Quote:
Originally Posted by zipfelq89
Wie soll ich denn, wenn er random ein game sucht nen Leader festlegen?
Das ist doch immer jmd anders oder hab ich das komplett falsch verstanden und random public games joinen is atm nicht möglich?
Andere Frage:
Eingestellt : Blizzard -> Mainskill ; static field -> secondary, wenn immun
Situation: Bot nimmt Unique Monster mit Kälteimmunität ins Target, der aber von 20 Mobs, welche nicht kälteimmun sind, umgeben ist.
Problem: Er castet bis zum erbrechen static field und nicht 1x Blizzard und Merc muss alles abschlachten, was dann doch gelegentlich zum chicken führt bzw sehr lang dauert.
Gruß
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Ist zumindest in den Leacher Scripten derzeit nicht vorgesehen, ich werde mal einen Workaround schreiben. :)
Und es ist schlichtweg nicht vorgesehen, dass du Statik als aktiven Angriffsskill einsetzt, dementsprechend funtkioniert das auch nicht.
Quote:
Originally Posted by safeword
Hey everyone,
I was having some trouble with precasting Battle Cry. I am kind of poor so Battle Cry from my CTA is actually useful. Because my other precast skills (Energy Shield and Shiver Armor) benefit from the increased skills in weapon slot 1, I didn't want to use the setting to keep CTA equipped until precast is done and add the MWS_BATTLE_CRY to the precast configuration. Instead, I found it best to modify the precast code itself. The modification I did also casts BO twice to benefit from the increased duration (probably a waste, so you can remove it if desired).
I thought I'd share these adjustments in case anyone else would like the same benefits. Please let me know if I should post these in a separate topic, otherwise I felt like the help thread was the best place.
Find the NTPrecast.ntl file and look for:
Code:
function NTP_DoPrecast(refresh)
{
Delete the following chunk of code:
Code:
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);
}
}
And replace it with this chunk of code:
Code:
if(refresh || !me.GetState(32) || !me.GetState(51) || !me.GetState(89) || 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...");
if(refresh || !me.GetState(32) || !me.GetState(51))
{
NTC_CastSkill(MWS_BATTLE_COMMAND, NTC_HAND_RIGHT); // Battle Command
NTC_CastSkill(MWS_BATTLE_COMMAND, NTC_HAND_RIGHT); // Battle Command 2nd cast; remove if undesired
NTC_CastSkill(MWS_BATTLE_ORDERS, NTC_HAND_RIGHT); // Battle Orders
}
if(refresh || !me.GetState(89))
{
NTC_CastSkill(MWS_BATTLE_CRY, NTC_HAND_RIGHT); // Battle Cry
}
if(me.classid == NTC_CHAR_CLASS_BARBARIAN)
NTC_CastSkill(MWS_SHOUT, NTC_HAND_RIGHT); // Shout
if(MWConfig_SwitchSlotsAfterBoPrecast)
NTC_SwapWeapons(_MWP_AttackSlot);
}
}
Now you will get Battle Cry in there as well, and it should do it in theory whenever the Cry runs out (but it won't cast the rest of your stuff unless it has also run out for purposes of efficiency).
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I appreciate your effort, but unfortunately this doesn't sound very useful.
The reason is simple:
Battle Cry is more like an attack skill not a precast skill. When casting it, all monsters within the attack radius are affected, but it's not that your own char would benefit from it and get some sort of state that is weakening nearby monsters for some time.
unit.GetState(86) is greater than 0 if the unit is affected by Battle Cry Cry (i.e. when there is that reddish cloud above the unit).
me.GetState(86) can only be greater than 0 if another player attacks you using Battle Cry Cry, though I'm not even sure if this skill worked on other players at all.
Taking this into consideration, using Battle Cry as precast skill is quite pointless. :(
Quote:
Originally Posted by herda85
Hmmm. Der Bot läuft jetzt perfekt. Aber. Habe den Bot über Nacht aufm privaten Server laufen lassen - heute wurde mein Acc gebannt :( Jetzt habe ich Angst auf Bnet zu spielen damit der Bnet Acc auch nicht gebannt wird. Wie geht es bei euch? Was macht ihr, damit die den Bot nicht bemerken? Begrenzte Zeit pro Tag laufen lassen? Was noch? Wenn die aufm privaten Server das gecheckt haben, wird Blizzard das auch, oder? Wie gesagt, hab den Bot nur eine einzige Nacht benutzt und wurde gebannt. Ich gestehe ich habs für mehr als 10 Std laufen lassen... Könnte dies der Grund sein? Ach ja, der d2mr Maphack wurde ebenfalls ab und zu benutzt.
Gibt es einen Bot, der sich vom lvl 1 leveln kann?
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Sich an die Regeln des Server halten und keine Bots verwenden? Warum sollte sowas auch nicht auffallen, wenn ein aktiver Staff kontrolliert, was auf dem Server abläuft, klar fällt sowas auf, wenn der zuständige Staff nicht gerade so abwesend ist, wie es beim Bnet der Fall ist.
Und nein, sowas gibt es nicht.
Quote:
Originally Posted by cobkillacalli
Hey Muddy my automule is not working here is my automule config.
Code:
/**
* This file was written 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: 15:45 20.08.2011
*/
function NT_LoadMuleConfig()
{
var _newMule;
Automule.MuleIsFullThreshold = 0.90;
switch(me.account.toLowerCase())
{
//------------------------------------------------------------------------------
// Full account sample - Copy the below case if you'd like to assign a full mule account to your bot char.
// Note: you have to create both the account and the mules yourself before using them for auto mule.
//
case "": // <-- Enter your bot's account name here. (lower case only!)
Automule.GameName = ""; // Enter the name of your mule game here. Note: don't use the same game for multiple bot chars.
Automule.GameNamePassword = ""; // Enter the password of your mule game here.
for(var i = 0; i < 8; i++)
{
_newMule = new Mule(); // Create a new mule object. (no need to change anything here)
_newMule.Account = ""; // Enter the name of your mule account here.
_newMule.Password = ""; // Enter the password for your mule account here.
_newMule.NipFiles.push("mule/all.nip"); // Enter any number of mule paths here.
_newMule.CharLoc = 7; // Enter the the mule's location here. Check the FAQ if you don't know what this is about.
Automule.Mules.push(_newMule); // Add the mule you just created. (no need to change anything here)
}
break;
//
//
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Single mule sample - Copy the below case if you'd like to assign single mules (even from different accounts) to your bot char.
// Note: you have to create both the account and the mules yourself before using them for auto mule.
//
case "your_bot's_lower_case_account_name_goes_here": // <-- Enter your bot's account name here. (lower case only!)
Automule.GameName = "SomeGameNameI"; // Enter the name of your mule game here. Note: don't use the same game for multiple bot chars.
Automule.GameNamePassword = "SomePasswordI"; // Enter the password of your mule game here.
_newMule = new Mule(); // Create a new mule object. (no need to change anything here)
_newMule.Account = "YourMuleAccNameGoesHere"; // Enter the name of your mule account here.
_newMule.Password = "YourMuloePWGoesHere"; // Enter the password for your mule account here.
_newMule.NipFiles.push("mule/all.nip"); // Enter any number of mule paths here.
_newMule.CharLoc = 0; // Enter the the mule's location here. Check the FAQ if you don't know what this is about.
Automule.Mules.push(_newMule); // Add the mule you just created. (no need to change anything here)
_newMule = new Mule(); // Create a new mule object. (no need to change anything here)
_newMule.Account = "YourOtherMuleAccNameGoesHere"; // Enter the name of your mule account here.
_newMule.Password = "YourOtherMulePWGoesHere"; // Enter the password for your mule account here.
_newMule.NipFiles.push("mule/all.nip"); // Enter any number of mule paths here.
_newMule.CharLoc = 1; // Enter the the mule's location here. Check the FAQ if you don't know what this is about.
Automule.Mules.push(_newMule); // Add the mule you just created. (no need to change anything here)
break;
//
//
//------------------------------------------------------------------------------
}
}
// INTERNAL FUNCTIONS
function Mule(acc, pw, loc, nips)
{
this.Account = acc;
this.Password = pw;
this.NipFiles = (!nips || typeof nips != "array") ? new Array() : nips;
this.CharLoc = loc;
this.Load;
}
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I assume all those strings are just empty so you could post it here without revealing any details?
I don't get, why you actually enter a CharLoc and then still use a for loop.
When using a for loop, the CharLoc value is usually the indexed variable, in this case
i. If you just want to use a single mule, don't use the loop, but use the sample for single mules instead.
Kind Regards
Muddy