Hallo hab das Probelm, dass der bot nach dem Baal-Run komplett aus D2 geht und neu startet.
Ich bin mir fast zu 100% sicher, dass es an der GlobalSetting oder an der NTBot.ntj liegt.
Bitta da mal einen Blick reinwerfen.
Ich bin mir fast zu 100% sicher, dass es an der GlobalSetting oder an der NTBot.ntj liegt.
Bitta da mal einen Blick reinwerfen.
Code:
/** * This file was written by [Only registered and activated users can see links. Click Here To Register...] * Check the programming section for updates and further scripts * Last Update: 00:53 30.08.2011 */ Include("libs/common/MWSkills.ntl"); function MW_LoadGlobalSettings() { //------------------------------------------------------------------------------ // General Configuration //------------------------------------------------------------------------------ // Set to false will disable auto mule for all chars. Note that you have to set both this variable and MWConfig_Automule.Activated (in you char config) to true in order to enable auto mule for a char. MWConfig_Automule.Enabled = false; // Set to true to buy items that match your Nips whenever visiting a merchant. MWConfig_DoShopping = true; // Set to true to have the status text show the script runtime. (Note: enabling this might lead to an increased number of crashes/restarts.) MWConfig_EnableStatusTextTimer = false; // Set to true to always check the selected Nips for errors after including them. Check "..\scripts\Logs\NipErrors.txt" for a precise error description! MWConfig_RunNipCheck = false; // Set to true to run sorting algorithm whenever managing your stash. MWConfig_SortStash = true; // Set to true to run sorting algorithm if your stash is full and items are stored in your inventory. MWConfig_SortInventory = true; // Set to true to form a party even if public mode is deactivated. MWConfig_AutoParty = true; // This is the maximum number of errors that may occur in a single game. If more errors occur, your char will exit the game. MWConfig_GameErrorLimit = 3; // This is the delay in milliseconds before the first bot script is loaded. NTConfig_StartDelay = 1000; // This is the delay in milliseconds on area changes. Do not set this too low! NTConfig_AreaDelay = 750; // This is the delay in milliseconds before picking up items. Do not set this too low! NTConfig_SnagDelay = 750; // This is the delay in milliseconds after finishing a bot script. MWConfig_ScriptDelay = 1000; // 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 = true; // Define which negative states on your char require visiting a healer when in town. Set to 0 not to visit a healer. // 0x02 : Poison // 0x04 : Amplify Damage // 0x08 : Weaken // 0x10 : Iron Maiden // 0x20 : Decrepify // 0x40 : Lower Resist MWConfig_CheckSelfSafeTown = 0x0C; // Define which negative states on your merc require visiting a healer when in town. Set to 0 not to visit a healer. // 0x02 : Poison // 0x04 : Amplify Damage // 0x08 : Weaken // 0x10 : Iron Maiden // 0x20 : Decrepify // 0x40 : Lower Resist MWConfig_CheckMercSafeTown = 0; //------------------------------------------------------------------------------ // Chat Announcements //------------------------------------------------------------------------------ // These announcements will not be made unless NTConfig_PublicMode is set to true. Set to "" not to post a message. // NOTE: You have to set a TPSafe message when using leechers and not entering unsafe TPs. MWConfig_Announcements.BaalThrone = "There are %d monster(s) in Throne!"; MWConfig_Announcements.BaalTpNone = "TP up, no monsters close!"; MWConfig_Announcements.BaalTpCold = "TP cold, %d monsters close!"; MWConfig_Announcements.BaalTpWarm = "TP warm, %d monsters close!"; MWConfig_Announcements.BaalTpHot = "TP hot, %d monsters close!"; MWConfig_Announcements.BaalTpSafe = "TP is safe!"; MWConfig_Announcements.BaalPreChamber = "Killing Baal!"; MWConfig_Announcements.BaalKilled = "Next game!"; MWConfig_Announcements.DiabloTpNone = "TP up, no monsters close!"; MWConfig_Announcements.DiabloTpCold = "TP cold, %d monsters close!"; MWConfig_Announcements.DiabloTpWarm = "TP warm, %d monsters close!"; MWConfig_Announcements.DiabloTpHot = "TP hot, %d monsters close!"; MWConfig_Announcements.DiabloTpSafe = "TP is safe!"; MWConfig_Announcements.DiabloPre = "Killing Diablo!"; MWConfig_Announcements.DiabloKilled = "Next game!"; // Message to announce right before leaving a game. MWConfig_Announcements.NextGame = "Next game!"; // Minimum char level to show level up message. Set to 99 to deactivate level up messages. MWConfig_Announcements.ShowLevelUpMessagMinLevel = 75; // These level up messages will be posted in chat whenever another player in game has a level up. (chosen randomly) MWConfig_Announcements.LevelUpMessages.push("Congratulations on level %level, %name!"); MWConfig_Announcements.LevelUpMessages.push("Nice level up, %name!"); MWConfig_Announcements.LevelUpMessages.push("Good job reaching level %level, %name!"); MWConfig_Announcements.LevelUpMessages.push("Congratulations are in order, for %name just reached level %level!"); //------------------------------------------------------------------------------ // Bulletin Board Output Configuration //------------------------------------------------------------------------------ // Select the path of your output textfile. The file extension .txt is added automatically. MWConfig_BulletinBoardFilePath = "Logs/BBOutput"; // Select the mode for writing to the output textfile. Use 1 to overwrite the existing content and use 2 to append to the existing content. MWConfig_BulletinBoardFileMode = 1; // Define the colors used for replacing the D2 color codes. WARNING: You should not change these unless you are familiar with hexadecimal colors. MWConfig_BulletinBoardColors["white"] = "#FFFFFF"; MWConfig_BulletinBoardColors["red"] = "#CD0000"; MWConfig_BulletinBoardColors["green"] = "#00FF00"; MWConfig_BulletinBoardColors["blue"] = "#3A5FCD"; MWConfig_BulletinBoardColors["gold"] = "#8B814C"; MWConfig_BulletinBoardColors["gray"] = "#606060"; MWConfig_BulletinBoardColors["orange"] = "#FF8C00"; MWConfig_BulletinBoardColors["yellow"] = "#FFFF00"; //------------------------------------------------------------------------------ // User Defined Commands //------------------------------------------------------------------------------ // This feature allows you to assign some commands to your numpad. // The current assignment is shown by pressing "Numpad +". // // Command Name Description // ----------------------------------------------------------------------------- // ShowChickenThresholds Shows your chars current chicken thresholds. // ShowTotalGoldCarried Shows the amount of gold your char currently carries. // ShowActiveStates Shows the active states or your char. // ShowScriptOrder Shows the current bot script schedule. // ShowStash Shows the current layout of your stash and how many slots are used/unused. // ClearPosition_X Kills all monsters in a radius of X. NOTE: Will not work while a bot script is running. // PickItems Check for dropped items. NOTE: Will not work while a bot script is running. // RevealMap Reveals the automap. // ShowEnemiesOnMap Shows nearby enemies on automap. // ShowMisslesOnMap Shows nearby missles on automap. // ShowKeysCarried Shows how many of each type of key your character currently carries. // ShowOrgansCarried Shows how many of each type of organ your character currently carries. // ShowRunesCarried Shows how many runes of each type your character currently carries. // ShowItemLevel Shows the item level and nip info of a selected item. NOTE: "Selected" means placed in your cube. ;) // WriteBBOutput Generates BB Code output for a selected item's description. NOTE: "Selected" means placed in your cube. ;) // ----------------------------------------------------------------------------- // ShowObjectUnits_X Shows the properties of all object units in a radius of X. // ShowNpcUnits_X Shows the properties of all npc units in a radius of X. // ShowPlayerUnits_X Shows the properties of all player units in a radius of X. // ShowItemUnits_X Shows the properties of all item units in a radius of X. // ShowTileUnits Shows the properties of all nearby tile units. MWConfig_CommandAssignedToNumpad[0] = "ShowScriptOrder"; MWConfig_CommandAssignedToNumpad[1] = "ShowStash"; MWConfig_CommandAssignedToNumpad[2] = "ShowTotalGoldCarried"; MWConfig_CommandAssignedToNumpad[3] = "ShowChickenThresholds"; MWConfig_CommandAssignedToNumpad[4] = "ShowOrgansCarried"; MWConfig_CommandAssignedToNumpad[5] = "ShowKeysCarried"; MWConfig_CommandAssignedToNumpad[6] = "ShowRunesCarried"; MWConfig_CommandAssignedToNumpad[7] = "ShowMisslesOnMap"; MWConfig_CommandAssignedToNumpad[8] = "ShowEnemiesOnMap"; MWConfig_CommandAssignedToNumpad[9] = "RevealMap"; //------------------------------------------------------------------------------ // World Event Configuration //------------------------------------------------------------------------------ // Set to true to stop and wait some minutes after receiving "x Stones of Jordan sold to Merchants" message. Your char will switch acts every couple of minutes so he won't be kicked. MWConfig_CheckSojSales = true; // Set to true to wait ingame after receiving a "Diablo Walks the Earth" message. Your char will switch acts every couple of minutes so he won't be kicked. NTConfig_CheckCloneDiablo = true; // Enter an account name that will be informed about soj sales or world events. Leave empty not to wisper any account. MWConfig_WorldEventAccount = ""; // This is the time in minutes your char will remain in the game in case of a world event. Set to 0 to wait infinitely. MWConfig_WorldEventWaitTime = 0; // This can be used to specify IPs of servers that are currently hot, i.e. if a considerable amount of sojs has been sold on a server and thus a World Event is in order. The char will check if his current game IP is included in your list and wait in case it is. MWConfig_HotServerIps = [-1, -1]; // This is the time in minutes that you would like your char to wait for in case his current game is hosted on a hot server. MWConfig_HotIpIdleTime = 10; //------------------------------------------------------------------------------ // Identification Configuration //------------------------------------------------------------------------------ // Set to true to visit Deckard Cain in order to identify items. NOTE: Cain will NOT be visited if you char carries items that you like to be kept unidentified. MWConfig_IdentAtCain = true; // Set to true to always visit a merchant in order to sell items that are not required. If set to false, the char will drop these items, unless he is visiting a merchant anyway. MWConfig_AlwaysSellTrashItems = true; // Set to true to identify items when not in town. Items that do not meet your requirements will be dropped. MWConfig_IdentAfterPickup = false; // This is the minimum number of unid items to be carried before your char identifies them when not in town. MWConfig_MinItemsToIdent = 3; //------------------------------------------------------------------------------ // Itemlog Configuration //------------------------------------------------------------------------------ // Set to true to log both sold and kept items in an XML logfile that can be viewed in a browser. NOTE: For some reason that does not work using IE, try Firefox instead. // Also, using the XML log is known for increasing the number of crashes/restarts, better set this to false if you not necessarily need it. MWConfig_UseXMLItemlog = false; // Set to true to activate Nip debug mode. The Nip debug mode adds additional information to the item tooltips in the manager's item log that tells you exactly why an item was kept. MWConfig_NipDebugMode = false; // Set to true to log items in manager's log that were not required and therefore sold. NOTE: You should definately set this to false when running multiple bots. Use the XML log instead in order to keep track of sold items. ;) MWConfig_LogSoldItems = false; // Set to true to print how much gold was picked up during the last script after it is finished. Quite useful when using a goldbarb. MWConfig_ShowGoldPickupsPerScript = false; // Set to true to show a pick up message for gold. MWConfig_ShowGoldPickups = true; // Set to true to show a pick up message for potions. MWConfig_ShowPotionPickups = true; // This is the number of the lowest rune to be logged in the manager's item log when picked up. Mostly useful to keep your item log clean when collecting low runes. The default value 19 means that only runes equal or greater than LEM will be shown in the manager's item log. MWConfig_LowestRuneToLog = 0; // Set to true to create a Muddy's Mule Manager logfile at the end of every game. MWConfig_WriteMMMLog = true; // Set to true to write a common lofiles that logs how many gems, runes, keys, organs or essences your chars picked up. MWConfig_WriteCommonLog = false; // Show a drop notification on drops of items matching the below Nip line. Set to "" not to detect drops. MWConfig_ShowDroppedItemSpecs = "[Quality] == Unique || [Quality] == Set || [Type] == Rune || [Flag] == Runeword"; //------------------------------------------------------------------------------ // Pickit Configuration //------------------------------------------------------------------------------ // Set to true to pick up possibly useful items before picking up low priority items like keys, scrolls, gold, potions, and runes <= FAL. MWConfig_PickUpPriorityItemsFirst = false; // Pick up all items that are likely to be worth a lot of gold whenever your character is about to visit town. MWConfig_PickUpMoneymakers = true; // This is the minimum quantity of TP scrolls in your tome. If you got less, scrolls will be picked up in order to fill your tome. MWConfig_MinimumTpScrollCount = 20; // This is the minimum quantity of ID scrolls in your tome. If you got less, scrolls will be picked up in order to fill your tome. MWConfig_MinimumIdScrollCount = 20; //------------------------------------------------------------------------------ // Gambling Configuration //------------------------------------------------------------------------------ // Set to true to enable gambling. NTConfig_Gamble = true; // This is the gold mount to start gambling. NTConfig_GambleStartGold = 2500000; // This is the gold mount to stop gambling. NTConfig_GambleStopGold = 150000; // Select which items are gambled by adding the classids of the desired items to the gambling array. 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 // NTConfig_GambleItem.push(<classid>); //------------------------------------------------------------------------------ // Cubing Configuration //------------------------------------------------------------------------------ // Set to true to log cubing of gems in the manager's common log. MWConfig_ShowCubedGemsInCommonLog = false; // Set to true to always remove all items from cube after transmuting. If set to false, the item will remain in cube and is not removed until it interferes with another recipe. MWConfig_ClearCubeAfterCubing = false; // Set to true to enable an advanced cubing algorithm that allows collecting ingredients for multiple recipes at the same time. MWConfig_UseAdvancedCubingAlgorithm = true; // Set to true if you do not want kept low runes or gems to be used for cubing. Set to false to use them anyway. MWConfig_RestrictKeptItemsFromCubing = false; // *********************** 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, 336]); // Craft Chain Gloves //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_HITPOWER_RING, 522]); // Craft Ring //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 --> 1xCHAM //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]); NTConfig_CubingItem[NTConfig_CubingItem.length - 1].Ethereal = false; // 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 NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 447]); NTConfig_CubingItem[NTConfig_CubingItem.length - 1].Ethereal = true; // Socket Monarch NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 498]); NTConfig_CubingItem[NTConfig_CubingItem.length - 1].Ethereal = true; // Socket Sacred Targe NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 502]); NTConfig_CubingItem[NTConfig_CubingItem.length - 1].Ethereal = true; // Socket Vortex Shield // ******************* 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 //NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 342]); // Goblin Toe N -> E //NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 388]); // Goblin Toe E -> E }
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 = 181000; // 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 = "op zod";// 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("Maxmuster"); // Or ChannelUsers.push("Maxmuster"); // 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//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 // DONT EDIT ANYTHING BELOW THIS // 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 = "ÿc2Chat actions enabled!"; else _output = "ÿc1Chat 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("ÿc8Joining Channel ÿc;" + (JoinRandomChannel ? _randomChannel : JoinChannelInChat)); Delay(500); Say("/join " + (JoinRandomChannel ? _randomChannel : JoinChannelInChat)); JoinedChannel = true; Say(".Login") if(PerformChannelLogin) { SetStatusText("ÿc8Channel Login..."); Say(".login"); Delay(1000); } } } case 1: // Lobby if(location.id == 1 && JoinChatAfterLogin) { Delay(Random(WaitBeforeEnterChatMin, WaitBeforeEnterChatMax)); ControlData.click(ControlData.controls.lobby.button.enterChat); break; } 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("ÿc1Failed to join!"); NT_SendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿBE0000Game 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 2: // Waiting In Line if(GetTickCount()-LastGameMade > WaitInLineTimeout) ControlData.click(ControlData.controls.lobby.inLine.button.cancel); 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("ÿc8Joining 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, "ÿBE0000Game already exists", 0); SetStatusText("ÿc1Game 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("ÿc8Using 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 = "ÿc1Last game failed!"; _timeString = ""; } else if(parseInt((_endtime-GetTickCount())/1000) >= 0) { if(_gamename && MW_GetGameCounter(_gamename, false)) _outputString = "ÿc8Next game: " + MW_GetGameName(_gamename) + MW_GetGameCounter(_gamename, false); else _outputString = "ÿc8Game creation pending... "; } MWC_SetStatusText(_outputString, _timeString); if(me.ingame) _endtime = GetTickCount(); } Delay(1000); } if(showNextGameStatus) SetStatusText("ÿc8Creating 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(!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, "ÿBE0000Location Loop Restart!;ÿc1Location Loops: " + LocationLoops[1] + "\nÿBE0000Location: " + LocationLoops[0].name + "\nÿBE0000Location 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; }