Great Poleaxe //NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 258]); // Socket Giant Thresher // ******************* Upgrade items ******************* //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_WEAPON, 295]);// Titan's Revenge : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 337]); // Magefist : Normal -> Exceptional //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 360]); // Skin of the Vipermagi : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 383]); // Magefist or Lava Gout : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 389]); // Gore Rider : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 477]); // Arreat's Face : Exceptional -> Elite //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 481]); // Herald Of Zakarum : Exceptional -> Elite //------------------------------------------------------------------------------ // Gamble Configuration // To specify what items to gamble, adjust the array with the desired item codes //------------------------------------------------------------------------------ NTConfig_Gamble = true; // Enable gambling NTConfig_GambleStartGold = 3000000; // Gold amount to start the gambling NTConfig_GambleStopGold = 150000; // Gold amount to stop the gambling NTConfig_GambleItem.push(520); // Amulets NTConfig_GambleItem.push(522); // Rings NTConfig_GambleItem.push(418); // Circlets NTConfig_GambleItem.push(419); // Coronets //NTConfig_GambleItem.push(334); // Leather Gloves //NTConfig_GambleItem.push(335); // Heavy Gloves //NTConfig_GambleItem.push(336); // Chain Gloves //NTConfig_GambleItem.push(337); // Light Gauntlets //NTConfig_GambleItem.push(338); // Gauntlets //------------------------------------------------------------------------------ // General Configuration //------------------------------------------------------------------------------ MWConfig_AutoParty = false; // Always use AutoParty, even if not being in public mode NTConfig_PublicMode = false; // Enable auto party and create TPs when running baal or diablo MWConfig_ExitGameOnMissingPassword = false; // Exit the game if it is public due to an error pasting the password at game creation me.quitonhostile = false; // Exit the game if another player expresses hostility towards you MWConfig_GameErrorLimit = 3; // The maximum number of script errors that may occur before the char leaves the game me.maxgametime = 3000; // Time in seconds, maximum game length (0 is infinite) NTConfig_StartDelay = 0; // Delay time in milliseconds to start; NTConfig_AreaDelay = 500; // Delay time in milliseconds to change area; NTConfig_SnagDelay = 500; // Delay time in milliseconds to wait before starting picking items //------------------------------------------------------------------------------ // World Event Configuration //------------------------------------------------------------------------------ MWConfig_CheckSojSales = true; // If set to true, the bot will stop the current script and wait 5 minutes for every "x Stones of Jordan sold to Merchants" message. Your char will continue running in the same game, unless your me.maxgametime is not reached yet. NTConfig_CheckCloneDiablo = true; // Set to true if you want to wait in game after notifying "Diablo Walks the Earth" message. MWConfig_WorldEventAccount = ""; // Wisp this account in case of a world event or a soj sale every 10 minutes (leave blank not to wisp any account) MWConfig_WorldEventWaitTime = 0; // How long you want to wait in game in case of a world event in minutes (0 is infinite) //------------------------------------------------------------------------------ // Shrine Configuration //------------------------------------------------------------------------------ MWConfig_ActivateNearbyShrines = true; // Set to true if you'd like to use shrines (Note: Shrines will only be activated if it is actually useful) // If you don't wish to activate shrines in a certain area, add it's areaid to MWConfig_ShrineExceptions - Check the file "areas.txt" in the sdk folder to view all areaids //MWConfig_ShrineExceptions(108); // Chaos Sanctuary //------------------------------------------------------------------------------ // Attack Configuration //------------------------------------------------------------------------------ NTConfig_AttackSkill[0] = 0; // First skill. Set to 0 if you won't NTConfig_AttackSkill[1] = 112; // Primary skill to boss. NTConfig_AttackSkill[2] = 113; // Primary aura to boss. Set to 0 if you won't NTConfig_AttackSkill[3] = 112; // Primary skill to others. NTConfig_AttackSkill[4] = 113; // Primary aura to others. Set to 0 if you won't NTConfig_AttackSkill[5] = 101; // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't NTConfig_AttackSkill[6] = 113; // Secondary aura. Set to 0 if you won't NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss. // *************** Attack time limitation ************** // Every target will only be attacked for the time specified and is then skipped MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack normal monsters MWConfig_AttackTimeLimit[1] = 60; // Maximum time in seconds to attack super uniques MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack champions MWConfig_AttackTimeLimit[3] = 30; // Maximum time in seconds to attack bosses MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack minions // **************** Behaviour on immunes *************** MWConfig_CheckImmunitySkills = []; // Define the condition for a monster being immune; Add skill numbers (0-6) here; Example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3] NTConfig_BehaviourOnImmuneMonster = 0; // Determine what the char is supposed to do when encountering immune Monsters; 0: Don't do anything (D2NT standard), 2: Skip the Monster // 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; NTConfig_UseRedemptionHP = 80; // Use Redemption if under this percent of life. Set to 0 if you won't NTConfig_UseRedemptionMP = 60; // Use Redemption if under this percent of mana. Set to 0 if you won't }
Kommt drauf an welche. Grundsätzlich indem du sie an das Gambling Array anhängst, mit folgender Syntax:Quote:
kurze Frage wo stelle ich ein das der Bot beim gambeln Assaklauen gambelt, bzw. wie ist den der Code dafür?
NTConfig_GambleItem.push([I]classid[/I]);
Quote:
;========jeweler's armor
;[Gothic Plate m]
Name = gth : Quality=4:194=4 : 7 >=80
;[Full Plate Mail m]
Name = ful : Quality=4:194=4 : 7 >=80
;[Ancient Armor m]
Name = aar : Quality=4:194=4 : 7 >=80
;[Chaos Armor m]
Name = xul : Quality=4:194=4 : 7 >=80
;[Embossed Plate m]
Name = xth : Quality=4:194=4 : 7 >=80
;[Ornate Plate m]
Name = xar : Quality=4:194=4 : 7 >=80
;[Dusk Shroud m]
Name = uui : Quality=4:194=4 : 7 >=80
Name = uui : Quality=4:194=4 : 99=24
;[Wyrmhide m]
Name = uea : Quality=4:194=4 :7 >=80
Name = uea : Quality=4:194=4 : 99=24
;[Scarab Husk m]
Name = ula : Quality=4:194=4 : 7 >=80
Name = ula : Quality=4:194=4 : 99=24
;[Wire Fleece m]
Name = utu : Quality=4:194=4 : 7 >=80
Name = utu : Quality=4:194=4 : 99=24
;[Great Hauberk m]
Name = urs : Quality=4:194=4 : 7 >=80
Name = urs : Quality=4:194=4 : 99=24
;[Boneweave m]
Name = uhn : Quality=4:194=4 : 7 >=80
;[Balrog Skin m]
Name = upl : Quality=4:194=4 : 7>=80
;[Kraken Shell m]
Name = uld : Quality=4:194=4 :7 >=80
;[Lacquered Plate m]
Name = uth : Quality=4:194=4 : 7 >=80
;[Sacred Armor m]
Name = uar : Quality=4:194=4 : 7 >=80
Name = uar : Quality=4:194=4 : 99=24
Name = uar : Quality=4:194=4 :110=75
;[Archon Plate m]
Name = utp : Quality=4:194=4 : 7 >=80
Name = utp : Quality=4:194=4 : 99=24
Name = utp : Quality=4:194=4 :110=75
In der Precast library --> NTPrecast.ntlQuote:
In welcher Datei muss ich "NTP_DoPrecast()" mit deiner neuen ersetzen?
Und kann ich irgendwie nur Pindle einstellen? Ohne dass der zu Nihlatak läuft?
MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false;
Zunächst mal:Quote:
1. Kann ich Sachen in die Picklisten ohne Probleme einfügen, so dass er diese auch aufhebt?
2. Gibt es eine Funktion womit ich zB einen ganzen Muli scannen kann, und die Items im Form eines Textes ausgeworfen bekommen?
3. Wie bekomme ich es eingestellt das der Bot selber mult?
Beispiel :
Quote:
In der Precast library --> NTPrecast.ntl
Ja, indem du einfach das Script dazu in der Config aufrufst...ich meine das steht nicht in der Liste, weil ich es damals schlicht vergessen hatte.
Code:MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false;
Zunächst mal:
Wir haben einen Edit Button, mit dem du deinen Post jederzeit bearbeiten kannst - du musst also nicht immer deinen alten Beitrag löschen und einen neuen erstellen. ;)
1. Ja, aber die Synax sollte schon der von D2NT 3.x entsprechen, ansonsten ist das nicht kompatibel. Dein Beispiel z.B. ist inkompatibel.
2. Ja, standardmäßig mit der Einfügen Taste. Wenn du es etwas eleganter willst, kannst du auch meinen [Only registered and activated users can see links. Click Here To Register...] verwenden, allerdings erfüllst du derzeit leider noch nicht die Voraussetzungen.
3. Gar nicht, dieses Feature wird es erst mit dem kommenden Update geben.
LG
Muddy
So hab es ausprobiert ... an 3 versch. scripten ... einmal dem Diablo script... dann dem Cowlvl script und nilathak ...Quote:
Könntest du mal Testweise eine von den optisch anderen Fallen auswählen und die casten lassen, damit das absolut eindeutig ist?
Generell ist der Angriffsalgorithmus unausgereift, weil ich an die Grenzen der D2NT Core gestoßen bin und ich dadurch mein Konzept nicht verwirklichen konnte. :(
Muddy
das mit den wellen ist nicht so wild.Quote:
Wobei ich mittlerweile den Algorithmus etwas ausgebaut habe, sodass Bone Skills mit gleichzeitigen Summons und CE Nutzung möglich sind. :)
LG
Muddy