Code:
var gameMinLength = 90000; // 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 = 180; // time in minutes to retry connecting on a realm down (default is 120 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 = 15000; // time in milliseconds to wait between making games
var createGameThresholdRandom = 2000; // 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 = 500; // wait X milliseconds before next action after a click event
var textDelay = 500; // 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 = 1000; // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes
var gameDoesNotExistDelayMax = 1000; // 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 joinChatAfterGame = false; // join chat after leaving a game
var joinRandomChannel = false; // if this is true, will join a random channel, otherwise it will use the channel below..
var joinChannelInChat = ""; // leave blank to not join a private channel
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
var JoinFromChat = true;
//########################################################################################################################################
//################################AUTOMULE SETTINGS#######################################################################################
//########################################################################################################################################
switch(me.account)
{
////////////////////////////////////////////////////////
// //
// COPY THIS PART BELOW FOR EACH ACCOUNT YOU BOT WITH //
// //
// Make sure you add the same amount of Accounts, PWs,//
// Nipfiles AND columns to MuleCharLocation! //
// And make sure to chose a different mule game name //
// for each of your accounts //
// //
// best regards //
// Ldevil //
// //
case "":
var DGMuleAccs = ["",""];
var DGMulePws = ["",""];
var DGNipFiles = ["mule/rest.nip","mule/runeskeysgems.nip"];
var MuleCharLocation = [0,0]; // charloc 1 = 0 , charloc 2 = 1 , charloc 3 = 2, ..... counts +1 after mule is full
var MuleGame = "";
var MuleGamePassword ="";
break;
// //
// COPY THIS PART ABOVE FOR EACH ACCOUNT YOU BOT WITH //
// //
////////////////////////////////////////////////////////
}
// 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 chatActionsDone = false;
var lastGameFailed = false;
var zxetay = false;
var DGCurrentAcc = 0;
Include("libs/controlInfo.ntl");
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
var controlData = new controlInfo();
var game = '';
function NTMain()
{
Delay(1000);
var _ingame = false;
controlData.clickDelay = clickDelay;
controlData.textDelay = textDelay;
controlData.clickDelayRandom = clickDelayRandom;
controlData.textDelayRandom = textDelayRandom;
while(1)
{
if(me.ingame)
{
if(!inGameAt)
inGameAt = GetTickCount();
if(!_ingame)
{
if(zxetay){
if(Load("NTBot/NTMule.ntj"))
{
_ingame = true;
sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);
lastGameStatus = 2; // in game successful
}
}
else {
if(Load("NTBot/NTBotGame.ntj"))
{
_ingame = true;
sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);
lastGameStatus = 2; // in game successful
}
}
}
Delay(1000);
}
else
{
if(_ingame)
{
_ingame = false;
sendEventToOOG(D2NT_MGR_READY, "", 0);
}
RegisterEvent(EVENT_SCRIPTMSG, NT_ScriptMsgEvents1);
locationAction(controlData.getLocation());
Delay(500);
}
}
}
function locationAction(location)
{
switch(location.id)
{
case 3:
// Lobby Chat
if(!chatActionsDone)
{
chatActionsDone = true;
Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax));
if(joinRandomChannel || joinChannelInChat != "")
{
Say("/join " + (joinRandomChannel ? getRandomString(Random(3,10)) : joinChannelInChat));
Delay(1000);
}
}
if(GetTickCount() > nextGameMake)
{
var _control;
lastGameFailed = false;
switch(lastGameStatus)
{
case 0:
_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
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
case 1: // game failed, rollover to reset timer
inGameAt = GetTickCount(); // reset inGameAt, to wait how long we should have waited..
lastGameFailed = true;
case 2:
outputGameLength();
lastGameStatus = 0;
setNextGameMake();
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
}
}
else
timeoutDelay(nextGameMake-GetTickCount(), location);
break;
break;
case 1: // Lobby
if(location.id == 1 && joinChatAfterGame)
{
Delay(Random(waitBeforeEnterChatMin, waitBeforeEnterChatMax));
controlData.click(controlData.controls.lobby.button.enterChat);
break;
}
if(GetTickCount() > nextGameMake)
{
var _control;
lastGameFailed = false;
switch(lastGameStatus)
{
case 0:
_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
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
case 1: // game failed, rollover to reset timer
inGameAt = GetTickCount(); // reset inGameAt, to wait how long we should have waited..
lastGameFailed = true;
case 2:
outputGameLength();
lastGameStatus = 0;
setNextGameMake();
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
}
}
else
timeoutDelay(nextGameMake-GetTickCount(), location);
break;
case 2: // Waiting In Line
if(GetTickCount()-lastGameMade > waitInLineTimeout)
controlData.click(controlData.controls.lobby.inLine.button.cancel);
break;
case 4: // Create Game
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);
}
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
RunGC(); // run garbage collector between each game
locationTimeout(5000, location);
lastGameMade = GetTickCount();
lastGameStatus = 1; // pending creation
break;
case 5: // Join Game
break;
case 6: // Ladder
break;
case 7: // Channel List
break;
case 8: // Main Menu
if(controlData.getCurrentRealmIndex() == me.gatewayid)
{
outputGameLength();
controlData.click(controlData.gameTypes[me.playtype]);
}
else
controlData.click(controlData.controls.mainMenu.button.gateway);
break;
case 9: // Login
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
Delay(loginDelay);
controlData.setText(controlData.controls.login.editBox.accountName, me.account);
sendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);
locationTimeout(5000, location);
break;
case 10: // Login Error (this is a fatal error, so stop)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
Delay(3500);
break;
case 11: // Unable To Connect
timeoutDelay(unableToConnectRetry*60*1000, location)
controlData.click(controlData.controls.login.unableToConnect.button.ok);
break;
case 12: // Character Select
var _time, _control;
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;
setNextGameMake();
}
else
{
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
}
break;
case 13: // Realm Down - Character Select screen
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
break;
case 14: // Character Select - Disconnected
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(!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
timeoutDelay(cdkeyInUseRetry*60*1000, location);
controlData.click(controlData.controls.login.cdkeyInUse.button.ok);
break;
case 20: // Single Player - Select Difficulty
RunGC(); // run garbage collector between each game
controlData.click(controlData.singlePlayerDifficulties[me.diff]);
break;
case 21: // Main Menu - Connecting
if(!locationTimeout(connectingToBnetTimeout, location))
controlData.click(controlData.controls.mainMenu.connecting.button.cancel);
break;
case 22: // Login - Invalid Cdkey (classic or xpac)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
Delay(3500);
break;
case 23: // Character Select - Connecting
if(!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(!locationTimeout(pleaseWaitTimeout, location))
controlData.click(controlData.controls.lobby.pleaseWait.button.cancel);
break;
case 26: // Lobby - Game Name Exists
sendEventToOOG(D2NT_MGR_PRINT_LOG, "Game already exists", 0);
inGameAt = 0;
lastGameStatus = 0;
setNextGameMake();
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
controlData.click(controlData.controls.lobby.button.quit);
//lastGameStatus = 0;
//setNextGameMake();
//locationTimeout(gameDoesNotExistTimeout, location);
break;
}
}
function locationActionA(location)
{
switch(location.id)
{
case 3: // Lobby Chat
break;
case 1: // Lobby
Delay(500);
controlData.click(controlData.controls.lobby.button.join);
Delay(500);
break;
case 2: // Waiting In Line
if(GetTickCount()-lastGameMade > waitInLineTimeout)
controlData.click(controlData.controls.lobby.inLine.button.cancel);
break;
case 4: // Create Game
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);
}
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
RunGC(); // run garbage collector between each game
locationTimeout(5000, location);
lastGameMade = GetTickCount();
lastGameStatus = 1; // pending creation
break;
case 5: // Join Game
if(!controlData.get(controlData.controls.lobby.join.editBox.gameName))
{
controlData.click(controlData.controls.lobby.button.create);
Delay (500);
controlData.click(controlData.controls.lobby.button.join);
Delay (500);
}
controlData.setText( controlData.controls.lobby.join.editBox.gameName, MuleGame);
Delay (200);
controlData.setText( controlData.controls.lobby.join.editBox.password, MuleGamePassword);
Delay (200);
controlData.click(controlData.controls.lobby.join.button.joinGame);
RunGC(); // run garbage collector between each game
//locationTimeout(1000, location);
lastGameStatus = 1; // pending join
check = 1;
break;
case 6: // Ladder
break;
case 7: // Channel List
break;
case 8: // Main Menu
if(controlData.getCurrentRealmIndex() == me.gatewayid)
{
outputGameLength();
controlData.click(controlData.gameTypes[me.playtype]);
}
else
controlData.click(controlData.controls.mainMenu.button.gateway);
break;
case 9: // Login
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
Delay(loginDelay);
controlData.setText(controlData.controls.login.editBox.accountName, DGMuleAccs[DGCurrentAcc]);
Delay(1000)
controlData.setText(controlData.controls.login.editBox.password, DGMulePws[DGCurrentAcc]);
Delay(500);
controlData.click(controlData.controls.login.button.logIn);
locationTimeout(5000, location);
break;
case 10: // Login Error (this is a fatal error, so stop)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
Delay(3500);
break;
case 11: // Unable To Connect
timeoutDelay(unableToConnectRetry*60*1000, location)
controlData.click(controlData.controls.login.unableToConnect.button.ok);
break;
case 12: // Character Select
var _time, _control;
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
for(_time = 0 ; _time < characterScreenTimeout ; _time += 500)
{
_control = controlData.get(controlData.controls.characterSelect.textBox.characterInfo[MuleCharLocation[DGCurrentAcc]]);
if(_control && _control.GetText() != undefined)
break;
Delay(500);
}
if(_time < characterScreenTimeout)
{
Delay(characterSelectDelay);
controlData.click(controlData.controls.characterSelect.textBox.characters[MuleCharLocation], 0, 0, 1);
controlData.click(controlData.controls.characterSelect.textBox.characterInfo[MuleCharLocation], 0, 0, 1);
// reset last game made, so it doesnt make a game immediately
inGameAt = 0;
setNextGameMake();
}
else
{
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
}
break;
case 13: // Realm Down - Character Select screen
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
break;
case 14: // Character Select - Disconnected
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(!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
timeoutDelay(cdkeyInUseRetry*60*1000, location);
controlData.click(controlData.controls.login.cdkeyInUse.button.ok);
break;
case 20: // Single Player - Select Difficulty
RunGC(); // run garbage collector between each game
controlData.click(controlData.singlePlayerDifficulties[me.diff]);
break;
case 21: // Main Menu - Connecting
if(!locationTimeout(connectingToBnetTimeout, location))
controlData.click(controlData.controls.mainMenu.connecting.button.cancel);
break;
case 22: // Login - Invalid Cdkey (classic or xpac)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
Delay(3500);
break;
case 23: // Character Select - Connecting
if(!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(!locationTimeout(pleaseWaitTimeout, location))
controlData.click(controlData.controls.lobby.pleaseWait.button.cancel);
break;
case 26: // Lobby - Game Name Exists
sendEventToOOG(D2NT_MGR_PRINT_LOG, "Game already exists", 0);
inGameAt = 0;
lastGameStatus = 0;
setNextGameMake();
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
controlData.click(controlData.controls.lobby.button.quit);
//lastGameStatus = 0;
//setNextGameMake();
//locationTimeout(gameDoesNotExistTimeout, location);
break;
}
}
function locationActionB(location)
{
switch(location.id)
{
case 3: // Lobby Chat
Delay(5000);
controlData.click(controlData.controls.lobby.button.create);
break;
case 1: // Lobby
Delay(5000);
controlData.click(controlData.controls.lobby.button.create);
break;
case 2: // Waiting In Line
if(GetTickCount()-lastGameMade > waitInLineTimeout)
controlData.click(controlData.controls.lobby.inLine.button.cancel);
break;
case 4: // Create Game
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);
}
controlData.setText( controlData.controls.lobby.create.editBox.gameName, MuleGame);
Delay (200);
controlData.setText( controlData.controls.lobby.create.editBox.password, MuleGamePassword);
Delay (200);
controlData.click(controlData.controls.lobby.create.button.normal);
Delay(500);
controlData.click(controlData.controls.lobby.create.button.createGame);
Delay(500);
//sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
RunGC(); // run garbage collector between each game
locationTimeout(5000, location);
lastGameMade = GetTickCount();
lastGameStatus = 1; // pending creation
break;
case 5: // Join Game
if(!controlData.get(controlData.controls.lobby.join.editBox.gameName))
{
controlData.click(controlData.controls.lobby.button.create);
Delay (500);
controlData.click(controlData.controls.lobby.button.join);
Delay (500);
}
controlData.setText( controlData.controls.lobby.join.editBox.gameName, MuleGame);
Delay (200);
controlData.setText( controlData.controls.lobby.join.editBox.password, MuleGamePassword);
Delay (200);
controlData.click(controlData.controls.lobby.join.button.joinGame);
RunGC(); // run garbage collector between each game
//locationTimeout(1000, location);
lastGameStatus = 1; // pending join
check = 1;
break;
case 6: // Ladder
break;
case 7: // Channel List
break;
case 8: // Main Menu
if(controlData.getCurrentRealmIndex() == me.gatewayid)
{
outputGameLength();
controlData.click(controlData.gameTypes[me.playtype]);
}
else
controlData.click(controlData.controls.mainMenu.button.gateway);
break;
case 9: // Login
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
Delay(loginDelay);
controlData.setText(controlData.controls.login.editBox.accountName, me.account);
sendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);
locationTimeout(5000, location);
break;
case 10: // Login Error (this is a fatal error, so stop)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
Delay(3500);
break;
case 11: // Unable To Connect
timeoutDelay(unableToConnectRetry*60*1000, location)
controlData.click(controlData.controls.login.unableToConnect.button.ok);
break;
case 12: // Character Select
var _time, _control;
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;
setNextGameMake();
}
else
{
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
}
break;
case 13: // Realm Down - Character Select screen
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
break;
case 14: // Character Select - Disconnected
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(!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
timeoutDelay(cdkeyInUseRetry*60*1000, location);
controlData.click(controlData.controls.login.cdkeyInUse.button.ok);
break;
case 20: // Single Player - Select Difficulty
RunGC(); // run garbage collector between each game
controlData.click(controlData.singlePlayerDifficulties[me.diff]);
break;
case 21: // Main Menu - Connecting
if(!locationTimeout(connectingToBnetTimeout, location))
controlData.click(controlData.controls.mainMenu.connecting.button.cancel);
break;
case 22: // Login - Invalid Cdkey (classic or xpac)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
Delay(3500);
break;
case 23: // Character Select - Connecting
if(!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(!locationTimeout(pleaseWaitTimeout, location))
controlData.click(controlData.controls.lobby.pleaseWait.button.cancel);
break;
case 26: // Lobby - Game Name Exists
sendEventToOOG(D2NT_MGR_PRINT_LOG, "Game already exists", 0);
inGameAt = 0;
lastGameStatus = 0;
setNextGameMake();
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
controlData.click(controlData.controls.lobby.button.quit);
//lastGameStatus = 0;
//setNextGameMake();
//locationTimeout(gameDoesNotExistTimeout, location);
break;
}
}
function sendEventToOOG(locationId, statusString, pendingTime)
{
return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString);
}
function setNextGameMake()
{
lastGameMade = GetTickCount();
nextGameMake = lastGameMade + createGameThreshold + Random(0-createGameThresholdRandom, createGameThresholdRandom) + inGameAt;
inGameAt = 0;
chatActionsDone = false;
}
function outputGameLength()
{
if(inGameAt)
{
duration = GetTickCount() - inGameAt;
inGameAt = (duration < gameMinLength ? gameMinLength - duration : 0);
}
}
function locationTimeout(time, location)
{
endtime = GetTickCount() + time;
while(controlData.getLocation().id == location.id && endtime > GetTickCount())
{
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
Delay(500);
}
return (controlData.getLocation().id != location.id);
}
function timeoutDelay(time, location)
{
endtime = GetTickCount() + time;
while(endtime > GetTickCount())
{
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
Delay(1000);
}
}
function getRandomString(_length)
{
_retString = "";
_charSet = "0123456789abcdefghijklmnopqrstuvwxyz";
while(_length--)
{
_retString += _charSet.charAt(Random(0, _charSet.length-1));
Delay(1);
}
return _retString;
}
function NT_ScriptMsgEvents1(msg)
{
switch(msg)
{
case "MULE":
ExitGame();
NTC_SendLogToOOG(NTC_LOG_COMMON, "Log on Mule Account");
NTC_Delay(2000);
NTC_Delay(20000);
controlData.click(controlData.controls.lobby.button.quit);
NTC_Delay(2000);
controlData.click(controlData.controls.characterSelect.button.exit);
NTC_Delay(2000);
var filehandle = FileOpen("NTBot/char_configs/mule/" + me.account + "mulenip", 1);
if(filehandle)
{
filehandle.WriteLine(DGNipFiles[DGCurrentAcc]);
filehandle.Close();
}
while(1)
{
if(!me.ingame){
locationActionA(controlData.getLocation());
}
else{
Delay(5000);
Load("NTBot/bots/NTJOIN.ntj");
break;
}
}
break;
case "MULE_START":
Delay(5000);
while(1)
{
if(!me.ingame){
locationActionB(controlData.getLocation());
}
else{
Delay(5000);
Load("NTBot/bots/NTMule.ntj");
break;
}
}
zxetay = true;
break;
case "MULE_FULL":
ExitGame();
NTC_SendLogToOOG(NTC_LOG_COMMON, "Log on next Mule char because current Mulechar is full!");
NTC_Delay(10000);
controlData.click(controlData.controls.lobby.button.quit);
MuleCharLocation[DGCurrentAcc]++;
while(1)
{
if(!me.ingame){
locationActionA(controlData.getLocation());
}
else{
Delay(5000);
Load("NTBot/bots/NTJOIN.ntj");
break;
}
}
zxetay = true;
break;
case "DONE":
ExitGame();
NTC_Delay(10000);
DGCurrentAcc++;
if (DGCurrentAcc == DGMuleAccs.length)
{
NTC_SendLogToOOG(NTC_LOG_COMMON, "Finished Muling!");
NTC_Delay(2000);
controlData.click(controlData.controls.lobby.button.quit);
NTC_Delay(2000);
controlData.click(controlData.controls.characterSelect.button.exit);
DGCurrentAcc = 0;
zxetay = false;
}else{
NTC_SendLogToOOG(NTC_LOG_COMMON, "Log on next Mule Account");
NTC_Delay(2000);
NTC_Delay(20000);
controlData.click(controlData.controls.lobby.button.quit);
NTC_Delay(2000);
controlData.click(controlData.controls.characterSelect.button.exit);
NTC_Delay(2000);
var filehandle = FileOpen("NTBot/char_configs/mule/" + me.account + "mulenip", 1);
if(filehandle)
{
filehandle.WriteLine(DGNipFiles[DGCurrentAcc]);
filehandle.Close();
}
while(1)
{
if(!me.ingame){
locationActionA(controlData.getLocation());
}else{
Delay(5000);
Load("NTBot/bots/NTJOIN.ntj");
break;
}
}
}
}
}