[Release] Muddy's D2NT

08/24/2011 00:19 Meistermacher1#2986
hallo hast du die exp anzeige raus genommen ? also er zeigt mir die nicht an hmmm aber der bot ist geil :-)

aber was heist [AM] Status:not ready!

und jedes mal nach dem baal gekillt wurde kommt expansion fehler und dida crasht
08/24/2011 00:49 DeathFromHeaven#2987
kleiner Nachtrag zu dem _owner.name Problem: das hat ziemlich sicher was mit Stadtportalen zu tun...
zumindest tritt es bei mir nur auf, wenn der Bot versucht ein Stadtportal zu nutzen :D

Ansonsten läuft auch der "Leechbot" ganz ordentlich :D
08/24/2011 14:18 Muddy Waters#2988
Quote:
Originally Posted by fred9x9 View Post
Ach was tut das weh, schluchz, man fühlt sich so als Paria.... :facepalm:
Aber wir Geplagten, haben ja noch deine Anleitung... :rolleyes:
Mal sehen.
GLG
Fred
Wenn du den Link findest, wo erklärt ist, wie das umgesetzt wurde, binde ich es in der nächsten revision mit ein. ;)

Quote:
Originally Posted by Bastian74 View Post
Hallo,

mit Freude habe ich festgestellt, dass es ein neues release gibt. Vielen Dank dafür!!!

Ich habe das File 1.30 runtergeladen und entpackt.

Ich habe die Charconfig ausgefüllt und ein paar Einstellungen wie Public Game usw gemacht. Ich habe sowohl das 1.12 vorher gehabt als auch in der Zwischenzeit lanaras public bot genutzt. Insofern kenne ich mich eigentlich ganz gut aus.

Ich habe die runs (baal usw) eingestellt.

Wenn ich in das game einsteige, habe ich keine Fehlermeldung, aber der bot läuft nicht los.

Er bleibt einfach im Game stehen.

Ich hatte zuerst gedacht, dass es mit dem Hinweis AM Status not ready zusammenhängt. Ich will aber auch das automule nicht nutzen, habe trotzdem die config gemacht und jetzt Status ready dastehen.

Vielen Dank für die Hilfe vorab.


Bastian
Ich hätte gerne mal die Config gesehen, die Beschreibung ist an sich etwas zu allgemein um dazu etwas zu sagen.

Quote:
Originally Posted by Meistermacher1 View Post
hallo hast du die exp anzeige raus genommen ? also er zeigt mir die nicht an hmmm aber der bot ist geil :-)

aber was heist [AM] Status:not ready!

und jedes mal nach dem baal gekillt wurde kommt expansion fehler und dida crasht
Das ist nur eine Info Ausgabe der Automule Funktion, sofern du diese nicht nutzt, kannst du das ignorieren.

Dein D2 ist auf English? Bei NoSound im Profil des Managers hast du keinen Haken?

Quote:
Originally Posted by DeathFromHeaven View Post
kleiner Nachtrag zu dem _owner.name Problem: das hat ziemlich sicher was mit Stadtportalen zu tun...
zumindest tritt es bei mir nur auf, wenn der Bot versucht ein Stadtportal zu nutzen :D

Ansonsten läuft auch der "Leechbot" ganz ordentlich :D
Das ist ein Bug in der NTC_CheckOwner() Funktion, den ich eigentlich mit revision 1 schon gefixt habe. ;)

LG
Muddy
08/24/2011 14:48 DeathFromHeaven#2989
XD da war ich wohl etwas faul :p

was hast du denn noch so alles in der Revision 1 gefixt?
08/24/2011 16:18 Muddy Waters#2990
Diverse kleinere Fehler, vor allem fehlerhafte bzw. inkonsistente Bezeichner ;)

Gibt aber die Tage noch ne weitere Revision, darin wird dann das Automule so erweitert, dass mehrere Bots denselben Mule Account verwenden können, ohne dass es zu Konflikten kommt. :)

LG
Muddy
08/24/2011 16:22 Atronia#2991
NtCountess.ntj : NTA_killMondter() Failed (turmkeller,level 5)
den fehler bekomm ich immer bei der gräfin , muss ich irgend was einstellen das er da bleibt und den söli die arbeitmachen läst???
08/24/2011 17:07 DeathFromHeaven#2992
Meine Soso fängt schon wieder an Amulette zu stashen... und zwar unidentifiziert und in Massen, und auch ein paar unidentifizierte Juwele... Rev1 benutze ich mittlerweile...
08/24/2011 17:08 Knurrhuhn#2993
Quote:
Originally Posted by Muddy_Waters View Post
Gibt aber die Tage noch ne weitere Revision, darin wird dann das Automule so erweitert, dass mehrere Bots denselben Mule Account verwenden können, ohne dass es zu Konflikten kommt. :)
wo wir grad darüber reden: ick freu mir! :)
wird es auch möglich sein, dass verschiedene mulis (accounts oder einzelne chars) auf unterschiedliche nips zugreifen? glaube bei Idevil ging das, aber ich kanns zurzeit leider nicht bei deiner neuen rev1 testen. daher die dumme frage :rolleyes:
ergebnis der automule-cfg sollte dann idealerweise so aussehen, dass muleacc/char1 zB runen stashed, muleacc/char2 uniques und muleacc/char3 den rest...
08/24/2011 17:29 safeword#2994
Does anyone know why my sorc is teleporting in to a monster, and after static field has been cast enough to get its health down to the configured amount, it begins teleporting back to avoid being mobbed (which I have configured) then back in to physically HIT the monster with her weapon (occulus), then teleports back to cast, and repeats this pattern? I checked the Attack Patterns in the NTAttack.ntl but can't seem to find why this would be the case. Here's my attack configuration in my character config:

Code:
	//------------------------------------------------------------------------------
	// 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] = 0;		// This skill is used once whenever attacking a new target. Set to 0 to deactivate.
	NTConfig_AttackSkill[1] = MWS_FROZEN_ORB;	// Primary skill to bosses.
	NTConfig_AttackSkill[2] = 0;	// Primary untimed skill to boss. Set to 0 to deactivate.
	NTConfig_AttackSkill[3] = MWS_FROZEN_ORB;	// Primary skill to others.
	NTConfig_AttackSkill[4] = 0;	// Primary untimed skill to others. Set to 0 to deactivate.
	NTConfig_AttackSkill[5] = MWS_CHAIN_LIGHTNING;		// Secondary skill in case monster is immune to primary skill. Set to 0 to deactivate.
	NTConfig_AttackSkill[6] = 0;	// Secondary untimed skill. Set to 0 to deactivate.
	NTConfig_AttackSkill[7] = 0;	// Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed skills. Set to 0 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 = 20;

	// 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 = [1, 5];
	
	// 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, use static field if the monster is not immune to lightning.
	// 2: Skip the monster.
	// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
	NTConfig_BehaviourOnImmuneMonster = 2;
	
	NTConfig_AttackSkill[8] = 0;	// Skill to be used against user defined immunes.
	NTConfig_AttackSkill[9] = 0;	// Untimed Skill to be used against user defined immunes.
	
	// Always check if monsters are closing in and back off, in case they get too close. NOTE: You should at least have 105FCR in order to make this work smoothly.
	MWConfig_KeepDistanceToMonsters = true;
	// If you don't wish to evade monsters in a certain area, add it's areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
	// MWConfig_EvasionExceptions.push(<areaid1>, <areaid2>, <areaidn>);
	
	// 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;


	// Cast Static Field until monster's HP lower below this percentage. Set to 100 not to use static field.
	NTConfig_CastStatic = 60;
	
	// Select the monsters you with to attack using static field. NOTE: If you do not add any monsters, static will be used against all monsters.
	MWConfig_StaticTargets.push(45); // Dark Stalker -- Countess
	MWConfig_StaticTargets.push(156); // Andariel
	MWConfig_StaticTargets.push(211); // Duriel
	MWConfig_StaticTargets.push(242); // Mephisto
	MWConfig_StaticTargets.push(243); // Diablo
	MWConfig_StaticTargets.push(544); // Baal
	MWConfig_StaticTargets.push(GetLocaleString(22500)); // Eldritch The Rectifier
	MWConfig_StaticTargets.push(GetLocaleString(22435)); // Shenk The Overseer
}
The only thing I can think of is that there isn't a case in the Attack Patterns for a cold/lite sorc and thus something screwy happens because of that. This behavior does not happen in the previous 1.2 version with an identical configuration (or as identical as it gets considering the slight configuration differences between versions). I think something might have been altered that would affect this due to the new lightning sorc behavior modifications.

Let me know if I need to post a recorded video of the behavior on youtube or something.
08/24/2011 17:54 Muddy Waters#2995
Quote:
Originally Posted by Atronia View Post
NtCountess.ntj : NTA_killMondter() Failed (turmkeller,level 5)
den fehler bekomm ich immer bei der gräfin , muss ich irgend was einstellen das er da bleibt und den söli die arbeitmachen läst???
Versuch es mal in etwa so, du musst das definitiv selber festlegen, das Ziel ist nunmal immun:
Code:
[Color=Green]// Specify your attack skills below. NOTE: Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl".[/Color]
NTConfig_AttackSkill[[Color=Red]0[/Color]] = MWS_METEOR;			[Color=Green]// This skill is used once whenever attacking a new target. Set to 0 to deactivate.[/Color]
NTConfig_AttackSkill[[Color=Red]1[/Color]] = MWS_FROZEN_ORB;		[Color=Green]// Primary skill to bosses.[/Color]
NTConfig_AttackSkill[[Color=Red]2[/Color]] = MWS_FIRE_BALL;		[Color=Green]// Primary untimed skill to boss. Set to 0 to deactivate.[/Color]
NTConfig_AttackSkill[[Color=Red]3[/Color]] = MWS_FROZEN_ORB;		[Color=Green]// Primary skill to others.[/Color]
NTConfig_AttackSkill[[Color=Red]4[/Color]] = MWS_FIRE_BALL;		[Color=Green]// Primary untimed skill to others. Set to 0 to deactivate.[/Color]
NTConfig_AttackSkill[[Color=Red]5[/Color]] = MWS_METEOR;			[Color=Green]// Secondary skill in case monster is immune to primary skill. Set to 0 to deactivate.[/Color]
NTConfig_AttackSkill[[Color=Red]6[/Color]] = MWS_FIRE_BALL;		[Color=Green]// Secondary untimed skill. Set to 0 to deactivate.[/Color]
NTConfig_AttackSkill[[Color=Red]7[/Color]] = MWS_ICE_BLAST;		[Color=Green]// Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed skills. Set to 0 to deactivate.[/Color]

[Color=Green]// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.[/Color]
NTConfig_ClearPosition = [B][I][Color=Navy]true[/Color][/I][/B];

[Color=Green]// 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.[/Color]
MWConfig_ClearBossPosition = [B][I][Color=Navy]false[/Color][/I][/B];

[Color=Green]// 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.[/Color]
MWConfig_AttacksBeforeRepositioning = [Color=Red]50[/Color];

[Color=Green]// Define a time limit for your attacks for each type of monster.[/Color]
MWConfig_AttackTimeLimit[[Color=Red]0[/Color]] = [Color=Red]20[/Color];	[Color=Green]// Maximum time in seconds to attack a normal monster[/Color]
MWConfig_AttackTimeLimit[[Color=Red]1[/Color]] = [Color=Red]120[/Color];	[Color=Green]// Maximum time in seconds to attack a super unique monster[/Color]
MWConfig_AttackTimeLimit[[Color=Red]2[/Color]] = [Color=Red]30[/Color];	[Color=Green]// Maximum time in seconds to attack a champion[/Color]
MWConfig_AttackTimeLimit[[Color=Red]3[/Color]] = [Color=Red]120[/Color];	[Color=Green]// Maximum time in seconds to attack a bosse[/Color]
MWConfig_AttackTimeLimit[[Color=Red]4[/Color]] = [Color=Red]30[/Color];	[Color=Green]// Maximum time in seconds to attack a minion[/Color]

[Color=Green]// 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.[/Color]
MWConfig_CheckImmunitySkills = [[Color=Red]0[/Color], [Color=Red]5[/Color]];

[Color=Green]// Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above.[/Color]
[Color=Green]// 0: Don't do anything. (D2NT default)[/Color]
[Color=Green]// 1: Get close to the monster, use static field if the monster is not immune to lightning.[/Color]
[Color=Green]// 2: Skip the monster.[/Color]
[Color=Green]// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9][/Color]
NTConfig_BehaviourOnImmuneMonster = [Color=Red]3[/Color];

NTConfig_AttackSkill[[Color=Red]8[/Color]] = MWS_FROZEN_ORB;		[Color=Green]// Skill to be used against user defined immunes.[/Color]
NTConfig_AttackSkill[[Color=Red]9[/Color]] = MWS_FIRE_BALL;	[Color=Green]// Untimed Skill to be used against user defined immunes.[/Color]
Quote:
Originally Posted by DeathFromHeaven View Post
Meine Soso fängt schon wieder an Amulette zu stashen... und zwar unidentifiziert und in Massen, und auch ein paar unidentifizierte Juwele... Rev1 benutze ich mittlerweile...
Was heisst Massen? Mehr als du Rezepte aktiviert hast? Kontrollier das mal bitte, denn an sich meine ich die Ursache des alten Problems gefunden und behoben zu haben.

Quote:
Originally Posted by Knurrhuhn View Post
wo wir grad darüber reden: ick freu mir! :)
wird es auch möglich sein, dass verschiedene mulis (accounts oder einzelne chars) auf unterschiedliche nips zugreifen? glaube bei Idevil ging das, aber ich kanns zurzeit leider nicht bei deiner neuen rev1 testen. daher die dumme frage :rolleyes:
ergebnis der automule-cfg sollte dann idealerweise so aussehen, dass muleacc/char1 zB runen stashed, muleacc/char2 uniques und muleacc/char3 den rest...
Das geht an sich sowieso schon. :)
Wobei du anders als bei ldevils Vorlage auch mehrere .nips pro Char auswählen kannst. Das einzige Problem dabei ist eben, dass deine Chars dann auch deutlich öfter ins Spiel müssen, sodass natürlich IP Banns und Realm Downs möglich sind.

Darum mixe ich eigentlich und packe alles zusammen auf einen Muli, mti meinem Mule Manager ist das eigentlich auch egal, wo was liegt, da man es in jedem Fall sofort findet. :)
Also wie gesagt, es sollte funktionieren, groß getestet habe ich es aber nicht.

Quote:
Originally Posted by safeword View Post
Does anyone know why my sorc is teleporting in to a monster, and after static field has been cast enough to get its health down to the configured amount, it begins teleporting back to avoid being mobbed (which I have configured) then back in to physically HIT the monster with her weapon (occulus), then teleports back to cast, and repeats this pattern? I checked the Attack Patterns in the NTAttack.ntl but can't seem to find why this would be the case. Here's my attack configuration in my character config:

Code:
	//------------------------------------------------------------------------------
	// 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] = 0;		// This skill is used once whenever attacking a new target. Set to 0 to deactivate.
	NTConfig_AttackSkill[1] = MWS_FROZEN_ORB;	// Primary skill to bosses.
	NTConfig_AttackSkill[2] = 0;	// Primary untimed skill to boss. Set to 0 to deactivate.
	NTConfig_AttackSkill[3] = MWS_FROZEN_ORB;	// Primary skill to others.
	NTConfig_AttackSkill[4] = 0;	// Primary untimed skill to others. Set to 0 to deactivate.
	NTConfig_AttackSkill[5] = MWS_CHAIN_LIGHTNING;		// Secondary skill in case monster is immune to primary skill. Set to 0 to deactivate.
	NTConfig_AttackSkill[6] = 0;	// Secondary untimed skill. Set to 0 to deactivate.
	NTConfig_AttackSkill[7] = 0;	// Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed skills. Set to 0 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 = 20;

	// 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 = [1, 5];
	
	// 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, use static field if the monster is not immune to lightning.
	// 2: Skip the monster.
	// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
	NTConfig_BehaviourOnImmuneMonster = 2;
	
	NTConfig_AttackSkill[8] = 0;	// Skill to be used against user defined immunes.
	NTConfig_AttackSkill[9] = 0;	// Untimed Skill to be used against user defined immunes.
	
	// Always check if monsters are closing in and back off, in case they get too close. NOTE: You should at least have 105FCR in order to make this work smoothly.
	MWConfig_KeepDistanceToMonsters = true;
	// If you don't wish to evade monsters in a certain area, add it's areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
	// MWConfig_EvasionExceptions.push(<areaid1>, <areaid2>, <areaidn>);
	
	// 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;


	// Cast Static Field until monster's HP lower below this percentage. Set to 100 not to use static field.
	NTConfig_CastStatic = 60;
	
	// Select the monsters you with to attack using static field. NOTE: If you do not add any monsters, static will be used against all monsters.
	MWConfig_StaticTargets.push(45); // Dark Stalker -- Countess
	MWConfig_StaticTargets.push(156); // Andariel
	MWConfig_StaticTargets.push(211); // Duriel
	MWConfig_StaticTargets.push(242); // Mephisto
	MWConfig_StaticTargets.push(243); // Diablo
	MWConfig_StaticTargets.push(544); // Baal
	MWConfig_StaticTargets.push(GetLocaleString(22500)); // Eldritch The Rectifier
	MWConfig_StaticTargets.push(GetLocaleString(22435)); // Shenk The Overseer
}
The only thing I can think of is that there isn't a case in the Attack Patterns for a cold/lite sorc and thus something screwy happens because of that. This behavior does not happen in the previous 1.2 version with an identical configuration (or as identical as it gets considering the slight configuration differences between versions). I think something might have been altered that would affect this due to the new lightning sorc behavior modifications.

Let me know if I need to post a recorded video of the behavior on youtube or something.
Did you just copy the attack skills or the entire config from the previous release? If the latter is the case, you should definitely start over, use default config from the new release and change it accordingly.

If you just copied the attack skills, make sure that skills that are unused are not set to 0, but to -1 instead. 0 (== Attack) is now a valid ID in order to support melee sorcs. ;)

Kind Regards
Muddy
08/24/2011 18:02 fred9x9#2996
Quote:
Originally Posted by Muddy_Waters View Post
Wenn du den Link findest, wo erklärt ist, wie das umgesetzt wurde, binde ich es in der nächsten revision mit ein. ;)


LG
Muddy
[Only registered and activated users can see links. Click Here To Register...]

Wäre nett Muddy.
Das war deine fertige Lösung.
LG
08/24/2011 18:04 DeathFromHeaven#2997
Quote:
Originally Posted by Muddy_Waters View Post

Was heisst Massen? Mehr als du Rezepte aktiviert hast? Kontrollier das mal bitte, denn an sich meine ich die Ursache des alten Problems gefunden und behoben zu haben.

Kind Regards
Muddy
Hatte vorhin mehrere unid Amus und wesentlich mehr als zum craften aktiviert in der Truhe. Da sie im Moment nur DiaBaal zum Lvln meines neuen Barbaren läuft hat sie nur ein Rezept zum craften und auch wenig nips...
und die Truhe war vorhin voll, mal sehen wie es nachher aussieht :D
08/24/2011 18:44 safeword#2998
Quote:
Originally Posted by Muddy_Waters View Post
Did you just copy the attack skills or the entire config from the previous release? If the latter is the case, you should definitely start over, use default config from the new release and change it accordingly.

If you just copied the attack skills, make sure that skills that are unused are not set to 0, but to -1 instead. 0 (== Attack) is now a valid ID in order to support melee sorcs. ;)

Kind Regards
Muddy
I started with a fresh config file, but yes, I now see that the MWSkills.ntl contains 0 mapped to attack. I've set it to -1 like you suggested and it works as expected. I guess that's what I get for not checking the file like the comment suggests :rtfm:

Thank you!
08/24/2011 18:55 Atronia#2999
muddy geil danke hat geklapt nur noch eine frage wie kann man das ausstellen das er nicht mehr übern kopf schreibt was er gerade macht ???
08/24/2011 19:02 Knurrhuhn#3000
Quote:
Originally Posted by TheCrazy11 View Post
In der MWConfig_GlobalSettings.ntl:
Code:
	// Set to true to enable overhead status messages. NOTE: This will be visible for everyone in the game so you might not want to activate it when doing public games.
	MWConfig_ShowOverheadStatus = [COLOR="Red"]false[/COLOR];
hier stehts ;)