Hm, ok. Das Problem kann ja kaum am EntryPoint liegen, der macht ja nichts im Spiel. Aber gut zu wissen, dass der GVEtal das besser kann. Dann weiss ich wo ich suchen muss, falls ich den Fehler auch Mal hab - aber momentan botte ich eh grad nicht wirklich.
Für alle Muddy Fans, die Mühe mit der Anleitung haben, hier die NTBot.ntj (für Muddies Original, nicht das mit AutoMule!)
Code:
/**
* This file was modified by [Only registered and activated users can see links. Click Here To Register...]
* Check the programming section for updates and further scripts
* Last Update: 02/28/2011
*/
var GameMinLength = 120000; // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes)
var UnableToConnectRetry = 5; // time in minutes to retry connecting on connection fail (real value is +/- 1 min)
var RealmDownRetry = 15; // time in minutes to retry connecting on a realm down (default is 300 minutes)
var DisconnectedRetry = 5; // time in minutes to retry on a disconnection (usually ip ban related)
var CdKeyInUseRetry = 5; // time in minutes to retry on a cdkey in use error message (set to 0 to stop)
var ConnectingToBnetTimeout = 20000; // time in milliseconds to wait for a login to time out and click cancel and retry
var CharacterScreenTimeout = 10000; // time in milliseconds to wait for character screen to appear
var PleaseWaitTimeout = 10000; // time in milliseconds to wait for a please wait popup
var CreateGameThreshold = 20000; // time in milliseconds to wait between making games
var CreateGameThresholdRandom = 5000; // time in milliseconds to randomly add +/- to the game create time
var CreateGameTimeout = 15000; // time in milliseconds to register a failed to create game
var WaitInLineTimeout = 60000; // time in milliseconds to wait in lines for a create game (60 second default)
var CharacterSelectDelay = 1000; // time in milliseconds to wait before selecting a character on the char screen
var LoginDelay = 1000; // time in milliseconds to wait before submitting login information
var ClickDelay = 1000; // wait X milliseconds before next action after a click event
var TextDelay = 2500; // wait X milliseconds before next action after inserting text into a textbox
var ClickDelayRandom = 500; // random amount of time to add to a click
var TextDelayRandom = 500; // random amount of time to add to a text set
var GameDoesNotExistDelayMin = 600000; // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes
var GameDoesNotExistDelayMax = 900000; // how long to wait when a Game Does Not Exist occurs - maximum - default 15 minutes
var GameDoesNotExistTimeout = 30000; // how long to wait for the dialog to disappear (default 30 seconds, don't change this)
var JoinChatAfterLogin = true; // join chat after login
var JoinRandomChannel = false; // if this is true, will join a random channel, otherwise it will use the channel below..
var JoinChannelInChat = "";// leave blank not to join a private channel
var PerformChannelLogin = false; // type ".login" once after joining the channel
var ChannelUsers = new Array(); // dynamic array that holds channel users
var MaximumLocationLoops = 5; // The maximum number of loops for a single location; if the window is does not respond and is caught in an infinite loop it will be restarted when the number of loops exceeds the one you specify here
var JoinGameKeywords = new Array("dia", "baal");
var JoinRandomGamesChars = new Array("");
//---------------------------------------------------------------------------------------------------------------------------------------------------------
// Add any char/account here that is supposed to perform chat actions/game announcements or join a private channel
ChannelUsers.push("Default");
// Or
ChannelUsers.push("Default");
// The following key expressions will be replaced by their actual values: %game --> "gamename-" <> %counter --> number of the next game <> %time --> time in seconds till game creation <> %password --> game password
// Note that the announcement will start after the first run, so there usually won't be any anncouncement right after login - If the gamename is undefined, the bot will try to load the backup file to announce the upcoming game properly
var GameAnnouncement = "Creating %game%counter//%password in about %time seconds"; // Leave blank not to post a channel announcement
var GameAnnouncementDelay = 5000; // Wait X milliseconds before posting the announcement message (don't set this too low!)
var GameAnnouncementDelayRandom = 500; // Random amount of time to add to a to the announcement delay
var UseFileBackupTimeMax = 30; // Time in minutes that may pass since last file update - The backup File is updated at the beginning of every single game and is read everytime the name of your previous game is undefined (e.g. at restarts); Set to 0 to deactivate file backup
//----------------------------------------------------------------------------------------------------------------------------------------------------------
var WaitBeforeEnterChatMin = 1000; // min how long to wait before entering chat
var WaitBeforeEnterChatMax = 2000; // max how long to wait before entering chat
var WaitInChatBeforeActionsMin = 2000; // min how long to wait before joining channel
var WaitInChatBeforeActionsMax = 3000; // max how long to wait before joining channel
// Leech settings
var LeaderAccountName = "Default"; // leader account name here
var LeaderGamePW = "Default"; // The password used for the games you want to join
var LeecherAccounts = ["Default"]; // List ALL accounts that use leechscript
// DONT EDIT ANYTHING BELOW THIS
// Set Leecher Settings
var isLeecher = false;
for (var i = 0; i < LeecherAccounts.length; i++)
{
if (me.account == LeecherAccounts[i])
{
isLeecher = true;
}
}
var OldGame = '';
var Check = 1;
// D2NT Manager Command
const D2NT_MGR_LOADING = 1;
const D2NT_MGR_READY = 2;
const D2NT_MGR_LOGIN = 3;
const D2NT_MGR_CREATE_GAME = 4;
const D2NT_MGR_INGAME = 5;
const D2NT_MGR_RESTART = 6;
const D2NT_MGR_CHICKEN = 7;
const D2NT_MGR_PRINT_STATUS = 8;
const D2NT_MGR_PRINT_LOG = 9;
var LastGameMade = GetTickCount();
var LastGameStatus = 0;
var NextGameMake = 0;
var InGameAt = 0;
var LocationLoops = new Array(2);
var ChatActionsDone = false;
var LastGameFailed = false;
var JoinedChannel = false;
var JustJoined = true;
var MadeAnnouncement = false;
Include("libs/controlInfo.ntl");
Include("libs/common/NTCommon.ntl");
var ControlData = new controlInfo();
function NTMain()
{
var _ingame;
Delay(1000);
_ingame = false;
ControlData.ClickDelay = ClickDelay;
ControlData.TextDelay = TextDelay;
ControlData.ClickDelayRandom = ClickDelayRandom;
ControlData.TextDelayRandom = TextDelayRandom;
while(true)
{
if(me.ingame)
{
if(!InGameAt)
InGameAt = GetTickCount();
if(!_ingame)
{
RunGC(); // run garbage collector between each game
if(Load("NTBot/MWBotGame.ntj"))
{
_ingame = true;
MadeAnnouncement = false;
LocationLoops[1] = 0;
MW_WriteBackupFile();
if(me.playtype > 0)
NT_SendEventToOOG(D2NT_MGR_INGAME, "In Game [IP:" + me.gameserverip.split(".")[3] + "]", 0);
else
NT_SendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);
LastGameStatus = 2; // in game successful
}
}
Delay(1000);
}
else
{
if(_ingame)
{
_ingame = false;
NT_SendEventToOOG(D2NT_MGR_READY, "", 0);
}
NT_LocationAction(ControlData.getLocation());
Delay(500);
}
}
}
function NT_LocationAction(location)
{
var _randomChannel, _output, _control;
MW_CheckLocationLoops(location);
switch(location.id)
{
case 3: // Lobby Chat
if(JustJoined)
{
JustJoined = false;
if(MW_IsChannelUser())
_output = "˙c2Chat actions enabled!";
else
_output = "˙c1Chat actions disabled!";
for(var i = 0; i < 3; i++)
{
SetStatusText(_output);
Delay(500);
SetStatusText("");
Delay(500);
}
}
if(!ChatActionsDone && MW_IsChannelUser())
{
ChatActionsDone = true;
Delay(Random(WaitInChatBeforeActionsMin, WaitInChatBeforeActionsMax));
if(!JoinedChannel && (JoinRandomChannel || JoinChannelInChat != ""))
{
_randomChannel = NT_GetRandomString(Random(3,10));
SetStatusText("˙c8Joining Channel ˙c;" + (JoinRandomChannel ? _randomChannel : JoinChannelInChat));
Delay(500);
Say("/join " + (JoinRandomChannel ? _randomChannel : JoinChannelInChat));
JoinedChannel = true;
if(PerformChannelLogin)
{
SetStatusText("˙c8Channel Login...");
Say(".login");
Delay(1000);
}
}
}
case 1: // Lobby
var _Lines;
var chat;
var _Game = "";
var _Errors = "";
var _FoundLeader = false;
var _LineWithName = "";
if (location.id == 1 && JoinChatAfterLogin)
{
Delay(Random(WaitBeforeEnterChatMin, WaitBeforeEnterChatMax));
ControlData.click(ControlData.controls.lobby.button.enterChat);
break;
}
if (isLeecher)
{
Delay(1000);
if (chat = ControlData.get(ControlData.controls.lobby.chat.textBox.channelText))
{
_Lines = chat.GetText();
if (_Lines.length > 1)
{
for (var _Friend = 0; _Friend < _Lines.length; _Friend++)
{
if (_Lines[_Friend].indexOf(LeaderAccountName) > -1)
{
_Game = '';
_FoundLeader = true;
var regOfflineEnglish=/^\d\s?:\s?(\w*)\s?,\s?offline\s*$/gi;
if (_Lines[_Friend].match(regOfflineEnglish))
{
_Errors += (_Errors == '' ? '' : ' ') + 'leader is offline';
Delay(5000);
break;
}
_LineWithName = _Lines[_Friend + 2];
if (_LineWithName !== undefined)
_LineWithName = _LineWithName.substring(4,_LineWithName.length);
if (_LineWithName === undefined)
_LineWithName = _Lines[_Friend + 1];
else
_LineWithName = _Lines[_Friend + 1] + _LineWithName;
if (_LineWithName !== undefined)
_LineWithName = _LineWithName.replace(/^\s+/,"");
else
break;
NTC_SendLogToOOG(NTC_LOG_COMMON, "[Debug]Line " + _LineWithName);
if (_LineWithName.indexOf('called') > -1)
_Game = _LineWithName.substring(_LineWithName.indexOf('called')+7,_LineWithName.IndexOf('.'));
else
_Game = _LineWithName.substring(0,_LineWithName.lastIndexOf('.'));
NTC_SendLogToOOG(NTC_LOG_COMMON, "[Debug]Game " + _Game);
_LineWithName = '';
if (_Game != '' && _Game != OldGame)
{
ControlData.click(ControlData.controls.lobby.button.join);
Delay(200);
ControlData.setText(ControlData.controls.lobby.join.editBox.gameName, _Game);
Delay (200);
ControlData.setText(ControlData.controls.lobby.join.editBox.password, LeaderGamePW);
Delay (1234);
ControlData.click(ControlData.controls.lobby.join.button.joinGame);
Check = 1;
}
else
{
if (!_Errors)
_Errors = 'leader is not in game.';
}
}
}
}
if (!_FoundLeader && JoinChannelInChat)
{
if (_Errors)
Say('Errors : ' + _Errors);
else
Delay(15000);
}
}
else
{
Delay(1500);
}
_Errors = '';
if (_Game != '')
OldGame = _Game;
break;
}
else
{
if (GetTickCount() > NextGameMake)
{
LastGameFailed = false;
switch(LastGameStatus)
{
case 0:
if (JoinRandomGamesChars.indexOf(me.charname) > -1)
{
_control = ControlData.get(ControlData.controls.lobby.button.join);
if (_control && _control.pressed)
{
ControlData.click(ControlData.controls.lobby.button.create);
Delay(500);
}
ControlData.click(ControlData.controls.lobby.button.join);
}
else
{
_control = ControlData.get(ControlData.controls.lobby.button.create);
if (_control && _control.pressed)
{
ControlData.click(ControlData.controls.lobby.button.join);
Delay(500);
}
ControlData.click(ControlData.controls.lobby.button.create);
}
NextGameMake = GetTickCount() + CreateGameTimeout; // set our timeout
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
case 1: // game failed, rollover to reset timer
InGameAt = GetTickCount();
LastGameFailed = true;
Delay(5000);
case 2:
NT_OutputGameLength();
LastGameStatus = 0;
NT_SetNextGameMake();
if (LastGameFailed)
{
SetStatusText("˙c1Failed to join!");
NT_SendEventToOOG(D2NT_MGR_PRINT_LOG, "˙BE0000Game creation failed!", 0);
Delay(1000);
}
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
}
}
else
{
if (JoinChannelInChat && !MadeAnnouncement && MW_IsChannelUser())
{
if (MW_AnnounceGame())
MadeAnnouncement = true;
}
MW_TimeoutDelay(NextGameMake - GetTickCount(), location, JoinRandomGamesChars.indexOf(me.charname) == -1);
}
}
break;
case 4: // Create Game
if(JoinRandomGamesChars.indexOf(me.charname) == -1)
{
if(!ControlData.get(ControlData.controls.lobby.create.editBox.gameName))
{
ControlData.click(ControlData.controls.lobby.button.join);
Delay (500);
ControlData.click(ControlData.controls.lobby.button.create);
Delay (500);
}
NT_SendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
NT_LocationTimeout(5000, location);
LastGameMade = GetTickCount();
LastGameStatus = 1; // pending creation
}
break;
case 5: // Join Game
if(JoinRandomGamesChars.indexOf(me.charname) > -1)
{
var _games, _game;
_games = ControlData.get(ControlData.controls.lobby.join.textBox.gameList).GetText();
_game = "";
if(_games)
{
for(var i = 0; i < _games.length; i++)
{
for(var j = 0; j < JoinGameKeywords.length; j++)
{
if(_games[i].toLowerCase().indexOf(JoinGameKeywords[j].toLowerCase()) > -1)
{
_game = _games[i];
i = _games.length;
break;
}
}
}
}
if(_game != "")
{
SetStatusText("˙c8Joining Game: " + _game);
Delay(250);
ControlData.setText(ControlData.controls.lobby.join.editBox.gameName, _game);
Delay(1000);
ControlData.click(ControlData.controls.lobby.join.button.joinGame);
NT_LocationTimeout(5000, location);
LastGameMade = GetTickCount();
LastGameStatus = 1; // pending creation
}
else
Delay(2500);
ControlData.click(ControlData.controls.lobby.button.create);
Delay(500);
ControlData.click(ControlData.controls.lobby.button.join);
Delay(500);
}
break;
case 6: // Ladder
break;
case 7: // Channel List
break;
case 8: // Main Menu
if(ControlData.getCurrentRealmIndex() == me.gatewayid)
{
NT_OutputGameLength();
ControlData.click(ControlData.gameTypes[me.playtype]);
}
else
ControlData.click(ControlData.controls.mainMenu.button.gateway);
break;
case 9: // Login
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
Delay(LoginDelay);
ControlData.setText(ControlData.controls.login.editBox.accountName, me.account);
NT_SendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);
NT_LocationTimeout(5000, location);
break;
case 10: // Login Error (this is a fatal error, so stop)
NT_SendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
Delay(3500);
break;
case 11: // Unable To Connect
MW_TimeoutDelay(UnableToConnectRetry*60*1000, location);
ControlData.click(ControlData.controls.login.unableToConnect.button.ok);
break;
case 12: // Character Select
var _time, _control;
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
for(_time = 0 ; _time < CharacterScreenTimeout ; _time += 500)
{
_control = ControlData.get(ControlData.controls.characterSelect.textBox.characterInfo[me.charloc]);
if(_control && _control.GetText() != undefined)
break;
Delay(500);
}
if(_time < CharacterScreenTimeout)
{
Delay(CharacterSelectDelay);
ControlData.click(ControlData.controls.characterSelect.textBox.characters[me.charloc], 0, 0, 1);
ControlData.click(ControlData.controls.characterSelect.textBox.characterInfo[me.charloc], 0, 0, 1);
// reset last game made, so it doesnt make a game immediately
InGameAt = 0;
NT_SetNextGameMake();
}
else
{
ControlData.click(ControlData.controls.characterSelect.button.exit);
MW_TimeoutDelay(RealmDownRetry*60*1000, location);
}
break;
case 13: // Realm Down - Character Select screen
ControlData.click(ControlData.controls.characterSelect.button.exit);
MW_TimeoutDelay(RealmDownRetry*60*1000, location);
break;
case 14: // Character Select - Disconnected
MW_TimeoutDelay(DisconnectedRetry*60*1000, location);
ControlData.click(ControlData.controls.characterSelect.disconnected.button.ok);
break;
case 15: // New Character
break;
case 16: // Character Select - Please Wait popup
if(!NT_LocationTimeout(PleaseWaitTimeout, location))
ControlData.click(ControlData.controls.characterSelect.pleaseWait.button.cancel);
break;
case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway
ControlData.click(ControlData.controls.lobby.lostConnection.button.ok);
break;
case 18: // D2 Splash
ControlData.click(ControlData.controls.d2Splash.textBox.copyright);
break;
case 19: // Login - Cdkey In Use
MW_TimeoutDelay(CdKeyInUseRetry*60*1000, location);
ControlData.click(ControlData.controls.login.cdkeyInUse.button.ok);
break;
case 20: // Single Player - Select Difficulty
ControlData.click(ControlData.singlePlayerDifficulties[me.diff]);
break;
case 21: // Main Menu - Connecting
if(!NT_LocationTimeout(ConnectingToBnetTimeout, location))
ControlData.click(ControlData.controls.mainMenu.connecting.button.cancel);
break;
case 22: // Login - Invalid Cdkey (classic or xpac)
NT_SendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
Delay(3500);
break;
case 23: // Character Select - Connecting
if(!NT_LocationTimeout(CharacterScreenTimeout, location))
ControlData.click(ControlData.controls.characterSelect.button.exit);
break;
case 24: // Server Down - not much to do but wait..
break;
case 25: // Lobby - Please Wait
if(!NT_LocationTimeout(PleaseWaitTimeout, location))
ControlData.click(ControlData.controls.lobby.pleaseWait.button.cancel);
break;
case 26: // Lobby - Game Name Exists
NT_SendEventToOOG(D2NT_MGR_PRINT_LOG, "˙BE0000Game already exists", 0);
SetStatusText("˙c1Game already exists!");
InGameAt = 0;
LastGameStatus = 0;
NT_SetNextGameMake();
NT_LocationTimeout(15000, location);
break;
case 27: // Gateway Select
ControlData.clickRealmEntry(me.gatewayid);
ControlData.click(ControlData.controls.gateway.button.ok);
break;
case 28: // Lobby - Game Does Not Exist
InGameAt = Random(GameDoesNotExistDelayMin, GameDoesNotExistDelayMax);
LastGameStatus = 0;
NT_SetNextGameMake();
NT_LocationTimeout(GameDoesNotExistTimeout, location);
break;
}
}
function NT_SendEventToOOG(locationId, statusString, pendingTime)
{
return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString);
}
function NT_SetNextGameMake()
{
LastGameMade = GetTickCount();
NextGameMake = LastGameMade + CreateGameThreshold + Random(0 - CreateGameThresholdRandom, CreateGameThresholdRandom) + InGameAt;
InGameAt = 0;
ChatActionsDone = false;
}
function NT_OutputGameLength()
{
var _duration;
if(InGameAt)
{
_duration = GetTickCount() - InGameAt;
if(_duration < GameMinLength)
InGameAt = GameMinLength - _duration;
else
InGameAt = 0;
}
}
function NT_LocationTimeout(time, location)
{
var _endtime = GetTickCount() + time;
while(ControlData.getLocation().id == location.id && _endtime > GetTickCount())
{
if(LocationLoops[1] > 1)
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " [" + MWC_ConvertTicksToTimeString(_endtime - GetTickCount()) + "] [" + LocationLoops[1] + "]", 0);
else
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " [" + MWC_ConvertTicksToTimeString(_endtime - GetTickCount()) + "]", 0);
Delay(1000);
}
return (ControlData.getLocation().id != location.id);
}
function MW_TimeoutDelay(time, location, showNextGameStatus)
{
var _gamename, _outputString, _timeString;
if(arguments.length < 3)
showNextGameStatus = false;
_endtime = GetTickCount() + time;
_gamename = me.gamename;
_timeString = "";
if(!_gamename)
{
_gamename = MW_ReadBackupFile(0);
if(_gamename)
SetStatusText("˙c8Using File Backup...");
}
while(_endtime > GetTickCount())
{
_timeString = " [" + MWC_ConvertTicksToTimeString(_endtime - GetTickCount()) + "]";
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + _timeString , 0);
if(showNextGameStatus)
{
if(LastGameFailed && parseInt(_endtime-GetTickCount()) > CreateGameThreshold && parseInt((_endtime-GetTickCount())/1000) % 30 >= 0 && parseInt((_endtime-GetTickCount())/1000) % 30 <= 5)
{
_outputString = "˙c1Last game failed!";
_timeString = "";
}
else if(parseInt((_endtime-GetTickCount())/1000) >= 0)
{
if(_gamename && MW_GetGameCounter(_gamename, false))
_outputString = "˙c8Next game: " + MW_GetGameName(_gamename) + MW_GetGameCounter(_gamename, false);
else
_outputString = "˙c8Game creation pending... ";
}
MWC_SetStatusText(_outputString, _timeString);
if(me.ingame)
_endtime = GetTickCount();
}
Delay(1000);
}
if(showNextGameStatus)
SetStatusText("˙c8Creating game...");
return;
}
function NT_GetRandomString(length)
{
_retString = "";
_charSet = "0123456789abcdefghijklmnopqrstuvwxyz";
while(length--)
{
_retString += _charSet.charAt(Random(0, _charSet.length - 1));
Delay(1);
}
return _retString;
}
function MW_GetGameName(lastGameString)
{
if(!lastGameString)
return "";
else
return lastGameString.substr(0, lastGameString.lastIndexOf('-') + 1);
}
function MW_GetGameCounter(lastGameString, simple)
{
var _count, _countString;
if(!lastGameString)
return "-1";
else
{
_countString = lastGameString.slice(lastGameString.lastIndexOf('-') + 1);
if(_countString[0] == '0')
_countString = _countString.substr(1);
_count = parseInt(_countString) + 1;
if(_count == 100)
_count = 0;
if(!simple)
{
if(_count <= 9)
return '0' + _count;
}
return _count;
}
}
function MW_IsChannelUser()
{
for(var i = 0; i < ChannelUsers.length; i++)
{
if(me.account.toLowerCase() == ChannelUsers[i].toLowerCase() || me.charname.toLowerCase() == ChannelUsers[i].toLowerCase())
return true;
}
return false;
}
function MW_ReadBackupFile(type)
{
var _fhandle, _buffer, _time, _now, _retValue;
_fhandle = FileOpen("/Logs/Temporary Data/" + me.charname + ".channel", 2);
_retValue = "";
_now = new Date();
if(_fhandle && _now)
{
_buffer = _fhandle.ReadLine();
if(_buffer)
{
_time = parseInt(_buffer);
if(_now.getTime() - _time < UseFileBackupTimeMax*6E4)
{
_retValue = _fhandle.ReadLine();
if(type > 0)
_retValue = _fhandle.ReadLine();
}
}
_fhandle.Close();
}
else if(_fhandle)
_fhandle.Close();
return _retValue;
}
function MW_WriteBackupFile()
{
var _fhandle, _now;
if(UseFileBackupTimeMax == 0)
return false;
_fhandle = FileOpen("/Logs/Temporary Data/" + me.charname + ".channel", 1);
_now = new Date();
if(_fhandle && _now)
{
_fhandle.WriteLine(_now.getTime());
_fhandle.WriteLine(me.gamename);
_fhandle.WriteLine(me.gamepassword);
_fhandle.Close();
return true;
}
else if(_fhandle)
_fhandle.Close();
return false;
}
function MW_CheckLocationLoops(location)
{
if(!location)
return false;
if(isLeecher)
MaximumLocationLoops = 900;
if(!LocationLoops[0] || location.id != LocationLoops[0].id)
{
LocationLoops[0] = location;
LocationLoops[1] = 0;
}
else if(LocationLoops[0].id != 5)
{
LocationLoops[1]++;
if(LocationLoops[1] >= MaximumLocationLoops)
{
if(LocationLoops[1] < 1000)
NT_SendEventToOOG(D2NT_MGR_PRINT_LOG, "˙BE0000Location Loop Restart!;˙c1Location Loops: " + LocationLoops[1] + "\n˙BE0000Location: " + LocationLoops[0].name + "\n˙BE0000Location ID: " + LocationLoops[0].id, 0);
LocationLoops[1] = 1000; // Make sure the location loop notification is only shown once
NT_SendEventToOOG(D2NT_MGR_RESTART, location.name, 0);
}
}
return true;
}
function MW_AnnounceGame()
{
var _gamePass, _gameName, _gameText, _delay;
_gameName = me.gamename;
if(!_gameName)
_gameName = MW_ReadBackupFile(0);
_gamePass = me.gamepassword;
if(!_gamePass)
_gamePass = MW_ReadBackupFile(1);
if(_gameName && !me.ingame)
{
_delay = (GameAnnouncementDelay > 5000) ? GameAnnouncementDelay : 5000;
_delay += (GameAnnouncementDelayRandom > 500) ? Random(0, GameAnnouncementDelayRandom) : 500;
_gameText = GameAnnouncement.replace("%password", ((_gamePass) ? _gamePass : "N/A"));
_gameText = _gameText.replace("%game", MW_GetGameName(_gameName));
_gameText = _gameText.replace("%counter", MW_GetGameCounter(_gameName, false));
_gameText = _gameText.replace("%time", parseInt((NextGameMake - GetTickCount() - _delay + ClickDelay + TextDelay) / 1000 + 5));
if(_gameText.indexOf("NaN") > -1)
return false;
if(parseInt((NextGameMake - GetTickCount() - _delay + ClickDelay + TextDelay) / 1000) > 3)
{
Delay(_delay);
return Say(_gameText);
}
}
return false;
}