Quote:
Originally Posted by Atronia
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
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
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
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