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[D2NT Release] Game Announcements im Channel

Discussion on [D2NT Release] Game Announcements im Channel within the Diablo 2 Programming forum part of the Diablo 2 category.

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[D2NT Release] Game Announcements im Channel

Moin Zusammen,

ich war mal so frei und habe die Möglichkeiten zur game Ansage im Channel etwas ausgebaut.
Hoffentlich fehlerfrei, hoffentlich idotensicher.

Features:
- Ansage des nächsten Games samt Game Namen, Zeit bis zur Erstellung, Game Nummer, Game Passwort
- Channel User Liste: Speziell für Diejenigen, die mehrere Bots auf einem Manager laufen haben, aber nicht alle channel Announcements machen lassen wollen
- Seit dem letzen Update jede Menge bunte Farben

Die Änderungen finden allesamt in der "NTBot.ntj" statt, die es hier direkt mal zu sehen gibt:
Code:
/**
*    This file was modified by                 
*    Check the programming section for updates and further scripts                            *
*    Last Update: 05/28/2010                            
*/

var gameMinLength        = 120000;    // 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        = 300;        // 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        = 15000;        // time in milliseconds to wait between making games
var createGameThresholdRandom    = 5000;        // time in milliseconds to randomly add +/- to the game create time
var createGameTimeout        = 15000;    // time in milliseconds to register a failed to create game
var waitInLineTimeout        = 60000;    // 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            = 1000;        // wait X milliseconds before next action after a click event
var textDelay            = 1000;        // 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..
var joinChannelInChat        = "OP RandomChannel";        // leave blank not to join a private channel
var channelLogin            = false;    // type ".login" once after joining the channel
var channelUsers             = new Array(); // dynamic array that holds channel users
//---------------------------------------------------------------------------------------------------------------------------------------------------------
// 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");
//----------------------------------------------------------------------------------------------------------------------------------------------------------
//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        = "Test Announcement: Join %game%counter//%password 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;
}
Konfiguration:
Wie die Konfiguration aussieht geht hoffentlich weitestgehend aus meinen ausgiebigen Kommentaren hervor.

Anzumerken ist, dass das ganze erst nach dem ersten game funktioniert, direkt nach login wird das Channel announcement schlicht ausgelassen, da die entsprechende Variable auf die zugegriffen wird hier noch nicht definiert ist. Die games werden also quasi immer im Bezug auf das letzte game angegeben.
Die tatsächliche Form der Ausgabe kann nach belieben angepasst werden. Hierbei werden die Schlüsselbegriffe %game, %counter, %time und %password im Ausgabestring jeweils vor der Ausgabe durch die entsprechenden Werte ersetzt. (Jeder Begriff darf nur einmal auftauchen!)
Es müssen natürlich nicht alle Schlüsselbegriffe benutzt werden, das könnt ihr euch anpassen wie es gefällt.

Mit dem letzten Update müssen alle Chars die Ansagen machen sollen oder sich in den angegebenen Channel einloggen sollen zuerst dem dafür vorgesehenen Array hinzugefügt werden.
Direkt nach Login (und nur dann!) sollte euch das Statustext Fenster darauf hinweisen, ob euer Char korrekt als Channel User erkannt wurde oder nicht.
Im Zweifelsfall seht ihr hier woran ihr seid.

Für die restlichen Punkte bitte an die Kommentare im Quelltext halten, sollte das nicht ausreichen um das Ganze zu Konfigurieren, bitte melden. Ebenso wenn jemand Fehler findet.

Die modifizierte "NTBot.ntj" findet sich auch nochmal im Anhang, die .txt Endung ist zu entfernen.

Viel Erfolg beim Ausprobieren,
LG
Muddy
Attached Files
File Type: txt NTBot.ntj.txt (35.6 KB, 383 views)
Muddy Waters is offline  
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Old 04/22/2010, 00:37   #2
 
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suche sowas schon seit einer woche thx !
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Old 04/23/2010, 09:10   #3
 
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danke
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Old 04/24/2010, 15:32   #4
 
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Erstmal nice Script. aber bei mir postet er ziemlich oft einfach nichts im Channel. Wenn ers tut dann macht ers richtig. aber oft einfach garnicht.

hier meine ntbot datei:
Code:
var gameMinLength		= 10000;	// 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		= 20;		// 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		= 10000;		// time in milliseconds to wait between making games
var createGameThresholdRandom	= 2000;		// time in milliseconds to randomly add +/- to the game create time
var createGameTimeout		= 15000;	// time in milliseconds to register a failed to create game
var waitInLineTimeout		= 60000;	// 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			= 1000;		// wait X milliseconds before next action after a click event
var textDelay			= 1000;		// 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)
var joinChatAfterGame		= true;		// join chat after login
var joinRandomChannel		= false;		// if this is true, will join a random channel, otherwise it will use the channel below..
var joinChannelInChat		= "OP Elitebaal";		// leave blank to not join a private channel
var channelLogin			= true;	// type ".login" once after joining the channel
//----------------------------------------------------------------------------------------------------------------------------------------------------------
//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		= "Next Game: %game%counter///%password in %time seconds..." //"Next Game: %game%counter///%password in %time seconds...";
var gameAnnouncementDelay	= 0;		// wait X milliseconds before posting the announcement message
var gameAnnouncementDelayRandom = 0; // random amount of time to add to a to the announcement delay
var reduceFailedToJoinTimeout = 0;	// seconds to reduce ~200sec timeout after first failed join attempt (setting value too high might lead to realm down)
//----------------------------------------------------------------------------------------------------------------------------------------------------------
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	alreadyJoined = false;
var failedToJoin = false;

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);
					failedToJoin = false;
					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(!chatActionsDone)
		{
			chatActionsDone = true;
			Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax));

			if(!alreadyJoined && (joinRandomChannel || joinChannelInChat != ""))
			{
				Say("/join " + (joinRandomChannel ? getRandomString(Random(3,10)) : joinChannelInChat));
				alreadyJoined = true;
				Delay(1000);
				if(channelLogin)
					Say(".login");
			}
		}
	case 1:	// Lobby
		if(location.id == 1 && joinChatAfterGame)
		{
			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
				if(!failedToJoin)
				{
					inGameAt = GetTickCount() - ((reduceFailedToJoinTimeout > 170) ? 170 : reduceFailedToJoinTimeout)*1000;// reset inGameAt, to wait how long we should have waited..
					failedToJoin = true;
				}
				else
					inGameAt = GetTickCount();
				lastGameFailed = true;
				Delay(5000);
				
			case 2:
				outputGameLength();
				lastGameStatus = 0;
				setNextGameMake();
				if(lastGameFailed)
					sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿE00000Game creation failed!", 0)
				sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
				break;
			}
		}
		else
		{
			

			if(joinChannelInChat && gameAnnouncement && me.gamename)
			{
				var tempDelay = gameAnnouncementDelay + Random(0, gameAnnouncementDelayRandom);
				var gameText = gameAnnouncement;
				gameText = gameText.replace("%password", me.gamepassword);
				gameText = gameText.replace("%game", getGameName(me.gamename));
				gameText = gameText.replace("%counter", getGameCounter(me.gamename));
				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);
		}
		break;

	case 2: // Waiting In Line
		if(GetTickCount()-lastGameMade > waitInLineTimeout)
			controlData.click(controlData.controls.lobby.inLine.button.cancel);
		break;

	case 4: // Create Game
		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);

		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)
{
	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 getGameName(lastGameString)
{
	if(!lastGameString)
		return "";
	else
		return (lastGameString.split("-")[0] + "-");
}

function getGameCounter(lastGameString)
{
	var myCount;
	if(!lastGameString)
		return "-1";
	else
	{
		myCount = parseInt(lastGameString.split("-")[1]) + 1;
		if(myCount <= 9)
			return ('0' + myCount);
		else
			return myCount;
	}
}
Was ist mein Fehler? oder ist das noch nen Bug der zu fixen gilt?

regards.
DonPalme is offline  
Thanks
1 User
Old 04/24/2010, 16:00   #5
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Muddy Waters's Avatar
 
elite*gold: 41624
Join Date: Jan 2010
Posts: 22,728
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Quote:
Originally Posted by hannelorestar View Post
Erstmal nice Script. aber bei mir postet er ziemlich oft einfach nichts im Channel. Wenn ers tut dann macht ers richtig. aber oft einfach garnicht.

hier meine ntbot datei:
Code:
var gameMinLength		= 10000;	// 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		= 20;		// 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		= 10000;		// time in milliseconds to wait between making games
var createGameThresholdRandom	= 2000;		// time in milliseconds to randomly add +/- to the game create time
var createGameTimeout		= 15000;	// time in milliseconds to register a failed to create game
var waitInLineTimeout		= 60000;	// 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			= 1000;		// wait X milliseconds before next action after a click event
var textDelay			= 1000;		// 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)
var joinChatAfterGame		= true;		// join chat after login
var joinRandomChannel		= false;		// if this is true, will join a random channel, otherwise it will use the channel below..
var joinChannelInChat		= "OP Elitebaal";		// leave blank to not join a private channel
var channelLogin			= true;	// type ".login" once after joining the channel
//----------------------------------------------------------------------------------------------------------------------------------------------------------
//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		= "Next Game: %game%counter///%password in %time seconds..." //"Next Game: %game%counter///%password in %time seconds...";
var gameAnnouncementDelay	= 0;		// wait X milliseconds before posting the announcement message
var gameAnnouncementDelayRandom = 0; // random amount of time to add to a to the announcement delay
var reduceFailedToJoinTimeout = 0;	// seconds to reduce ~200sec timeout after first failed join attempt (setting value too high might lead to realm down)
//----------------------------------------------------------------------------------------------------------------------------------------------------------
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	alreadyJoined = false;
var failedToJoin = false;

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);
					failedToJoin = false;
					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(!chatActionsDone)
		{
			chatActionsDone = true;
			Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax));

			if(!alreadyJoined && (joinRandomChannel || joinChannelInChat != ""))
			{
				Say("/join " + (joinRandomChannel ? getRandomString(Random(3,10)) : joinChannelInChat));
				alreadyJoined = true;
				Delay(1000);
				if(channelLogin)
					Say(".login");
			}
		}
	case 1:	// Lobby
		if(location.id == 1 && joinChatAfterGame)
		{
			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
				if(!failedToJoin)
				{
					inGameAt = GetTickCount() - ((reduceFailedToJoinTimeout > 170) ? 170 : reduceFailedToJoinTimeout)*1000;// reset inGameAt, to wait how long we should have waited..
					failedToJoin = true;
				}
				else
					inGameAt = GetTickCount();
				lastGameFailed = true;
				Delay(5000);
				
			case 2:
				outputGameLength();
				lastGameStatus = 0;
				setNextGameMake();
				if(lastGameFailed)
					sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿE00000Game creation failed!", 0)
				sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
				break;
			}
		}
		else
		{
			

			if(joinChannelInChat && gameAnnouncement && me.gamename)
			{
				var tempDelay = gameAnnouncementDelay + Random(0, gameAnnouncementDelayRandom);
				var gameText = gameAnnouncement;
				gameText = gameText.replace("%password", me.gamepassword);
				gameText = gameText.replace("%game", getGameName(me.gamename));
				gameText = gameText.replace("%counter", getGameCounter(me.gamename));
				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);
		}
		break;

	case 2: // Waiting In Line
		if(GetTickCount()-lastGameMade > waitInLineTimeout)
			controlData.click(controlData.controls.lobby.inLine.button.cancel);
		break;

	case 4: // Create Game
		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);

		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)
{
	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 getGameName(lastGameString)
{
	if(!lastGameString)
		return "";
	else
		return (lastGameString.split("-")[0] + "-");
}

function getGameCounter(lastGameString)
{
	var myCount;
	if(!lastGameString)
		return "-1";
	else
	{
		myCount = parseInt(lastGameString.split("-")[1]) + 1;
		if(myCount <= 9)
			return ('0' + myCount);
		else
			return myCount;
	}
}
Was ist mein Fehler? oder ist das noch nen Bug der zu fixen gilt?

regards.
Auf anhieb sehe ich nichts auffälliges.

Du loggst dich aber nicht zwischendurch aus, oder? Das mit dem Announcement klappt nur, wenn der Spielname auch definiert ist, dazu musst du vorher in einem entsprechend benannten Spiel gewesen sein. Ist der Spielname nicht definiert, kann und wird kein game angesagt werden.

Sofern die entsprechende Objektvariable definiert ist sollte das an sich rund laufen. Also mal schaun ob obiges bei dir zutrifft,

Ansonsten muss ich nochmal versuchen eine elegantere Lösung für das Problem zu finden, allerdings arbeite ich derzeit daran Find Item für Barbs zu implementieren. Das ist etwas komplexer und wird bestimmt noch ein paar Tage in Anspruch nehmen, darum kann ich noch nicht genau sagen wann ich dazu komme.

Lg
Muddy
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Old 04/24/2010, 16:22   #6
 
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Ich hab jetzt mal an den Delay ein wenig rumgespielt. Jetzt postet er es fast immer. Läuft ziemlich Rund.

nachm Cd-Key Change postet er eben ein Game mal nicht, aber wird ja meist sowieso vom channelbot angezeigt.

Also läfut jetzt eigentlich Tip-Top!

nice Script, thx.
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Old 04/24/2010, 16:42   #7
 
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omg ich liebe dich suche schon 3 stunden bin schon voll fertig xd
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Old 04/24/2010, 16:52   #8
 
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ok er hatn paar fehler und braucht auch bissl länger ..
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Old 04/24/2010, 19:20   #9
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Quote:
Originally Posted by blackevo-sy View Post
ok er hatn paar fehler und braucht auch bissl länger ..
Ahja...

Kontext?

@hannelorestar
Die Delays waren in der Tat viel zu gering, ich denke dass hier das Problem lag. Ich denke ich werde da mal Defaultwerte einbauen, die verwendet werden, falls die angegebenen Werte zu niedrig sind.

Lg
Muddy
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Old 04/24/2010, 20:58   #10
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So, nun steht die geupdatete Version online.

Das mini-Feature habe ich wieder entfernt, dafür kann jetzt festgelegt werden welche chars Channel Ansagen machen sollen. Ich habe mir sagen lassen, dass das für Multibotter nützlich sein könnte.

Hierzu einfach euren Char- oder Accountnamen wie in den Beispielen zu sehen dem Array hinzufügen. Groß- und Kleinschreibung ist dabei übrigens egal.

Lg
Muddy
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Old 04/24/2010, 23:43   #11
 
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hi,
also ich hab ein problem der schreibt zwar alles schön und gut aber nur bis 09 dan gehts mit 01 weiter und net mit 10.....
was kann ich da machen? pm me pls

mfg
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Old 04/25/2010, 01:12   #12
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Quote:
Originally Posted by wickedseek View Post
hi,
also ich hab ein problem der schreibt zwar alles schön und gut aber nur bis 09 dan gehts mit 01 weiter und net mit 10.....
was kann ich da machen? pm me pls

mfg
wickedseek
Danke für den Hinweis, Problem sollte nun behoben sein, bitte die aktuelle Version benutzen.

Ursache war ein fehlerhafter Cast der D2NT Core für die Strings "08" und "09" nach Integer...
Für alle anderen Werte scheint das Casten nach Integer aber problemlos zu funktionieren, falls nicht bitte ich um Rückmeldung.

Lg
Muddy
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Old 04/25/2010, 11:47   #13
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Wer immer das Teil seit gestern Nacht/heute Morgen runtergeladen hat, bitte nochmal runterladen, scheinbar war ich gedanklich schon so am Schlafen, dass ich da einen relativ dicken Fehler reingebaut habe, der einen sofortigen Neustart des Managers verursacht.

Ist korrigiert, sorry an alle die sich damit rumgeschlagen haben.

Lg
Muddy
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Old 04/25/2010, 22:38   #14
 
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Quote:
Originally Posted by Muddy_Waters View Post
Wer immer das Teil seit gestern Nacht/heute Morgen runtergeladen hat, bitte nochmal runterladen, scheinbar war ich gedanklich schon so am Schlafen, dass ich da einen relativ dicken Fehler reingebaut habe, der einen sofortigen Neustart des Managers verursacht.

Ist korrigiert, sorry an alle die sich damit rumgeschlagen haben.

Lg
Muddy
lol. habe mich heute den ganzen tag gewundert warum er immer mal einfach resartet mitten im game, aber nur der client der baal macht. woran hat das gelegen?
nice das du das schon gefixt hast^^

regards.
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Old 04/25/2010, 23:21   #15
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Quote:
Originally Posted by hannelorestar View Post
lol. habe mich heute den ganzen tag gewundert warum er immer mal einfach resartet mitten im game, aber nur der client der baal macht. woran hat das gelegen?
nice das du das schon gefixt hast^^

regards.
Och, ich hatte das Ganze mit einem String Array mit Strings von "01" bis "10" während der Bot ingame war getestet, um genau zu sehen wann welches Problem auftritt.

Faul wie ich war, habe ich dann einfach die Switch Anweisung aus diesem Feldversuch rauskopiert und dabei Vergessen das String Array durch den entsprechenden String mit der Spielnummer zu ersetzen. Was dann kam kann man sich ja denken...Aufruf einer Elementfunktion über ein undefiniertes Objekt --> fatal error, restart!

Die kleine Sünden bestraft der liebe Gott sofort.

Lg
Muddy
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