Bin ziemlich neu im Bot-Geschehen und habe eig. schon jeden ausprobiert und keiner hat funktioniert. So bin ich dann bei deinem gelandet und habe nun ein oder zwei Fragen:
Wie erstelle ich mir diese Nip files zur Auswahl der Gegenstände die der Bot aufheben soll?
Nun habe ich den Bot laufen lassen auch ohne Drop Einstellungen aber das dürfte an sich ja kein Problem sein. Nun kommt allerdings folgendes nachdem er sich in ein Spiel eingeloggt hat:
WARNING: cannot find charconfig 'NTConfig_Paladin_didaxo.ntl' - using default config
Code:
//
// NTConfig_Paladin.ntl - Template character configuration file for Paladin.
//
// Copy this file as NTConfig_Paladin_<YOURCHARNAME>.ntl and edit as appropriate.
// Do *NOT* edit this template! Keep it for future reference.
//
// Please note that many of the settings in this file can also be set up as defaults
// for all your characters in the 'NTConfig_Defaults.ntl' file, which will lead to
// much smaller character configuration files, if your characters share most of the
// settings.
//
function NT_SetupConfig()
{
//----------------------------------------------------------------------------------------------
// Run Configuration
//----------------------------------------------------------------------------------------------
// --- Toothless NIP checker ---
NTConfig_Script.push("TLNipCheck.ntj");
// --- Act1 ---
//NTConfig_Script.push("A1-ColdPlains.ntj");
NTConfig_Script.push("A1-Mausoleum.ntj"); NTConfig_KillBloodRaven = true;
//NTConfig_Script.push("A1-StonyField.ntj");
NTConfig_Script.push("A1-Tristram.ntj"); NTConfig_KillRakanishu = true;
//NTConfig_Script.push("A1-Hole.ntj"); NTConfig_ClearHoleLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("A1-Treehead.ntj");
NTConfig_Script.push("A1-Tower.ntj"); NTConfig_ClearBlackMarsh = false; NTConfig_ClearTower = false; NTConfig_ClearTowerLvl5 = true;
NTConfig_Script.push("A1-Pit.ntj"); NTConfig_ClearPathToPit = false; NTConfig_ClearPitLevel1 = 0; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("A1-TheSmith.ntj");
//NTConfig_Script.push("A1-BoneAsh.ntj");
NTConfig_Script.push("A1-Andariel.ntj");
// --- Act 2 ---
//NTConfig_Script.push("A2-Radament.ntj");
//NTConfig_Script.push("A2-Coldworm.ntj");
//NTConfig_Script.push("A2-AncientTunnels.ntj");
NTConfig_Script.push("A2-Summoner.ntj"); NTConfig_KillFireEye = true;
NTConfig_Script.push("A2-Duriel.ntj"); NTConfig_ClearPathToDuriel = false;
//NTConfig_Script.push("A2-TombRaider.ntj"); NTConfig_ClearCanyon = false;
// --- Act 3 ---
//NTConfig_Script.push("A3-FlayerJungle.ntj");
//NTConfig_Script.push("A3-Sewers.ntj"); NTConfig_ClearA3SewersLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("A3-Temples.ntj");
//NTConfig_Script.push("A3-Travincal.ntj");
NTConfig_Script.push("A3-Mephisto.ntj"); NTConfig_MephOpenChest = true; NTConfig_MephClearArea = false; NTConfig_MephUsePortal = true;
// --- Act 4 ---
//NTConfig_Script.push("A4-Izual.ntj");
//NTConfig_Script.push("A4-DamnedCity.ntj");
//NTConfig_Script.push("A4-Hephasto.ntj");
NTConfig_Script.push("A4-Diablo.ntj"); NTConfig_DiabloStartAtStar = true; NTConfig_DiabloDoneMsg = "Baal is next...";
// --- Act 5 ----
NTConfig_Script.push("A5-Eldritch.ntj"); NTConfig_ShenkExtension = true;
//NTConfig_Script.push("A5-Abbadon.ntj");
//NTConfig_Script.push("A5-Acheron.ntj");
//NTConfig_Script.push("A5-ThreshSocket.ntj");
//NTConfig_Script.push("A5-FrozenRiver.ntj"); NTConfig_ClearFrozenRiver = true;
//NTConfig_Script.push("A5-GlacialTrail.ntj"); NTConfig_ClearGlacialTrail = false;
//NTConfig_Script.push("A5-InfernalPit.ntj");
//NTConfig_Script.push("A5-IcyCellar.ntj"); NTConfig_ClearIcyCellar = false;
NTConfig_Script.push("A5-Nihlathak.ntj"); NTConfig_PindleskinExtension = true; NTConfig_SkipOnTombVipers = true;
//NTConfig_Script.push("A5-Pindleskin.ntj"); NTConfig_NihlathakExtension = true;
//NTConfig_Script.push("A5-WorldstoneKeep.ntj"); NTConfig_SkipWSKLevelOnSouls = false; NTConfig_SkipWSKLevelOnSuccubi = false; NTConfig_SkipWSKLevelOnDeathLords = false;
//NTConfig_Script.push("A5-Baal.ntj");
// Optional Baal script settings:
//NTConfig_BaalMaxMercDistance = 6; // Keep merc within this distance, while waiting for baal waves (0=disable).
//NTConfig_BaalWaveAttackPos = [15093, 5039]; // Attack Position for baal waves (x/y).
//NTConfig_BaalTerminate = true; // Terminate that laughing retard, or leave him be?
//NTConfig_BaalAttackPos = [15138, 5916]; // Attack Position for baal (x/y).
//NTConfig_BaalPickTreasure = true; // Pick up the three gold piles in worldstone chamber?
//NTConfig_BaalEnterMsg = "Let's kill Baal!"; // Message before entering worldstone chamber (public mode only).
//NTConfig_BaalDoneMsg = "Next game will be %ngn"; // Message after baal has been properly taken care of (public mode only).
// --- Miscellaneous ---
//NTConfig_Script.push("Delay.ntj"); NTConfig_DelaySeconds = 60;
//NTConfig_Script.push("GameOver.ntj"); NTConfig_GameOverMsg = "Next game will be %ngn";
//----------------------------------------------------------------------------------------------
// Master/Slave Settings
//----------------------------------------------------------------------------------------------
// If you want to notify slaves running NTBotSlave.ntj entry point script,
// put the list of *account* names here, to send invitations on game start.
//NTConfig_SlavesToNotify = ["slaveacc1", "slaveacc2"];
// If you want to join other runs as a slave, set these to the correct values.
// You may want to have several of these lines for different runs, so that you
// can activate/deactivate them simply by commenting/uncommenting.
//NTConfig_MasterName = "MyMaster"; NTConfig_BaalSafeMsg = "TP safe.";
//NTConfig_MasterName = "MyOtherMaster"; NTConfigBaalSafeMsg = "TP is now safe.";
// It may be desirable to automatically activate certain settings depending
// upon whether you're running as a master/single or as a slave.
if(NTConfig_MasterName)
{
// Settings only active in slave mode go here.
NTConfig_BaalSlave = true; // Run Baal script in slave mode.
NTConfig_BaalSlaveWaitSafe = false; // Wait for safe message before entering TP?
NTConfig_BaalSlaveBoWp = 111; // Use Frigid Highlands WP for pre BO.
}
else
{
// Settings only active when running as master/single go here.
NTConfig_BaalAbortOnDolls = 10; // Abort game if at least this many dolls in throne (0=disable).
NTConfig_BaalAbortOnSouls = 15; // Abort game if at least this many souls in throne (0=disable).
NTConfig_BaalSafeMsg = "TP safe."; // Message when throne has been cleared (public mode only).
}
//----------------------------------------------------------------------------------------------
// General Settings
//----------------------------------------------------------------------------------------------
NTConfig_AutoParty = true; // Invite other players, even if not in public mode
NTConfig_PublicMode = false; // Set 'true' for public CS/Baal runs
NTConfig_CheckGamePassword = false; // Check that the game was created with a password
NTConfig_ExitOnMissingTeleport = true; // Exit game if teleport skill is missing? (Enigma Bug)
NTConfig_RepairPercent = 85; // Repair items if under this percent durability/quantity.
me.quitonhostile = true; // Exit game if another player expresses hostility towards you?
//me.maxgametime = 1500; // Time in seconds, maximum game length (0 is infinite)
NTConfig_UseDeathTaunts = false; // Use taunts if another player bites the dust?
//NTConfig_DeathTaunts = []; // Put list of your personal favourite taunts here.
//----------------------------------------------------------------------------------------------
// Chest + Shrine Settings
//----------------------------------------------------------------------------------------------
NTConfig_OpenChests = true; // Open all chests in an area after clearing it?
NTConfig_OpenSpecialChestsOnly = false; // Open only special chests?
NTConfig_UseShrines = true; // Use Shrines?
//----------------------------------------------------------------------------------------------
// Identification Settings
//----------------------------------------------------------------------------------------------
NTConfig_UseCain = true; // Identify items using cain (will only use cain, if you don't carry any items that are supposed to be kept unid)
NTConfig_SkipCain = 0x00; // Skip cain if: 0x01 - Self poisoned, 0x02 - Merc poisoned, 0x03 - Self or merc poisoned
NTConfig_CainMsg = "!Stay a while and listen"; // Message to say after visiting cain or empty for none.
NTConfig_CainDropCrap = false; // Drop crap items after id at cain?
NTConfig_CainAnnounceCrap = false; // Announce dropped items in game?
//----------------------------------------------------------------------------------------------
// World Event Settings
//----------------------------------------------------------------------------------------------
// Stay in game for at least 5 minutes after receiving a 'XX stones of jordan sold' message.
NTConfig_CheckSoJSales = true;
// Stay in game indefinately when a 'Diablo walks the earth' message is received.
NTConfig_CheckCloneDiablo = true;
//----------------------------------------------------------------------------------------------
// Gambling Configuration
//----------------------------------------------------------------------------------------------
NTConfig_Gamble = true; // Enable gambling
NTConfig_GambleStartGold = 3000000; // Gold amount to start the gambling
NTConfig_GambleStopGold = 150000; // Gold amount to stop the gambling
// Gambling items specified this way, are added to the default list of gambling items.
NTConfig_GambleItem.push(520); // Amulets
NTConfig_GambleItem.push(522); // Rings
//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
// Or you may reset the default list of gambling items, and specify your own.
//NTConfig_GambleItem = [520, 522];
//----------------------------------------------------------------------------------------------
// Cubing Configuration
//----------------------------------------------------------------------------------------------
NTConfig_Cubing = false; // Enable cubing
//NTConfig_CubingItem.push([NTCU_ESSENCE, 653]); // Token of absolution
// *** Upgrade Gems using cube ***
//NTConfig_CubingItem.push([NTCU_GEM, 560]); // 3 x Flawless Amethyst -> Perfect Amethyst
//NTConfig_CubingItem.push([NTCU_GEM, 565]); // 3 x Flawless Topaz -> Perfect Topaz
//NTConfig_CubingItem.push([NTCU_GEM, 570]); // 3 x Flawless Saphire -> Perfect Saphire
//NTConfig_CubingItem.push([NTCU_GEM, 575]); // 3 x Flawless Emerald -> Perfect Emerald
//NTConfig_CubingItem.push([NTCU_GEM, 580]); // 3 x Flawless Ruby -> Perfect Ruby
//NTConfig_CubingItem.push([NTCU_GEM, 585]); // 3 x Flawless Diamond -> Perfect Diamond
//NTConfig_CubingItem.push([NTCU_GEM, 600]); // 3 x Flawless Skull -> Perfect Skull
// *** Upgrade Runes using cube ***
//NTConfig_CubingItem.push([NTCU_RUNE_EL]); // 3 x EL Rune -> ELD Rune
//NTConfig_CubingItem.push([NTCU_RUNE_ELD]); // 3 x ELD Rune -> TIR Rune
//NTConfig_CubingItem.push([NTCU_RUNE_TIR]); // 3 x TIR Rune -> NEF Rune
//NTConfig_CubingItem.push([NTCU_RUNE_NEF]); // 3 x NEF Rune -> ETH Rune
//NTConfig_CubingItem.push([NTCU_RUNE_ETH]); // 3 x ETH Rune -> ITH Rune
//NTConfig_CubingItem.push([NTCU_RUNE_ITH]); // 3 x ITH Rune -> TAL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_TAL]); // 3 x TAL Rune -> RAL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_RAL]); // 3 x RAL Rune -> ORT Rune
//NTConfig_CubingItem.push([NTCU_RUNE_ORT]); // 3 x ORT Rune -> THUL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_THUL, 562]); // 3 x THUL Rune + Chipped Topaz -> AMN Rune
//NTConfig_CubingItem.push([NTCU_RUNE_AMN, 557]); // 3 x AMN Rune + Chipped Amethyst -> SOL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_SOL, 567]); // 3 x SOL Rune + Chipped Saphire -> SHAEL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_SHAEL, 577]); // 3 x SHAEL Rune + Chipped Ruby -> DOL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_DOL, 572]); // 3 x DOL Rune + Chipped Emerald -> HEL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_HEL, 582]); // 3 x HEL Rune + Chipped Diamond -> IO Rune
//NTConfig_CubingItem.push([NTCU_RUNE_IO, 563]); // 3 x IO Rune + Flawed Topaz -> LUM Rune
//NTConfig_CubingItem.push([NTCU_RUNE_LUM, 558]); // 3 x LUM Rune + Flawed Amethyst -> KO Rune
//NTConfig_CubingItem.push([NTCU_RUNE_KO, 568]); // 3 x KO Rune + Flawed Saphire -> FAL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_FAL, 578]); // 3 x FAL Rune + Flawed Ruby -> LEM Rune
//NTConfig_CubingItem.push([NTCU_RUNE_LEM, 573]); // 3 x LEM Rune + Flawed Emerald -> PUL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_PUL, 583]); // 2 x PUL Rune + Flawed Diamond -> UM Rune
//NTConfig_CubingItem.push([NTCU_RUNE_UM, 564]); // 2 x UM Rune + Topaz -> MAL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_MAL, 559]); // 2 x MAL Rune + Amethyst -> IST Rune
//NTConfig_CubingItem.push([NTCU_RUNE_IST, 569]); // 2 x IST Rune + Saphire -> GUL Rune
//NTConfig_CubingItem.push([NTCU_RUNE_GUL, 579]); // 2 x GUL Rune + Ruby -> VEX Rune
//NTConfig_CubingItem.push([NTCU_RUNE_VEX, 574]); // 2 x VEX Rune + Emerald -> OHM Rune
//NTConfig_CubingItem.push([NTCU_RUNE_OHM, 584]); // 2 x OHM Rune + Diamond -> LO Rune
//NTConfig_CubingItem.push([NTCU_RUNE_LO, 565]); // 2 x LO Rune + Flawless Topaz -> SUR Rune
//NTConfig_CubingItem.push([NTCU_RUNE_SUR, 560]); // 2 x SUR Rune + Flawless Amethyst -> BER Rune
//NTConfig_CubingItem.push([NTCU_RUNE_BER, 570]); // 2 x BER Rune + Flawless Saphire -> JAH Rune
//NTConfig_CubingItem.push([NTCU_RUNE_JAH, 580]); // 2 x JAH Rune + Flawless Ruby -> CHAM Rune
//NTConfig_CubingItem.push([NTCU_RUNE_CHAM, 575]); // 2 x CHAM Rune + Flawless Emerald -> ZOD Rune
// *** Socket items using cube - Primary item must be in your pickit! ***
//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]); // 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_WEAPON, 302]); // Socket Grand Matron Bow
// *** Upgrade unique items using cube ***
//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
// *** Craft items using cube ***
//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_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
//----------------------------------------------------------------------------------------------
// Inventory Configuration
//----------------------------------------------------------------------------------------------
// This matrix represents your character's inventory.
// Set a cell 0 to keep whatever is there, or 1 for free space managed by the bot.
NTConfig_Columns[0] = [1,1,1,1,1,1,1,0,0,0];
NTConfig_Columns[1] = [1,1,1,1,1,1,1,0,0,0];
NTConfig_Columns[2] = [1,1,1,1,1,1,1,0,0,0];
NTConfig_Columns[3] = [1,1,1,1,1,1,1,0,0,0];
// If less than this many full columns are free in your inventory,
// the bot will visit the stash in order to stash items.
NTConfig_FreeSpace = 4;
//----------------------------------------------------------------------------------------------
// Belt Configuration
//----------------------------------------------------------------------------------------------
// Type of potion used in each belt column
// Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too.
// Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice.
// Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types).
// Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns).
// To use rejuvenations only, put "rv" in all columns.
NTConfig_BeltColType[0] = "rv";
NTConfig_BeltColType[1] = "rv";
NTConfig_BeltColType[2] = "rv";
NTConfig_BeltColType[3] = "rv";
//----------------------------------------------------------------------------------------------
// NipFile Configuration
//----------------------------------------------------------------------------------------------
// IMPORTANT NOTE:
// ===============
// This set of files determines, which items your char will keep, and which it won't.
// Obviously, nobody but *YOU* can tell, which items you want to be picked up and which not.
// Therefore the NIP files provided, can only function as a rough template for defining your
// very own ruleset. So please make yourself familiar with the NIP file syntax, make a copy
// of the provided NIP files, and edit them as you see fit for your own needs.
NTConfig_NIPFilePath.push("default/normals.nip");
NTConfig_NIPFilePath.push("default/magics.nip");
NTConfig_NIPFilePath.push("default/rares.nip");
NTConfig_NIPFilePath.push("default/runes.nip");
NTConfig_NIPFilePath.push("default/sets.nip");
NTConfig_NIPFilePath.push("default/uniques.nip");
NTConfig_NIPFilePath.push("default/moneymaker.nip");
//----------------------------------------------------------------------------------------------
// Itemlog Configuration
//----------------------------------------------------------------------------------------------
NTConfig_UseXMLItemlog = true; // Log kept and sold items to an XML log file?
//NTConfig_SeparateLogs = true; // Create a separate log file for each character?
//NTConfig_LogSoldItems = false; // Log sold items too?
//----------------------------------------------------------------------------------------------
// Wellness Settings
//----------------------------------------------------------------------------------------------
// All values are in percent of total life/mana. If you want to
// disable a certain feature, set the corresponding value to 0.
NTConfig_SkipHealLife = 99; // When in town, don't visit healer if more than this percent life.
NTConfig_SkipHealMana = 70; // When in town, don't visit healer if more than this percent mana.
NTConfig_LifeThresh = 80; // Drink a healing potion if under this percent of life.
NTConfig_ManaThresh = 10; // Drink a mana potion if under this percent of mana.
NTConfig_LifeRejuvThresh = 60; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaRejuvThresh = 0; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_LifeChicken = 50; // Exit the game if under this percent of life.
NTConfig_ManaChicken = 0; // Exit the game if under this percent of mana.
//----------------------------------------------------------------------------------------------
// Merc Settings
//----------------------------------------------------------------------------------------------
NTConfig_UseMerc = true; // Set to true if you use a merc, will revive merc if necessary.
NTConfig_ResetWeapon = true; // Set to true to reset merc's weapon after reviving.
NTConfig_MercLifeThresh = 60; // If merc's life goes below this percent, feed him a healing potion.
NTConfig_MercRejuvThresh = 33; // If merc's life goes below this percent, feed him a rejuv potion.
NTConfig_MercChicken = 25; // If merc's life goes below this percent, exit the game.
//----------------------------------------------------------------------------------------------
// Safety Settings
//----------------------------------------------------------------------------------------------
// Some bot scripts will perform a safety check at predefined points within the script,
// to make sure the character and/or merc are 'safe', before proceeding further.
// This flags value determines which checks are to be performed in such cases.
// If the character and/or merc are not considered 'safe' according to this check,
// then the character will visit the town first to restock on pots, remove curses
// or to revive the merc should that be necessary.
//
// This value is the bitwise inclusive OR of none or more of the following:
//
// Self: Merc:
0x00000001 - Less than minimum amount of potions
0x00010000 - Merc deceased
// 0x00000002 0x00020000 - Poisoned
// 0x00000004 0x00040000 - Amplify Damage Curse
// 0x00000008 0x00080000 - Weaken Curse
0x00000010 0x00100000 - Iron Maiden Curse
// 0x00000020 0x00200000 - Decrepify Curse
// 0x00000040 0x00400000 - Lower Resist Curse
// 0x00000080 0x00800000 - Defense Curse
// 0x00000100 0x01000000 - Blood Mana Curse
NTConfig_CheckSafe = 0x00010001;
// The minimum number of health and mana potions that need to be present in
// the character's belt, when a safe check with flag 0x00000001 is performed.
// Otherwise the character will visit the town to restock on pots.
NTConfig_MinHPots = 3;
NTConfig_MinMPots = 2;
// Go evasive in case a monster gets too close?
// Most useful for sorcs, bowazons, trap assassins, FoH-dins and other ranged characters.
// For close combat fighters, like most barbarians and paladins this should be set to 'false'.
NTConfig_Evade = false;
//----------------------------------------------------------------------------------------------
// Paladin Specific Settings
//----------------------------------------------------------------------------------------------
NTConfig_UseRedemptionHP = 66; // Use Redemption Aura if below this percent life.
NTConfig_UseRedemptionMP = 66; // Use Redemption Aura if below this percent mana.
//----------------------------------------------------------------------------------------------
// Attack Configuration
//----------------------------------------------------------------------------------------------
// Attack skills are configured by means of AttackSkill objects, which define the attack skill
// itself, as well as conditions which must be met in order for it to be applicable to certain
// types of targets.
//
// The usage of the AttackSkill object is as follows:
//
// new AttackSkill(skillid[, auraid[, specmask[, flags]]])
//
// WHERE:
//
// skillid - The ID of the attack skill.
//
// auraid - The ID of the aura that shall be used with the attack, or NTS_NOSKILL when no aura
// is to be used with this attack. If omitted, a value of NTS_NOSKILL will be used.
//
// specmask - The specmask determines for which types of monsters this attack skill may be used.
// It is applied via logical AND to the current target's spectype. If the result is
// non-zero, this attack skill may be used for the current target. If omitted, a
// default specmask of 0xFF will be used, effectively selecting all monster types.
//
// Target spectype is defined as follows:
// 0x01 : All
// 0x02 : Super Unique
// 0x04 : Champion
// 0x08 : Boss
// 0x10 : Minion
//
// flags - Reserved for future use.
//
// See the file 'scripts/libs/common/NTSkills.ntl' for skill ID constants.
// Initial Attack Skill:
// This attack skill is roughly used once, when entering a new sector of the map, or on first
// attack of a group of targets. Best used for skills whose purpose is to prime a group of
// targets for the upcoming attacks.
// Not especially useful for paladins. If you can think of a paladin skill that could be used
// here, let me know ;)
//NTConfig_InitAttackSkill = new AttackSkill(NTS_FIST_OF_THE_HEAVENS, NTS_CONVICTION);
// List of attack skills:
// Attack skills are configured as a list of AttackSkill objects, which are evaluated by the
// attack code in the order they are configured, until a suitable attack skill is found for
// the current target.
//
// THE ORDERING OF ATTACK SKILLS IS IMPORTANT!
//
// Always put timed skills (i.e. skills that have a longer casting delay) before untimed skills,
// otherwise they will never be selected, as the untimed skills are always available. The same
// goes for charge-up skills and finishing moves. Put charge-ups first, then finishing moves.
// Similarly attack skills that are only to be selected when certain conditions are met, need
// to come before skills that are always applicable (i.e. a corpse explosion needs a corpse
// in order to be selected, whereas bonespear is always selectable, provided the target is
// not magic immune).
//
// Below are sample attack skill configurations for different types of paladins.
// If you want to try attack skill auto-configuration, leave these blocks commented out.
// Sample attack skill configuration for the usual hammerdin:
NTConfig_AttackSkills =
[
new AttackSkill(NTS_BLESSED_HAMMER, NTS_CONCENTRATION),
new AttackSkill(NTS_HOLY_BOLT, NTS_CONCENTRATION)
];
// Sample attack skill configuration for a FoH-din:
/*
NTConfig_AttackSkills =
[
new AttackSkill(NTS_FIST_OF_THE_HEAVENS, NTS_CONVICTION),
new AttackSkill(NTS_HOLY_BOLT, NTS_CONVICTION)
];
*/
// Sample attack skill configuration for a zealot using vengeance as backup for immunes:
/*
NTConfig_AttackSkills =
[
new AttackSkill(NTS_ZEAL, NTS_FANATICISM),
new AttackSkill(NTS_VENGEANCE, NTS_FANATICISM)
];
*/
}