Bevor das ganze in meinem Thread etwas untergeht, veröffentliche ich es auch mal hier, da es ja für jeden D2NT Bot zu gebrauchen ist. Es handelt sich dabei um einen Entry Point für Chars die ein Spiel joinen sollen. Der Unterschied zu anderen NTBotLeech Scripten ist, dass dieses hier nichtmehr "/f l" spammed, um das Spiel des Leaders zu finden.
Der Bot schreibt jetzt genau einmal "/f l", wenn er den Channel betritt. Hat der Leader schon ein Spiel offen, dann joined er. Wenn nicht, wartet er im Channel, bis der Leader ein Spiel erstellt und joined dann anhand der Friendmessage die gesendet wird. Das ist vorallem bei Public Runs deutlich effektiver, wo man sehr schnell joinen muss, bevor das Spiel voll ist. Aber um es kurz zu machen, hier das Script:
Um es mit Muddy's D2NT nutzen zu können muss in Zeile 112 das NTBotgame in MWBotgame umbenannt werden.
Über Feedback wäre ich dankbar, da ich es bisher nur kurz getestet habe.
Edit:
Der Bot schreibt jetzt genau einmal "/f l", wenn er den Channel betritt. Hat der Leader schon ein Spiel offen, dann joined er. Wenn nicht, wartet er im Channel, bis der Leader ein Spiel erstellt und joined dann anhand der Friendmessage die gesendet wird. Das ist vorallem bei Public Runs deutlich effektiver, wo man sehr schnell joinen muss, bevor das Spiel voll ist. Aber um es kurz zu machen, hier das Script:
Code:
var DelayedJoinChars = new Array();
//###################################################################
//###########################Einstellungen###########################
//###################################################################
var LeaderAccountName = "LeaderAccountName";
var LeaderName = "LeaderName";
var GamePassword = "1";
var JoinGameAgain = false; // wenn der Bot nach chicken oder disconnect ins selbe Spiel nochmal gehen soll, auf true stellen
var UseCDKeyChangeTrick = false; // Wenn der LeechBot mehrere CD Keys nutzen soll, dann auf true stellen.
var JoinRandomChannel = false;
var JoinChannelInChat = "OP MyBaal";
var FirstJoinMessage = ""; // Soll der Leechbot etwas sagen, wenn er in den Chat kommt, dann hier eintragen
var ChatMessageAfterGame = ""; // Soll der Leechbot etwas sagen, wenn er aus dem Spiel kommt, dann hier eintragen
// Wenn mehrere Leecher das selbe Spiel joinen sollen müssen sie das leicht Zeitversetzt tun,
// da es sonst zu Joinbugs kommt. Die Chars ODER Accounts hier bitte eintragen:
DelayedJoinChars.push("LeecherOne", "LeecherTwo", "LeecherThree");
//###################################################################
//##############################Delays###############################
//###################################################################
var GameMinLength = 180000;
// realm delays (minutes)
var UnableToConnectRetry = 2;
var RealmDownRetry = 60;
var DisconnectedRetry = 2;
var CdKeyInUseRetry = 2;
// interface delays (milliseconds)
var MultipleLeecherJoinDelay = 1000;
var JoinDelay = 100;
var ConnectingToBnetTimeout = 20000;
var CharacterScreenTimeout = 10000;
var PleaseWaitTimeout = 10000;
var CreateGameThreshold = 10000;
var CreateGameThresholdRandom = 1000;
var CreateGameTimeout = 15000;
var WaitInLineTimeout = 15000;
var CharacterSelectDelay = 1000;
var LoginDelay = 1000;
var ClickDelay = 500;
var TextDelay = 500;
var ClickDelayRandom = 500;
var TextDelayRandom = 500;
var GameDoesNotExistDelayMin = 600000;
var GameDoesNotExistDelayMax = 900000;
var GameDoesNotExistTimeout = 30000;
var WaitBeforeEnterChatMin = 1000;
var WaitBeforeEnterChatMax = 2000;
var WaitInChatBeforeActionsMin = 2000;
var WaitInChatBeforeActionsMax = 3000;
//###################################################################
//###################################################################
//###############DO NOT CHANGE 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 SayChatMsgAfterGame = true;
Include("libs/controlInfo.ntl");
var ControlData = new controlInfo();
var SameGame = "";
var OldGame = "";
var Game = "";
var Debug = false;
var JoinChatAfterGame = true;
function NTMain()
{
Delay(1000);
var _ingame = false;
ControlData.ClickDelay = ClickDelay;
ControlData.TextDelay = TextDelay;
ControlData.ClickDelayRandom = ClickDelayRandom;
ControlData.TextDelayRandom = TextDelayRandom;
while(1)
{
if(me.ingame)
{
OldGame = me.gamename;
if(!InGameAt)
InGameAt = GetTickCount();
if(!_ingame)
{
RunGC(); // run garbage collector between each game
if(Load("NTBot/MWBotGame.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;
SayChatMsgAfterGame = true;
sendEventToOOG(D2NT_MGR_READY, "", 0);
}
locationAction(ControlData.getLocation());
Delay(500);
}
}
}
function locationAction(location)
{
var _randomChannel;
switch(location.id)
{
case 3: // Lobby Chat
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
if(!ChatActionsDone)
{
ChatActionsDone = true;
Delay(Random(WaitInChatBeforeActionsMin, WaitInChatBeforeActionsMax));
if(JoinRandomChannel || JoinChannelInChat != "")
{
SetStatusText("ÿc8Joining channel...");
Say("/join " + (JoinRandomChannel ? getRandomString(Random(3,10)) : JoinChannelInChat));
Delay(2000);
}
if(FirstJoinMessage)
{
Say(FirstJoinMessage);
Delay(1000);
}
}
if (SayChatMsgAfterGame == true)
{
if(ChatMessageAfterGame && OldGame != "")
Say(ChatMessageAfterGame);
SetStatusText("ÿc8Checking friendlist...");
Say("/f l");
SayChatMsgAfterGame = false;
Delay(1500);
}
Game = "";
if(chat = ControlData.get(ControlData.controls.lobby.chat.textBox.channelText))
{
var found_leader = false;
lines = chat.GetText();
for (var line_id = lines.length - 1; line_id > -1; line_id--)
{
if (found_leader) // useless... :/
break;
if (lines[line_id].substring(0,1) == " ")
continue;
// retrieving the whole message
var msg = lines[line_id].replace(/^\s+|\s+$/, "");
var msglines = 1;
while (lines[line_id+msglines] != undefined && lines[line_id+msglines].substring(0,2) == " ")
{
msg += " " + lines[line_id+msglines].replace(/^\s+|\s+$/, "");
msglines++;
}
// checking if the msg is a friendly whisper
if (msg.toLowerCase().lastIndexOf(LeaderName.toLowerCase() + " (*" + LeaderAccountName.toLowerCase() + ")") > -1)
{
var regGameNameWhispered=/^.*(game|partie|spiel|partita|partida).*(nomm[^\s]*|called|chiamata)\s*([\w\s-]*\w)\s*\.\s*$/gi;
if (msg.match(regGameNameWhispered))
Game = msg.replace(regGameNameWhispered, "$3");
if (Game != "")
{
found_leader = true;
break;
}
}
// checking if the msg is from the friend list
if (msg.toLowerCase().lastIndexOf(": " + LeaderAccountName.toLowerCase() + ",") > -1)
{
found_leader = true;
var regOffline=/^.*(offline|desconectado).*$/gi;
var regInChat=/^.*(channel|canale?)\s*([\w\s-]*\w)\.?\s*$/gi;
var regGameName=/^.*(game|partie|spiel|partita|partida)\s*([\w\s-]*\w)\s*\(priv[^\)]*\)\.\s*$/gi;
if (msg.match(regOffline))
SetStatusText("ÿc8Leader is currently offline.");
else if (msg.match(regInChat))
SetStatusText("ÿc8Waiting for leader to create a game.");
else if (msg.match(regGameName))
Game = msg.replace(regGameName, "$2");
break;
}
}
if (found_leader == false)
{
DebugInOOG("I couldn\'t find the leader in my friend list!");
SetStatusText("ÿc8Leader not found.");
}
if (Game != "")
{
DebugInOOG('Leader is in the game "' + Game + '"');
//ControlData.click(ControlData.controls.lobby.button.join);
//Delay(100);
if(!JoinGameAgain)
{
if (Game != SameGame)
{
SetStatusText("ÿc8Joining Game: " + Game);
if (UseCDKeyChangeTrick)
{
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
Delay(1000);
}
ControlData.click(ControlData.controls.lobby.button.join);
Delay (200);
}
else
SetStatusText("ÿc8Waiting for next game...");
}
else
{
SetStatusText("ÿc8Joining Game: " + Game);
if (UseCDKeyChangeTrick)
{
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
Delay(1000);
}
ControlData.click(ControlData.controls.lobby.button.join);
Delay (200);
}
}
}
else
{
DebugInOOG("I can\'t read the chat!");
}
if(Game != "")
SameGame = Game;
break;
case 1: // Lobby
if(location.id == 1 && JoinChatAfterGame)
{
Delay(Random(WaitBeforeEnterChatMin, WaitBeforeEnterChatMax));
ControlData.click(ControlData.controls.lobby.button.enterChat);
break;
}
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);
break;
}
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
locationTimeout(5000, location);
LastGameMade = GetTickCount();
LastGameStatus = 1; // pending creation
break;
case 5: // Join Game
if (Game)
{
ControlData.setText( ControlData.controls.lobby.join.editBox.gameName, Game);
Delay(100);
ControlData.setText( ControlData.controls.lobby.join.editBox.password, GamePassword);
for(var i = 0; i < DelayedJoinChars.length; i++)
{
if(me.charname.toLowerCase() == DelayedJoinChars[i].toLowerCase() || me.account.toLowerCase() == DelayedJoinChars[i].toLowerCase())
{
Delay(MultipleLeecherJoinDelay * i);
break;
}
}
Delay(JoinDelay);
ControlData.click(ControlData.controls.lobby.join.button.joinGame);
RunGC(); // run garbage collector between each game
locationTimeout(5000, location);
LastGameStatus = 1; // pending join
}
else
{
DebugInOOG("No game to join : cancelling");
me.Cancel(1);
Delay(1000);
}
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, "yE00000Game 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
InGameAt = Random(GameDoesNotExistDelayMin, GameDoesNotExistDelayMax);
LastGameStatus = 0;
setNextGameMake();
locationTimeout(GameDoesNotExistTimeout, location);
break;
default:
DebugInOOG("Unhandled location : "+location.id);
break;
}
//DebugInOOG("Location : "+location.id);
}
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 DebugInOOG(logString)
{
if (Debug)
return SendCopyData("D2NT Manager", null, 9<<16, "-- Debug : " + logString);
else
return false;
}
Code:
if(Load("NTBot/[COLOR="Red"]NT[/COLOR]BotGame.ntj"))
Edit:
- JoinDelay hinzugefügt, falls der Char zu schnell joined einfach erhöhen.
- DelayedJoinChars hinzugefügt, damit mehrere Chars ohne Joinbug in das gleiche Spiel joinen können. Bei MultipleLeecherJoinDelay kann das Delay geändert werden.