Hey Devil
I've been trying to track this bug I mentioned a few days ago. I've figure out that it happens almost EVERY time I get the "Mule Full switching char" event. I'm using all premade mules, and it doesn't matter if I have 1 or 4 mules full.
Basically what happens is that after it changes characters, it correctly joins the game but never loads any scripts and just sits there in game indefinitely.
I turned on debug and forced the event to happen, and I came up with this log in my manager:
Debug: Choose Char 1
Debug: Choose Char 2 - 0
Debug: Choose Char 3 - 1
Debug: Location(A) is 1
Debug: Location(A) is 5
Debug: Location(A) is 25
For reference so you don't have to look here is the code that produces these debug lines
Code:
case "MULE_FULL":
MuleState = 2;
ExitGame();
NTC_SendLogToOOG(NTC_LOG_COMMON, "Log on next Mule char because current Mulechar is full!");
// Edited
var _fhandle
_fhandle = FileOpen("NTBot/FullAccount.txt", 2);
_fhandle.WriteLine("Mule number " + MuleCharLocation[DGCurrentAcc] + " has filled up on " + DGMuleAccs[DGCurrentAcc]);
_fhandle.Close();
// Stop Edit
Delay(10000);
ControlData.click(ControlData.controls.lobby.button.quit);
MuleCharLocation[DGCurrentAcc]++;
isMuling = true;
if(MuleCharLocation[DGCurrentAcc] == 8)
{ // Account is Full for now just return to normal Botting --> items will be lost!
NTC_SendLogToOOG(NTC_LOG_COMMON, "Your Mule Account " + DGMuleAccs[DGCurrentAcc] + " is full!");
NT_ScriptMsgEvents1("DONE");
}
preventRecover = true;
while(isMuling)
{
if(!me.ingame){
Delay(2000);
if (DGDebug)
NTC_SendLogToOOG(NTC_LOG_COMMON, "Debug: Location(A) is " + ControlData.getLocation().id);
locationActionA(ControlData.getLocation());
}
else{
Delay(5000);
Load("NTBot/bots/NTJOIN.ntj");
break;
}
}
preventRecover = false;
break;
From NTBot.ntj
I'm not too sure how to look up what location 1,2, or 25 means but "location 25" message was displayed WHILE I was joining the game ( at the load screen ).
Any ideas on why the NTJoin script isn't loading?