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Muddy’s D2NT – FAQ [NO QUESTIONS]

Discussion on Muddy’s D2NT – FAQ [NO QUESTIONS] within the Diablo 2 Programming forum part of the Diablo 2 category.

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Old 09/01/2011, 19:21   #16
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Q: Why does my char join a game and then leave it right away without doing anything?

There are basically two things that can cause this issue:
  1. You set your bot to exit a game on missing password, but created or joined a public games.
  2. You did not activate any bot scripts.

1. Exit on missing password
There is actually a common D2NT bug that causes your bot to create a public game even though he is supposed to create a private game. Especially in HC, this can be a major problem which is why there is a variable that makes your bot leave a game right after joining.

This is of course only useful if you actually want your bot to run private games, but can be quite annoying when actually doing public runs. To deactivate this, just set the corresponding variable in your char config (NTConfig_<YourCharClass>_<YourCharName>.ntl) to false as illustrated in the snippet below:
Code:
[Color=Green]//------------------------------------------------------------------------------[/Color]
[Color=Green]// General Configuration[/Color]
[Color=Green]//------------------------------------------------------------------------------[/Color]

[Color=Green]// Set to true to exit the game instantly if the game is public. This may happen sometimes due to an error pasting the password correctly.[/Color]
MWConfig_ExitGameOnMissingPassword = [B][I][Color=Navy]false[/Color][/I][/B];
2. No scripts activated
It's mostly people who are not into programming who tend to give themselves an even harder time by editing configs without using proper tools, i.e. an editor that supports syntax highlighting for JavaScript. I highly recommend using a proper editor like for editing files written in JavaScript.

When using a proper editor, your char config should look like this:
Code:
[COLOR="Teal"]/**
*	This file was modified by 
*	Check the programming section for updates and further scripts
*	Last Update: 23:10] 29.08.2011
*
*	Hotkey				Description
*
*	Pause/Break			Pauses the current bot script.
*	Page up (PgUp)		Skips the current bot script.
*	Page down (PgDn)	Repeats the previous bot script
*	Home (Pos1)			Shows your current coordinates and areaid.
*	End					Shows current ping in status text bar.
*	Insert (Ins)		Logs all items on your char to either XML or TXT.
*	Delete (Del)		Exits the game. NOTE: Always use this key to leave a game!
*	Backspace			Force trigger auto mule. NOTE: Won't work unless auto mule is actually activated for the current char.
*/[/COLOR]

Include([Color=Gray]"NTBot/char_configs/MWConfig_GlobalSettings.ntl"[/Color]);

[B][I][Color=Navy]function[/Color][/I][/B] NT_LoadConfig()
{
	MW_LoadGlobalSettings();
	
	[Color=Green]//------------------------------------------------------------------------------[/Color]
	[Color=Green]//[/Color]
	[Color=Green]// Run Configuration[/Color]
	[Color=Green]//[/Color]
	[Color=Green]//------------------------------------------------------------------------------[/Color]
	
	[Color=Green]// Use the following syntax for activating botscripts: MWConfig_Script.push([<ScriptName>, <Script runtime in minutes (0 is infinite)>]);[/Color]
	[Color=Green]// ***************** Current schedule ******************[/Color]

	MWConfig_Script.push([[Color=Gray]"NTAndariel.ntj"[/Color], [Color=Red]5[/Color]]);
	MWConfig_Script.push([[Color=Gray]"NTMausoleum.ntj"[/Color], [Color=Red]10[/Color]]); MWConfig_ClearPathSpectypes.Mausoleum = [Color=Red]0[/Color]; MWConfig_ClearAreaSpectypes.Mausoleum = [Color=Red]0x01[/Color]; NTConfig_KillBloodRaven = [B][I][Color=Navy]true[/Color][/I][/B];
	MWConfig_Script.push([[Color=Gray]"NTPit.ntj"[/Color], [Color=Red]10[/Color]]); MWConfig_ClearPathSpectypes.Pit = [Color=Red]0[/Color]; MWConfig_ClearAreaSpectypes.Pit = [Color=Red]0x01[/Color]; NTConfig_ClearPitLevel1 = [Color=Red]2[/Color]; [Color=Green]// 0 : don't clear, 1 : clear path only, 2 : clear all[/Color]
	MWConfig_Script.push([[Color=Gray]"NTCountess.ntj"[/Color], [Color=Red]5[/Color]]); MWConfig_ClearPathSpectypes.Countess = [Color=Red]0[/Color]; MWConfig_ClearAreaSpectypes.Countess = [Color=Red]0[/Color];
	MWConfig_Script.push([[Color=Gray]"NTSummoner.ntj"[/Color], [Color=Red]5[/Color]]); NTConfig_KillFireEye = [B][I][Color=Navy]false[/Color][/I][/B]; MWConfig_ClearPathSpectypes.Summoner = [Color=Red]0[/Color];
	MWConfig_Script.push([[Color=Gray]"NTAncientTunnels.ntj"[/Color], [Color=Red]10[/Color]]); MWConfig_ClearPathSpectypes.AncientTunnels = [Color=Red]0x01[/Color]; MWConfig_ClearAreaSpectypes.AncientTunnels = [Color=Red]0x01[/Color];
	MWConfig_Script.push([[Color=Gray]"MWKurastSewers.ntj"[/Color], [Color=Red]5[/Color]]); MWConfig_ClearPathSpectypes.KurastSewers = [Color=Red]0[/Color];
	MWConfig_Script.push([[Color=Gray]"NTTravincal.ntj"[/Color], [Color=Red]5[/Color]]);
	MWConfig_Script.push([[Color=Gray]"NTMephisto.ntj"[/Color], [Color=Red]5[/Color]]); MWConfig_OpenMephistoChest = [B][I][Color=Navy]true[/Color][/I][/B]; MWConfig_MephistoClearArea = [B][I][Color=Navy]false[/Color][/I][/B];
	MWConfig_Script.push([[Color=Gray]"MWSuperChests.ntj"[/Color], [Color=Red]20[/Color]]); MWConfig_SuperChestClearAreaRadius = [Color=Red]5[/Color]; MWConfig_SuperChestAreas = [[Color=Gray]"Arachnid Lair"[/Color], [Color=Gray]"Swampy Pit Level 3"[/Color], [Color=Gray]"Flayer Dungeon"[/Color], [Color=Gray]"Abbadon"[/Color], [Color=Gray]"Pit of Acheron"[/Color], [Color=Gray]"Drifter Cavern"[/Color], [Color=Gray]"Infernal Pit"[/Color], [Color=Gray]"Icy Cellar"[/Color]];
	MWConfig_Script.push([[Color=Gray]"NTNihlathak.ntj"[/Color], [Color=Red]5[/Color]]); MWConfig_ClearPathSpectypes.Nihlathak = [Color=Red]0[/Color]; NTConfig_PindleskinExtension = [B][I][Color=Navy]false[/Color][/I][/B]; MWConfig_SkipOnTombVipers = [B][I][Color=Navy]true[/Color][/I][/B];
	MWConfig_Script.push([[Color=Gray]"NTBaal.ntj"[/Color], [Color=Red]10[/Color]]); NTConfig_KillBaal = [B][I][Color=Navy]true[/Color][/I][/B]; MWConfig_SkipBaalOnDolls = [B][I][Color=Navy]true[/Color][/I][/B]; MWConfig_SkipBaalOnSouls = [B][I][Color=Navy]false[/Color][/I][/B]; MWConfig_DoBaalPreAttack = [B][I][Color=Navy]true[/Color][/I][/B];
	MWConfig_Script.push([[Color=Gray]"NTDiablo.ntj"[/Color], [Color=Red]10[/Color]]); MWConfig_KillFullInfectorMob = [B][I][Color=Navy]true[/Color][/I][/B]; MWConfig_StartAtStar = [B][I][Color=Navy]false[/Color][/I][/B]; MWConfig_IgnoreSealOpeningErrors = [B][I][Color=Navy]false[/Color][/I][/B]; MWConfig_FastDia = [B][I][Color=Navy]true[/Color][/I][/B];

	[Color=Green]// *****************************************************[/Color]
	
	[Color=Green]//------------------------------------------------------------------------------[/Color]
	[Color=Green]// Available Scripts[/Color]
	[Color=Green]//------------------------------------------------------------------------------[/Color]
	[COLOR="Green"]/* NOTE:
	// The scripts below are actually commented out; to add a script, copy one of the lines below and add it to the current schedule above. ;)
	// You should also get yourself a decent editor that supports syntax highlighting for JavaScript, I'd recommend Notepad++. (http://notepad-plus-plus.org/download/)
	// *********************** Act I ***********************
	
	MWConfig_Script.push(["NTMausoleum.ntj", 10]); MWConfig_ClearPathSpectypes.Mausoleum = 0; MWConfig_ClearAreaSpectypes.Mausoleum = 0x01; NTConfig_KillBloodRaven = true;
	MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true;
	MWConfig_Script.push(["NTHole.ntj", 10]); MWConfig_ClearPathSpectypes.Hole = 0; MWConfig_ClearAreaSpectypes.Hole = 0x01; NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
	MWConfig_Script.push(["NTTreehead.ntj", 10]);
	MWConfig_Script.push(["MWColdcrow.ntj", 10]); MWConfig_ClearCaveMode = 0; // 0: Only kill coldcrow; 1: Clear Cave Level 1; 2: Clear both Cave Level 1 & 2
	MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearPathSpectypes.Countess = 0; MWConfig_ClearAreaSpectypes.Countess = 0;
	MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathSpectypes.Pit = 0; MWConfig_ClearAreaSpectypes.Pit = 0x01; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
	MWConfig_Script.push(["NTAndariel.ntj", 10]);
	
	// *********************** Act II **********************
	
	MWConfig_Script.push(["NTRadament.ntj", 10]); MWConfig_ClearPathSpectypes.Radament = 0;
	MWConfig_Script.push(["MWMaggotsLair.ntj", 10]); MWConfig_ClearPathSpectypes.MaggotsLair = 0; MWConfig_ClearAreaSpectypes.MaggotsLair = 0x01;
	MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
	MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathSpectypes.Summoner = 0;
	MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathSpectypes.Duriel = 0;
	
	// ********************** Act III **********************
	
	MWConfig_Script.push(["MWFlayerJungle.ntj", 10]); MWConfig_ClearAreaSpectypes.FlayerJungle = 0x01;
	MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathSpectypes.KurastSewers = 0;
	MWConfig_Script.push(["MWKurastTemples.ntj", 5]); MWConfig_ClearPathSpectypes.KurastTemples = 0; MWConfig_ClearAreaSpectypes.KurastTemples = 0x01;
	MWConfig_Script.push(["NTTravincal.ntj", 5]);
	MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
	
	// *********************** Act IV **********************
	
	MWConfig_Script.push(["NTIzual.ntj", 5]); MWConfig_ClearPathSpectypes.Izual = 0;
	MWConfig_Script.push(["MWRiverOfFlame.ntj", 10]); MWConfig_ClearAreaSpectypes.RiverOfFlame = 0x01;
	MWConfig_Script.push(["NTHephasto.ntj", 10]); MWConfig_ClearPathSpectypes.Hephasto = 0;
	MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; MWConfig_IgnoreSealOpeningErrors = false; MWConfig_FastDia = true;
	
	// *********************** Act V ***********************
	
	MWConfig_Script.push(["MWAbbadon.ntj", 10]); MWConfig_ClearPathSpectypes.Abbadon = 0; MWConfig_ClearAreaSpectypes.Abbadon = 0x01;
	MWConfig_Script.push(["MWPitOfAcheron.ntj", 10]); MWConfig_ClearPathSpectypes.PitOfAcheron = 0; MWConfig_ClearAreaSpectypes.PitOfAcheron = 0x01;
	MWConfig_Script.push(["MWInfernalPit.ntj", 10]); MWConfig_ClearPathSpectypes.InfernalPit = 0; MWConfig_ClearAreaSpectypes.InfernalPit = 0x01;
	MWConfig_Script.push(["MWHallsOfPain.ntj", 15]); MWConfig_ClearAreaSpectypes.HallsOfPain = 0x01; MWConfig_ClearHallsOfAnguish = true;
	MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false; MWConfig_SkipOnTombVipers = true;
	MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
	MWConfig_Script.push(["NTThreshSocket.ntj", 5]); MWConfig_ClearPathSpectypes.ThreshSocket = 0;
	MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); MWConfig_ClearPathSpectypes.FrozenRiver = 0; MWConfig_ClearAreaSpectypes.FrozenRiver = 0x01;
	MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); MWConfig_ClearPathSpectypes.GlacialTrail = 0; MWConfig_ClearAreaSpectypes.GlacialTrail = 0x01; 
	MWConfig_Script.push(["NTIcyCellar.ntj", 5]); MWConfig_ClearPathSpectypes.IcyCellar = 0; MWConfig_ClearAreaSpectypes.IcyCellar = 0x01;
	MWConfig_Script.push(["NTNihlathak.ntj", 5]); MWConfig_ClearPathSpectypes.Nihlathak = 0; NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
	MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); MWConfig_ClearAreaSpectypes.WorldstoneKeep = 0x01; MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = true;
	MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
	
	// *********************** Misc ************************
	
	MWConfig_Script.push(["MWAuraStack.ntj", 10]); MWConfig_StackRepetitions = 100;
	MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 10; MWConfig_SuperChestAreas = ["Cave Level 2", "Mausoleum", "Hole Level 2", "Pit Level 2", "Sewers Level 3", "Halls of the Dead Level 2", "Stony Tomb Level 2", "Maggot's Lair Level 3", "Ancient Tunnels", "Tal Rasha's Tomb", "Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Sewers Level 2", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar", "Halls of Pain"];
	MWConfig_Script.push(["MWRush.ntj", 0]); MWConfig_IsRusher = true;
	MWConfig_Script.push(["MWWaypointCatcher.ntj", 0]); MWConfig_WaypointCatcherActs = [1, 2, 3, 4, 5]; MWConfig_TPWaypoints = true; MWConfig_SkipHallsOfPain = true; MWConfig_ClearWaypointPaths = false; 
	MWConfig_Script.push(["MWIdleMode.ntj", 0]); MWConfig_IdleModeRuntime = 5; // Runtime in Minutes
	MWConfig_Script.push(["NTCows.ntj", 10]);
	MWConfig_Script.push(["MWBloodyRejuvs.ntj", 10]);
	MWConfig_Script.push(["MWOrganHarvest.ntj", 10]); MWConfig_EnterInvalidUberPortals = true; MWConfig_PauseOnLackOfKeys = false; MWConfig_IntendedUberPortal = 0; // Matron's Den: 133; Forgotten Sands: 134; Furnace Of Pain: 135;
	MWConfig_Script.push(["MWUberTristram.ntj", 10]); MWConfig_PauseOnLackOfOrgans = false; MWConfig_PauseOnKeptTorch = false;
	MWConfig_Script.push(["MWAnyasBargain.ntj", 10]); MWConfig_ShoppingMinGold = 500000; MWConfig_ShoppingAttempts = 200;
	
	// ************ Leech and friends by lanara ************

	MWConfig_Script.push(["NTDiabloLeechFight.ntj", 10]); MWConfig_StartAtStar = true; MWConfig_EnterUnsafeTP = true; NTConfig_PreBuff = true; MWConfig_IgnoreSealOpeningErrors = true; NTConfig_Leader = "LeaderNameGoesHere";
	MWConfig_Script.push(["NTBaalLeech.ntj", 10]); NTConfig_KillBaal = true; MWConfig_EnterUnsafeTP = false; NTConfig_Leader = "LeaderNameGoesHere";
	MWConfig_Script.push(["NTBaalLeechFight.ntj", 10]); NTConfig_KillBaal = true; MWConfig_DoBaalPreAttack = true; MWConfig_EnterUnsafeTP = true; NTConfig_Leader = "LeaderNameGoesHere";
	
	*/[/COLOR]
	[Color=Green]// [...][/Color]
}
As you can clearly see, only the scripts in your current schedule are actually activated. The scripts below that, in the list of available scripts, are all commented out by a block comment. To activate a script, copy a full line from this list into to your current schedule. Having a proper editor, you will instantly see that the copied line is no longer commented out and will be executed.
Note that changes to your script schedule will not take effect until your char joins another game.
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Old 09/02/2011, 15:13   #17
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Q: What exactly are spectypes and how do I set them properly?

The spectype (short for special type) is a property of a monster unit. As the name implies, it describes the type of a monster, i.e. whether it's a boss, minion or champion.
I've added area and path clearing in several boss scripts using spectypes, allowing you not only to clear an area or path, but also only attack certain monster types.

Setting up spectypes can be a bit tricky, unless you are into programming and know all there is to know about hexadecimal numbers and bit masks. Because when setting the spectypes in your config, you don't set the actual spectype of a monster that is to be attacked, but define a bitmask.
This bit mask is then used to mask the actual spectype property of a monster (which is basically just some number). If any of the bits of your bit mask are set in the monsters actual spectype, the operation will return a number greater than zero and the monsters will be attacked. If not, the monster is just ignored.
Enough on theory, but all German-speaking members should consider reading my little guide on .

The following table describes the meaning of each bit in a monster's spectype:
BINHEXDECDescription
0000 00010x011All
0000 00100x022Super Unique
0000 01000x044Champion
0000 10000x088Boss
0001 00000x1016Minion

Time for an example. AncientTunnels is a typical bot script that features path and area clearing using spectypes:
Code:
MWConfig_Script.push([[COLOR="Gray"]"NTAncientTunnels.ntj"[/COLOR], [COLOR="Red"]10[/COLOR]]); MWConfig_ClearPathSpectypes.AncientTunnels = [COLOR="Red"]0[/COLOR]; MWConfig_ClearAreaSpectypes.AncientTunnels = [COLOR="Red"]0x01[/COLOR];
By default MWConfig_ClearPathSpectypes.AncientTunnels is set to 0 which means that the path is not cleared. Let's change it, so our bots kills all champions (0x04), super uniques (0x02), bosses (0x08) and minions (0x10) along his path. This requires us to combine the spectypes of the monsters we'd like to attack by using the bit wise OR operator (|):
Code:
MWConfig_ClearPathSpectypes.AncientTunnels = [COLOR="Red"]0x04[/COLOR]|[COLOR="Red"]0x02[/COLOR]|[COLOR="Red"]0x08[/COLOR]|[COLOR="Red"]0x10[/COLOR];
But what we just used is nothing but a simple calculation and we can shorten it a little by writing down its result right away. As this really is simple math once you get it, it's quite obvious that 0x04|0x02|0x08|0x10 equals 0x1E.
So instead of the calculation above, you could as well use:
Code:
MWConfig_ClearPathSpectypes.AncientTunnels = [COLOR="Red"]0x1E[/COLOR];
Now I just told you about setting bit masks for clearing paths. But actually there isn't really much more to tell when it comes to setting masks for clearing areas, because it works just the same. This of course also applies for any other script that uses spectypes for clearing paths and areas.
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Old 12/12/2011, 17:59   #18
 
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As of rev 5, this issue is to be considered as resolved. - Muddy

Q: I want my bot to use Battle Command, Battle Orders and Shourt from my CTA, but it doesn't. What's the matter?

First of all, make sure you have equipped your Call To Arms. Put it into the second weapon slot!
If your Character still does not bo, open following file:

...\Muddy's D2NT\scripts\libs\Common\NTCommon.ntl

Go to the line 1224 (or search for it (CTRL + F)) and change
_slotVal[0].BonusSkills = 0;
to
_slotVal[0].Primary = 0;

Now your bot should bo.


--------------------------------------------------------------------------

Q: Ich will, dass mein Bot Kampfaufruf, Kampfbefehle und Shout von meinem CTA verwendet, allerdings erkennt er das CTA nicht. Was ist zu tun?

Erstmal sichergehen, dass ihr das CTA equipped habt. Also ab auf den zweiten Waffenslot mit dem CTA.

Wenn euer Bot das CTA immer noch nicht erkennt macht ihr folgendes, öffnet die Datei:

...\Muddy's D2NT\scripts\libs\Common\NTCommon.ntl

sucht die Zeile 1224 (respektive sucht mit der Suche ( STRG + F )):

_slotVal[0].BonusSkills = 0;
und ändert sie zu:
_slotVal[0].Primary = 0;

Zumindest jetzt sollte euer Bot das CTA erkennen!
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