Ich habe es dir mal markiert, an sich steht das auch im Startpost, im Kommentar in der Zeile darüber und man hätte es in ein paar dutzend geposteten Codebeispielen sehen können. ;)Quote:
bei mir klappt iwas nicht
bitte einmal durchgucken dankeCode:/** * 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: 05/28/2010 */ var gameMinLength = 80000; // 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 = 5; // 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 = 3500; // time in milliseconds to wait between making games var createGameThresholdRandom = 5000; // time in milliseconds to randomly add +/- to the game create time var createGameTimeout = 1500; // time in milliseconds to register a failed to create game var waitInLineTimeout = 6000; // 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 = 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) [COLOR=Red]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..[/COLOR] [COLOR=Red]var joinChannelInChat = "OP Pornobaal"; // leave blank not to join a private channel var channelLogin = true; // type ".login" once after joining the channel var channelUsers = new Array(); // dynamic array that holds channel users //---------------------------------------------------------------------------------------------------------------------------------------------------------[/COLOR] [COLOR=Red]// add any char/account here that is supposed to perform chat actions/game announcements or join a private channel channelUsers.push("someAccountName"); channelUsers.push("someCharName");[/COLOR] // [B]was soll da denn hin ?[/B] // [COLOR=Green]Lesen kannst du aber schon, oder? --> Dein(e) Char- oder Accountname(n)[/COLOR] [COLOR=Red]//---------------------------------------------------------------------------------------------------------------------------------------------------------- //These key expressions are replaced that way: %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 won't be any anncouncement right after login var gameAnnouncement = "Join %game%counter// in %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 //----------------------------------------------------------------------------------------------------------------------------------------------------------[/COLOR] 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 chatActionsDone = false; var lastGameFailed = false; var joinedChannel = false; var justJoined = true; Include("libs/controlInfo.ntl"); var controlData = new controlInfo(); 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) { RunGC(); // run garbage collector between each game if(Load("NTBot/NTBotGame.ntj")) { _ingame = true; if(me.playtype > 0) sendEventToOOG(D2NT_MGR_INGAME, "In Game [IP:" + me.gameserverip.split(".")[3] + "]", 0); else sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0); lastGameStatus = 2; // in game successful } } Delay(1000); } else { if(_ingame) { _ingame = false; sendEventToOOG(D2NT_MGR_READY, "", 0); } locationAction(controlData.getLocation()); Delay(500); } } } function locationAction(location) { switch(location.id) { case 3: // Lobby Chat if(justJoined) { justJoined = false; if(isChannelUser(me.account, me.charname)) { for(var i = 0; i < 3; i++) { SetStatusText("ÿc2Chat actions enabled!"); Delay(750); SetStatusText(""); Delay(750); } } else { for(var i = 0; i < 3; i++) { SetStatusText("ÿc1Chat actions disabled!"); Delay(750); SetStatusText(""); Delay(750); } } } if(!chatActionsDone && isChannelUser(me.account, me.charname)) { chatActionsDone = true; Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax)); if(!joinedChannel && (joinRandomChannel || joinChannelInChat != "")) { var rndChannel = getRandomString(Random(3,10)); SetStatusText("ÿc8Joining Channel " + (joinRandomChannel ? rndChannel : joinChannelInChat) ); Delay(1000); Say("/join " + (joinRandomChannel ? rndChannel : joinChannelInChat)); joinedChannel = true; Delay(1000); if(channelLogin) { 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) { 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(); lastGameFailed = true; Delay(5000); case 2: outputGameLength(); lastGameStatus = 0; setNextGameMake(); if(lastGameFailed) { SetStatusText("ÿc1Failed to join!"); sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿE00000Game " + ((getGameCounter(me.gamename, true)) ? ("(" + getGameCounter(me.gamename, true) + ")") : "") + " creation failed!", 0) Delay(2500); } sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0); break; } } else { if(joinChannelInChat && gameAnnouncement && me.gamename && isChannelUser(me.account, me.charname)) { var tempDelay = (gameAnnouncementDelay > 5000) ? gameAnnouncementDelay : 5000 + (gameAnnouncementDelayRandom > 500) ? Random(0, gameAnnouncementDelayRandom) : 500; var gameText = gameAnnouncement; gameText = gameText.replace("%password", me.gamepassword); gameText = gameText.replace("%game", getGameName(me.gamename)); gameText = gameText.replace("%counter", getGameCounter(me.gamename, false)); gameText = gameText.replace("%time", parseInt((nextGameMake - GetTickCount() - tempDelay)/1000+3.0)); if(parseInt((nextGameMake - GetTickCount() - tempDelay)/1000+3.0) > 5) { Delay(tempDelay); Say(gameText); } } timeoutDelay(nextGameMake-GetTickCount(), location, true); } 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); 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 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, "ÿE00000Game already exists", 0); SetStatusText("ÿc1Game akready exists!"); 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 inGameAt = Random(gameDoesNotExistDelayMin, gameDoesNotExistDelayMax); 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, showNextGameStatus) { if(arguments.length < 3) showNextGameStatus = false; endtime = GetTickCount() + time; while(endtime > GetTickCount()) { sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0); if(showNextGameStatus) { if(lastGameFailed && parseInt((endtime-GetTickCount())/1000) > 30) { if(parseInt((endtime-GetTickCount())/1000) % 30 == 0) { SetStatusText("ÿc1Last game failed!"); Delay(5000); } if(me.gamename && getGameCounter(me.gamename, false)) SetStatusText("ÿc8Next game: " + getGameName(me.gamename) + getGameCounter(me.gamename, false) + " (" + parseInt((endtime-GetTickCount())/1000) + "s)"); else SetStatusText("ÿc8Game creation pending... (" + parseInt((endtime-GetTickCount())/1000) + "s)"); } else if(parseInt((endtime-GetTickCount())/1000) >= 0) { if(me.gamename && getGameCounter(me.gamename, false)) SetStatusText("ÿc8Next game: " + getGameName(me.gamename) + getGameCounter(me.gamename, false) + " (" + parseInt((endtime-GetTickCount())/1000) + "s)"); else SetStatusText("ÿc8Game creation pending... (" + parseInt((endtime-GetTickCount())/1000) + "s)"); } if(me.ingame) endtime = GetTickCount(); } Delay(1000); } if(showNextGameStatus) SetStatusText("ÿc8Creating game..."); } function getRandomString(_length) { _retString = ""; _charSet = "0123456789abcdefghijklmnopqrstuvwxyz"; while(_length--) { _retString += _charSet.charAt(Random(0, _charSet.length-1)); Delay(1); } return _retString; } function getGameName(lastGameString) { if(!lastGameString) return ""; else return (lastGameString.substr(0, lastGameString.lastIndexOf('-')+1)); } function getGameCounter(lastGameString, simple) { var myCount, countString; if(!lastGameString) return "-1"; else { countString = lastGameString.slice(lastGameString.lastIndexOf('-')+1); switch(countString) { case "08": myCount = 9; break; case "09": myCount = 10; break; default: myCount = parseInt(countString) + 1; break; } if(!simple) { if(myCount <= 9) return ('0' + myCount); } return myCount; } } function isChannelUser(accountname, charname) { for(var i = 0; i < channelUsers.length; i++) { if(accountname.toLowerCase() == channelUsers[i].toLowerCase() || charname.toLowerCase() == channelUsers[i].toLowerCase()) return true; } return false; }
wer mir hilft bekommt natürlich ein THX ;) :handsdown::handsdown:
Übrigens ist die Version hier veraltet, wobei ich nicht gedenke, diese nochmal als Einzelskript zu updaten. :o
Lg
Muddy