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[Release] Muddy's D2NT
Discussion on [Release] Muddy's D2NT within the Diablo 2 Programming forum part of the Diablo 2 category.
06/15/2011, 18:14
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#2251
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elite*gold: 16
Join Date: Apr 2009
Posts: 40
Received Thanks: 1
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Hmm also ich bekomms immernoch nich hin :S
ich hab keine ahnung warum er diablo und baal nicht macht..bzw chaos sanktarium und thronsaal...
hat das evtl was damit zu tun?
Code:
// Use the following syntax for activating botscripts: MWConfig_Script.push([<ScriptName>, <Script runtime in minutes (0 is infinite)>]);
// ***************** Current schedule ******************
MWConfig_Script.push(["NTAndariel.ntj", 10]);
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPitSpectype = 0; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnelsSpectype = 0x01;
MWConfig_Script.push(["NTTravincal.ntj", 10]);
MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
Ich verwende nen Hammerdin
und sry für den dbl post vorhin
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06/15/2011, 18:38
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#2252
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elite*gold: 0
Join Date: Nov 2010
Posts: 34
Received Thanks: 27
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Ist dein Quote vollständig?
Falls ja, musst du das Diablo- und Baal-Skript von weiter unten in diesen Bereich kopieren.
Das sollte dann so aussehen:
Quote:
// Use the following syntax for activating botscripts: MWConfig_Script.push([<ScriptName>, <Script runtime in minutes (0 is infinite)>]);
// ***************** Current schedule ******************
MWConfig_Script.push(["NTAndariel.ntj", 10]);
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPitSpectype = 0; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnelsSpectype = 0x01;
MWConfig_Script.push(["NTTravincal.ntj", 10]);
MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; // false: start at entrance, true: start at star
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
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€ Installier mal Notepad++, damit lässt sich einiges besser verstehen
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06/15/2011, 18:59
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#2253
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elite*gold: 16
Join Date: Apr 2009
Posts: 40
Received Thanks: 1
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jap daran lags.... is mir auch gerade alles aufgefallen  also kurz bevor du es gepostet hast...
hab jez nurnoch paar allgemine fragen, da ich noch nciht so lange botte.
1. Die standart pickit von dir versteh ich so halb..also uniques etc np..aber wie ist es mit den anderen sachen wie dudu pelts oder java speere etc also gelbe sachen usw? ist die pickt da gut eingstellt also so das er die wertvollen sachen pickt und behäkt? Tiaras,speere,dudu helm etc etc.
2. Welche gebiete lohnen sich? was sollt ich aufjedenfall machen was eher nicht?
hoffe das is nicht zu viel verlangt.
im moment sieht das ganze so aus:
Code:
// ***************** Current schedule ******************
MWConfig_Script.push(["NTAndariel.ntj", 10]);
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPitSpectype = 0; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnelsSpectype = 0x01;
MWConfig_Script.push(["NTTravincal.ntj", 10]);
MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; // false: start at entrance, true: start at star
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
// *****************************************************
//------------------------------------------------------------------------------
// Available Scripts
//------------------------------------------------------------------------------
/*
// *********************** Act I ***********************
MWConfig_Script.push(["NTMausoleum.ntj", 10]); NTConfig_KillBloodRaven = true;
MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true;
MWConfig_Script.push(["NTHole.ntj", 10]); NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTTreehead.ntj", 10]);
MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPitSpectype = 0; 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_Script.push(["NTColdworm.ntj", 10]);
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnelsSpectype = 0x01;
//MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathToSummonerSpectype = 0;
//MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDurielSpectype = 0x01;
// ********************** Act III **********************
MWConfig_Script.push(["MWFlayerJungle.ntj", 10]);
//MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathToKurastSewersSpectype = 0;
MWConfig_Script.push(["MWKurastTemples.ntj", 5])
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_Script.push(["MWRiverOfFlame.ntj", 10]);
//MWConfig_Script.push(["NTHephasto.ntj", 10]);
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; // false: start at entrance, true: start at star
// *********************** Act V ***********************
MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
//MWConfig_Script.push(["NTThreshSocket.ntj", 5]);
MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); NTConfig_ClearFrozenRiver = false;
//MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); NTConfig_ClearGlacialTrail = false;
MWConfig_Script.push(["NTIcyCellar.ntj", 5]); NTConfig_ClearIcyCellar = false;
MWConfig_Script.push(["NTNihlathak.ntj", 5]); NTConfig_PindleskinExtension = true; MWConfig_SkipOnTombVipers = true;
MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); 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(["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_ActiveQuestersName = ""; MWConfig_NumberOfCharsToRush = 1; MWConfig_GetHoradricCubesInNorm = true; MWConfig_QuestSchedule = ["A4Q1", "A5Q1"]; MWConfig_RushActs = [1, 2, 3, 4, 5];
//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;
mfg mindplay
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06/15/2011, 20:53
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#2254
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Administrator
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Join Date: Jan 2010
Posts: 22,727
Received Thanks: 12,652
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1. Du kannst davon ausgehen, dass alles wirklich wertvolle drin ist - schadet natürlich nicht, wenn du es nochmal überprüfst. Bei rares sieht es so aus, dass auch Sachen mitgenommen werden, die nicht ganz optimal sind, sodass das letztliche Abwägen dir überlassen bleibt.
2. Also ich mache vor allem Ebenenruns und die üblichen Bosse, aber allgemein ist das eigentlich Geschmackssache. Bei meiner Sorc sieht es derzeit so aus:
Code:
// ***************** Current schedule ******************
MWConfig_Script.push(["NTAndariel.ntj", 5]);
MWConfig_Script.push(["NTMausoleum.ntj", 10]); NTConfig_KillBloodRaven = false;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPitSpectype = 0; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathToSummonerSpectype = 0;
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnelsSpectype = 0x01;
MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathToKurastSewersSpectype = 0;
MWConfig_Script.push(["NTTravincal.ntj", 5]);
MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = false;
MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 5; MWConfig_SuperChestAreas = ["Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar"];
MWConfig_Script.push(["NTNihlathak.ntj", 5]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; // false: start at entrance, true: start at star
LG
Muddy
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06/15/2011, 23:43
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#2255
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elite*gold: 16
Join Date: Apr 2009
Posts: 40
Received Thanks: 1
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OK ich glaub das test ich ma..wie lang dauert so nen run bei dir?
Hab nochn paar fragen/probs
1. was sind den bitte die super chests? o.0
2. Er pickt bei mir ringe die z.b. halbe gefrierzeit etc bringen...wo finde ic diese einstellungen..ich meine wozu brauch ich sowas? oder alle möglichen juewle behält er...
3. wie viel MF sollte man für die runs haben? ich komm so auf 200...könnte natürlich mehr haben wenn ich wächtertreu.nagel etc anzieh..aber lohnt das?
mfg, mindplay
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06/16/2011, 07:27
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#2256
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Join Date: Mar 2010
Posts: 539
Received Thanks: 418
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Quote:
Originally Posted by mindplay
OK ich glaub das test ich ma..wie lang dauert so nen run bei dir?
Hab nochn paar fragen/probs
1. was sind den bitte die super chests? o.0
2. Er pickt bei mir ringe die z.b. halbe gefrierzeit etc bringen...wo finde ic diese einstellungen..ich meine wozu brauch ich sowas? oder alle möglichen juewle behält er...
3. wie viel MF sollte man für die runs haben? ich komm so auf 200...könnte natürlich mehr haben wenn ich wächtertreu.nagel etc anzieh..aber lohnt das?
mfg, mindplay
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1. Les dir dazu am Besten diesen Therad durch: 
Muddy hat die meisten Superchests geadded, macht schon Fun die mit einem speziellen Char (Chestbarb!  ) zu farmen! Geht gut für Runen & Skiller.
2. Hast du Craften eingestellt? Dann pickt er die Mats, die er zum Craften braucht:
bei Bloodrings: beliebiger Ring + PR (zuerst makellose) + SOL + beliebiges Juwel
bei Casteramus: beliebiges Amu + PA (zuerst makellose) + RAL + beliebiges Juwel
3. 200mf ist ein guter Wert, meine Sorcs laufen mit 200-300mf, habe damit die besten Erfahrungen gemacht, bei höheren mf-Werten steigt nur die Setchance an und somit werden mögliche Rares/Uniques "vernichtet".
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06/16/2011, 11:07
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#2257
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elite*gold: 16
Join Date: Apr 2009
Posts: 40
Received Thanks: 1
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Ok alles klar. Dank dir .
Iwie glaub ichd s mein bot keine HR´s pickt...70 runs und die höchste war Um..o.0
außerdem hebt ehr fal und sol runen auf..sind aber garnicht eingestellt.
Code:
// #####Runes #########################
// [MaxQuantity] == 2 && [Name] == ElRune
// [MaxQuantity] == 2 && [Name] == EldRune
// [MaxQuantity] == 2 && [Name] == TirRune
// [MaxQuantity] == 2 && [Name] == NefRune
// [MaxQuantity] == 2 && [Name] == EthRune
// [MaxQuantity] == 2 && [Name] == IthRune
// [MaxQuantity] == 2 && [Name] == TalRune
// [MaxQuantity] == 2 && [Name] == RalRune
// [MaxQuantity] == 2 && [Name] == OrtRune
// [MaxQuantity] == 2 && [Name] == ThulRune
// [MaxQuantity] == 2 && [Name] == AmnRune
// [MaxQuantity] == 2 && [Name] == SolRune
// [MaxQuantity] == 2 && [Name] == ShaelRune
// [MaxQuantity] == 1 && [Name] == DolRune
//[MaxQuantity] == 2 && [Name] == HelRune
// [MaxQuantity] == 1 && [Name] == IoRune
// [MaxQuantity] == 1 && [Name] == LumRune
// [MaxQuantity] == 2 && [Name] == KoRune
// [Name] == FalRune
// [Name] == LemRune
[Name] == PulRune
[Name] == UmRune
[Name] == MalRune
[Name] == IstRune
[Name] == GulRune
[Name] == VexRune
[Name] == OhmRune
[Name] == LoRune
[Name] == SurRune
[Name] == BerRune
[Name] == JahRune
[Name] == ChamRune
[Name] == ZodRune
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06/16/2011, 11:57
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#2258
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elite*gold: 0
Join Date: Mar 2010
Posts: 539
Received Thanks: 418
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Dropluck ist alles...
Habe manchmal 2 HR in 1 Game gefunden und dann wieder keine für 2 Tage mit 3 Bots.
Was machst du für Runs?
Hast du vielleicht sonst noch was beim Craften/Cuben aktiviert? Upgrade von Runen/Items oder Sockeln von Items?
Schau mal hier durch:
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06/16/2011, 12:12
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#2259
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elite*gold: 16
Join Date: Apr 2009
Posts: 40
Received Thanks: 1
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hmm ka ich schau ma...die pickits und cube etc hab ich eig nur gaaanz wenig verändert..also cuben garnicht..pickit nen bissle
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06/16/2011, 12:15
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#2260
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Join Date: Mar 2010
Posts: 539
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Ansonsten poste mal deine Cubingeinstellungen, dann finden wir schon den Grund.
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06/16/2011, 12:15
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#2261
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Join Date: Aug 2004
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70 runs und keine high rune ist ganz normal.
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06/16/2011, 12:18
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#2262
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Join Date: Aug 2004
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[QUOTE=Muddy_Waters]Jein, ist ein Bug im Cubing Algorithmus, den ich mir erst noch näher anschauen muss.
Du könntest deine NTTownManager library durch die nachfolgende ersetzen, eventuell hilft das etwas:
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 12:26 10.05.2011
*/
var _NTTMGR_BuyPots;
var _NTTMGR_BuyTP;
var _NTTMGR_BuyKey;
var _NTTMGR_DoHeal;
var _NTTMGR_DoID;
var _NTTMGR_DoRepair;
var _NTTMGR_DoRevive;
var _NTTMGR_RemoveCurse;
var _MWTMGR_SellTrash;
var _MWTMGR_VisitMerchantForSelling;
function NTTMGR_TownManager(simple)
{
var _cubing, _trash;
if(arguments.length < 1)
simple = false;
NTC_ClearCursor();
NTT_CleanPotions();
_NTTMGR_BuyPots = NTT_CheckBelt();
_NTTMGR_BuyTP = (NTTMGR_CheckScrolls(1) < 5);
_NTTMGR_BuyKey = (MWConfig_CarryKeys && MWTMGR_GetKeyQuantity() <= 10);
_NTTMGR_DoHeal = NTT_CheckHeal();
_NTTMGR_DoID = NTT_CheckUnids();
_NTTMGR_DoRepair = (NTT_CheckRepair(40) && MWT_CheckRepairCost());
_NTTMGR_DoRevive = NTT_CheckMerc();
_trash = MWT_GetTrashItems();
_MWTMGR_SellTrash = (_trash && _trash.length > 0);
_MWTMGR_VisitMerchantForSelling = (MWConfig_AlwaysSellTrashItems && _MWTMGR_SellTrash && !(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID || _NTTMGR_DoRepair || _NTTMGR_DoRevive && me.act == 3 || _NTTMGR_RemoveCurse || _NTTMGR_DoHeal));
_NTTMGR_RemoveCurse = NTTMGR_CheckCurse(MWConfig_CheckSelfSafeTown, MWConfig_CheckMercSafeTown);
_MWTMGR_VisitCain = (MWConfig_IdentAtCain && !MWT_CarryForcedUnids() && _NTTMGR_DoID);
if(me.classid == NTC_CHAR_CLASS_PALADIN)
NTC_PutSkill(MWS_VIGOR, NTC_HAND_RIGHT);
else if(me.classid == NTC_CHAR_CLASS_ASSASSIN && !me.GetState(157))
NTC_CastSkill(MWS_BURST_OF_SPEED, NTC_HAND_RIGHT);
if(_MWTMGR_VisitCain && (_NTTMGR_DoID > 1 || me.act == 2))
MWTMGR_VisitCain();
switch(me.act)
{
case 1:
if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID || _MWTMGR_VisitMerchantForSelling)
NTTMGR_VisitAkara();
if(_NTTMGR_DoRevive)
NTTMGR_VisitKashya();
if(_NTTMGR_DoRepair)
NTTMGR_VisitCharsi();
break;
case 2:
if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_DoRepair || _MWTMGR_VisitMerchantForSelling)
NTTMGR_VisitFara();
if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID)
NTTMGR_VisitDrognan();
if(_NTTMGR_DoRevive)
NTTMGR_VisitGreiz();
break;
case 3:
if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID || _MWTMGR_VisitMerchantForSelling)
NTTMGR_VisitOrmus();
if(_NTTMGR_DoRevive)
NTTMGR_VisitAsheara();
if(_NTTMGR_DoRepair)
NTTMGR_VisitHratli();
break;
case 4:
if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID || _MWTMGR_VisitMerchantForSelling)
NTTMGR_VisitJamella(false);
if(_NTTMGR_DoRevive)
NTTMGR_VisitTyrael();
if(_NTTMGR_DoRepair)
NTTMGR_VisitHalbu();
break;
case 5:
if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID)
NTTMGR_VisitMalah();
if(_NTTMGR_DoRevive)
NTTMGR_VisitQualKehk();
if(_NTTMGR_DoRepair || _MWTMGR_VisitMerchantForSelling)
NTTMGR_VisitLarzuk();
break;
}
_cubing = (!simple && NTCU_CheckCubing());
if(_cubing || NTT_CheckInventory() && NTT_CheckStash() || NTC_MyGoldCarry() > NTConfig_MinGoldToStash)
NTTMGR_VisitStash(_cubing);
if(!simple && NTConfig_Gamble && NTC_MyGold() > NTConfig_GambleStartGold)
{
switch(me.act)
{
case 1:
NTTMGR_VisitGheed();
break;
case 2:
NTTMGR_VisitElzix();
break;
case 3:
NTTMGR_VisitAlkor();
break;
case 4:
NTTMGR_VisitJamella(true);
break;
case 5:
NTTMGR_VisitAnya();
break;
}
_cubing = (!simple && NTCU_CheckCubing());
if(_cubing || NTT_CheckInventory() && NTT_CheckStash())
NTTMGR_VisitStash(_cubing);
}
_trash = MWT_GetTrashItems(false);
if(_trash && _trash.length > 0)
NTT_ClearInventory();
}
function NTTMGR_VisitTown()
{
var _prearea = me.areaid;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Town...");
if(!NTTM_CheckAct())
return false;
NTTMGR_TownManager(true);
if(!NTTM_TownMove("portalspot"))
return false;
if(!NTM_UsePortal("BluePortal", _prearea))
return false;
if(NTConfig_PublicMode)
NTM_MakeTP();
return true;
}
function NTTMGR_VisitStash(cubing)
{
var _stash;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Stash...");
if(!cubing && !NTT_CheckStash() && NTC_StashGoldFull())
return;
_stash = NTC_FindUnit(NTC_UNIT_OBJECT, NTC_UNIT_STASH);
if(!_stash || GetDistance(me, _stash) > 3)
NTTM_TownMove("stash");
if(!_stash)
_stash = NTC_FindUnit(NTC_UNIT_OBJECT, NTC_UNIT_STASH);
if(_stash)
{
if(NTT_DoInteract(_stash))
{
if(!cubing)
NTT_ManageStash();
if(cubing)
{
NTCU_DoCubing();
if(NTT_DoInteract(_stash))
NTT_ManageStash();
me.Cancel(1);
NTT_ClearInventory();
}
else
me.Cancel(1);
}
}
}
function NTTMGR_VisitAkara()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Akara...");
NTTM_TownMove("akara");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_AKARA, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID || _MWTMGR_SellTrash)
{
if(NTT_DoTrade(_npc))
{
if(_NTTMGR_DoID)
NTTMGR_IDItems(_npc);
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_BuyPots)
MWT_FillBelt(_npc);
if(_NTTMGR_BuyTP)
NTT_FillTome(_npc, 1);
if(_NTTMGR_BuyKey)
NTT_FillKey(_npc);
}
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitKashya()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Kashya...");
NTTM_TownMove("kashya");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_KASHYA, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoInteract(_npc))
{
NTT_ReviveMerc();
me.Cancel(1);
}
}
}
}
function NTTMGR_VisitCharsi()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Charsi...");
NTTM_TownMove("charsi");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_CHARSI, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
{
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitGheed()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Gheed...");
NTTM_TownMove("gheed");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_GHEED, 5);
if(_npc)
MWTMGR_DoGambling(_npc);
}
function NTTMGR_VisitFara()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Fara...");
NTTM_TownMove("fara");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_FARA, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(_NTTMGR_DoRepair || _MWTMGR_SellTrash)
{
if(NTT_DoTrade(_npc))
{
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
}
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitDrognan()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Drognan...");
NTTM_TownMove("drognan");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_DROGNAN, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
{
if(_NTTMGR_DoID)
NTTMGR_IDItems(_npc);
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_BuyPots)
MWT_FillBelt(_npc);
if(_NTTMGR_BuyTP)
NTT_FillTome(_npc, 1);
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitLysander()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Lysander...");
NTTM_TownMove("lysander");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_LYSANDER, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
{
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_BuyKey)
NTT_FillKey(_npc);
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitGreiz()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Greiz...");
NTTM_TownMove("greiz");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_GREIZ, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
NTT_ReviveMerc();
me.Cancel(1);
}
}
}
function NTTMGR_VisitElzix()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Elzix...");
NTTM_TownMove("elzix");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ELZIX, 5);
if(_npc)
MWTMGR_DoGambling(_npc);
}
function NTTMGR_VisitOrmus()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Ormus...");
NTTM_TownMove("ormus");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ORMUS, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID || _MWTMGR_SellTrash)
{
if(NTT_DoTrade(_npc))
{
if(_NTTMGR_DoID)
NTTMGR_IDItems(_npc);
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_BuyPots)
MWT_FillBelt(_npc);
if(_NTTMGR_BuyTP)
NTT_FillTome(_npc, 1);
}
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitAsheara()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Asheara...");
NTTM_TownMove("asheara");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ASHEARA, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(_MWTMGR_SellTrash)
{
if(NTT_DoTrade(_npc))
{
MWTMGR_SellTrashItems(_npc);
me.Cancel(1);
}
}
NTT_ReviveMerc();
me.Cancel(1);
}
}
}
function NTTMGR_VisitHratli()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Hratli...");
NTTM_TownMove("hratli");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_HRATLI, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
{
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
if(_NTTMGR_BuyKey)
NTT_FillKey(_npc);
}
me.Cancel(1);
}
}
else
{
NTTM_TownMove("meshif");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_HRATLI, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
{
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
if(_NTTMGR_BuyKey)
NTT_FillKey(_npc);
}
me.Cancel(1);
}
}
}
}
function NTTMGR_VisitAlkor()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Alkor...");
NTTM_TownMove("alkor");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ALKOR, 5);
if(_npc)
MWTMGR_DoGambling(_npc);
}
function NTTMGR_VisitJamella(gamble)
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Jamella...");
NTTM_TownMove("jamella");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_JAMELLA, 5);
if(_npc)
{
if(gamble)
MWTMGR_DoGambling(_npc);
else
{
if(NTT_DoInteract(_npc))
{
if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID || _MWTMGR_SellTrash)
{
if(NTT_DoTrade(_npc))
{
if(_NTTMGR_DoID)
NTTMGR_IDItems(_npc);
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_BuyPots)
MWT_FillBelt(_npc);
if(_NTTMGR_BuyTP)
NTT_FillTome(_npc, 1);
if(_NTTMGR_BuyKey)
NTT_FillKey(_npc);
}
}
me.Cancel(1);
}
}
}
}
function NTTMGR_VisitHalbu()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Halbu...");
NTTM_TownMove("halbu");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_HALBU, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
{
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitTyrael()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Tyrael...");
NTTM_TownMove("tyrael");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_TYRAEL_ACT_4, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
NTT_ReviveMerc();
me.Cancel(1);
}
}
}
function NTTMGR_VisitMalah()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Malah...");
NTTM_TownMove("malah");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_MALAH, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID || _MWTMGR_SellTrash)
{
if(NTT_DoTrade(_npc))
{
if(_NTTMGR_DoID)
NTTMGR_IDItems(_npc);
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_BuyPots)
MWT_FillBelt(_npc);
if(_NTTMGR_BuyTP)
NTT_FillTome(_npc, 1);
if(_NTTMGR_BuyKey)
NTT_FillKey(_npc);
}
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitLarzuk()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Larzuk...");
NTTM_TownMove("larzuk");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_LARZUK, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
{
if(_MWTMGR_SellTrash)
MWTMGR_SellTrashItems(_npc);
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitQualKehk()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Qual-Khek...");
NTTM_TownMove("qual-kehk");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_QUALKEHK, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
NTT_ReviveMerc();
me.Cancel(1);
}
}
}
function NTTMGR_VisitAnya()
{
var _npc;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Anya...");
NTTM_TownMove("anya");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ANYA_TOWN, 5);
if(_npc)
MWTMGR_DoGambling(_npc);
}
function MWTMGR_VisitCain()
{
var _npc, _unids;
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Visiting Cain...");
NTTM_TownMove("cain");
switch(me.act)
{
case 1:
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_CAIN_ACT_1);
break;
case 2:
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_CAIN_ACT_2, 5);
break;
case 3:
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_CAIN_ACT_3, 5);
break;
case 4:
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_CAIN_ACT_4, 5);
break;
case 5:
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_CAIN_ACT_5, 5);
break;
}
if(_npc)
{
if(NTT_DoInteract(_npc))
{
_unids = NTT_GetUnidItems();
for(var i = 0; i <= 4; i++)
{
if(i % 2 == 0)
me.SelectNPCMenu(0x0FB4);
NTC_Delay(500);
if(!NTT_CheckUnids())
break;
}
for(var i = 0; i < _unids.length; i++)
{
if(NTSI_CheckItem(_unids[i], true) == 1)
MWI_WriteManagerLog(_unids[i], 0, true);
}
me.Cancel(1);
_NTTMGR_DoID = NTT_CheckUnids();
if(!(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID || _NTTMGR_DoRepair || _NTTMGR_DoRevive && me.act == 3 || _NTTMGR_RemoveCurse || _NTTMGR_DoHeal))
{
if(!MWConfig_AlwaysSellTrashItems)
{
NTT_ClearInventory();
_MWTMGR_VisitMerchantForSelling = false;
}
else
_MWTMGR_VisitMerchantForSelling = true;
}
_MWTMGR_SellTrash = (MWT_GetTrashItems().length > 0);
}
}
}
function NTTMGR_CheckScrolls(scrolltype)
{
var _tome = NTT_GetTome(scrolltype);
if(_tome)
return _tome.GetStat(70);
return 0;
}
function MWTMGR_GetKeyQuantity()
{
var _keys, _count;
if(me.classid == NTC_CHAR_CLASS_ASSASSIN)
return 12;
_keys = MWC_GetItems(MWC_LOC_INVENTORY, 0, 543);
_count = 0;
if(_keys)
{
for(var i = 0; i < _keys.length; i++)
_count += _keys[i].GetStat(70);
}
return _count;
}
function MWTMGR_SellTrashItems(npc)
{
var _items, _retValue;
_items = MWT_GetTrashItems();
_retValue = true;
for(var i = 0; i < _items.length; i++)
{
if(MWConfig_UseXMLItemlog)
MWI_WriteLog(_items[i], 1);
if(MWConfig_LogSoldItems)
MWI_WriteManagerLog(_items[i], 3);
if(!NTT_ShopItem(_items[i], npc, 1))
_retValue = false;
}
return _retValue;
}
function NTTMGR_IDItems(npc)
{
var _tome, _scroll;
var _result, _check;
var _items = NTT_GetUnidItems();
if(!_items || _items.length < 1)
return;
_tome = NTT_GetTome();
if(_tome && _tome.GetStat(70) < _items.length)
NTT_FillTome(npc);
for(var i = 0 ; i < _items.length ; i++)
{
switch(NTSI_CheckItem(_items[i], true))
{
case 1:
MWI_WriteManagerLog(_items[i], 0, true);
case 2:
break;
case 0:
if(_items[i].GetItemCost(1) >= 35E3)
break;
case -1:
if(_tome)
_result = NTT_IdItem(_tome, _items[i]);
else
{
_scroll = NTT_GetScroll();
if(!_scroll)
{
NTT_BuyScrolls(npc);
_scroll = NTT_GetScroll();
}
_result = NTT_IdItem(_scroll, _items[i]);
}
if(!_result)
break;
_check = NTSI_CheckItem(_items[i], true);
if(_check == 1)
MWI_WriteManagerLog(_items[i], 0, true);
else if(_check == 0 || _check == 3)
{
if(MWConfig_UseXMLItemlog)
MWI_WriteLog(_items[i], 1);
if(MWConfig_LogSoldItems)
MWI_WriteManagerLog(_items[i], 3, true);
NTT_ShopItem(_items[i], npc, 1);
}
break;
}
}
}
function MWTMGR_DoGambling(npc)
{
var _logString, _date, _deltaTime, _timeString, _gamblingData, _time;
if(arguments.length < 1 || !npc)
return false;
_gamblingData = new Array();
_gamblingData["itemsgambled"] = 0;
_gamblingData["itemskept"] = 0;
_gamblingData["goldmax"] = NTC_MyGold() - NTConfig_GambleStopGold;
_gamblingData["goldspent"] = 0;
_gamblingData["abort"] = false;
while(NTC_MyGold() > NTConfig_GambleStopGold)
{
if(MWConfig_ShowOverheadStatus)
MWC_PrintOverheadStatus("Gambling (" + (_gamblingData["goldspent"] / _gamblingData["goldmax"] * 100.0).toFixed(1) + "%)");
if(NTT_DoInteract(npc))
{
if(NTT_DoTrade(npc, 1))
_gamblingData = NTT_GambleIt(npc, _gamblingData);
me.Cancel(1);
if(_gamblingData["abort"])
break;
}
else
break;
}
_logString = "ÿ008040Gambling completed!;";
_logString += "ÿc0Items Gambled:ÿc8 " + _gamblingData["itemsgambled"] + " [" + _gamblingData["itemskept"] + "]";
_logString += "\nÿc0Gold Spent:ÿc8 " + MWC_InsertDigitSeperator(_gamblingData["goldspent"]);
_logString += "\nÿc0Total Items Gambled:ÿc8 " + MWC_InsertDigitSeperator(MWI_GetGamblingData("total")) + " [" + MWC_InsertDigitSeperator(MWI_GetGamblingData("kept")) + "]";
_logString += "\nÿc0Total Gold Spent:ÿc8 " + MWC_InsertDigitSeperator(MWI_GetGamblingData("gold"));
_logString += "\nÿc0Gambling Sessions:ÿc8 " + (MWI_GetGamblingData("sessions") + 1);
_date = new Date();
if(_date)
{
_deltaTime = _date.getTime() - MWI_GetGamblingData("lastupdate");
_timeString = "";
_date = new Date(MWI_GetGamblingData("lastupdate"));
if(!isNaN(_deltaTime) && _date)
{
// Days passed
_time = parseInt(_deltaTime / 864E5);
if(_time > 0)
{
_timeString += _time + " Day";
if(_time > 1)
_timeString += "s ";
else
_timeString += " ";
}
_timeString += MWC_ConvertTicksToTimeString(_deltaTime);
_logString += "\nÿc0Last Session:ÿc8 " + _date.toLocaleFormat("%a %m/%d/%y %H:%M:%S") + " [-" + _timeString + "]";
}
}
_date = new Date(MWI_GetGamblingData("creation"));
if(_date)
_logString += "\nÿc0Logfile Created:ÿc8 " + _date.toLocaleFormat("%a %m/%d/%y %H:%M:%S");
NTC_SendLogToOOG(NTC_LOG_COMMON, _logString);
SetStatusText("ÿc8Gambling completed!");
NTC_SendMsgToScript("MWBotGame.ntj", "RESET_TICKS");
NTC_SendMsgToScript("MWBotGame.ntj", "SET_DEFAULT_STATUS");
MWI_WriteGamblingData(0, new Array(0, 0), true, true);
return true;
}
// mask - 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
function NTTMGR_CheckCurse(selfmask, mercmask)
{
if(selfmask > 0x01)
{
if((selfmask&0x02) && me.GetState(2))
return true;
if((selfmask&0x04) && me.GetState(9))
return true;
if((selfmask&0x08) && me.GetState(19))
return true;
if((selfmask&0x10) && me.GetState(55))
return true;
if((selfmask&0x20) && me.GetState(60))
return true;
if((selfmask&0x40) && me.GetState(61))
return true;
}
if(mercmask > 0x01)
{
var _merc = NTC_GetMerc();
if(_merc)
{
if((mercmask&0x02) && _merc.GetState(2))
return true;
if((mercmask&0x04) && _merc.GetState(9))
return true;
if((mercmask&0x08) && _merc.GetState(19))
return true;
if((mercmask&0x10) && _merc.GetState(55))
return true;
if((mercmask&0x20) && _merc.GetState(60))
return true;
if((mercmask&0x40) && _merc.GetState(61))
return true;
}
}
return false;
}
// self - 0x01 : Potion
// merc - 0x01 : Death
// common - 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
function NTTMGR_CheckSafe(selfmask, mercmask)
{
if(((selfmask&0x01) && NTT_CheckBelt()) || ((mercmask&0x01) && NTT_CheckMerc()) || NTTMGR_CheckCurse(selfmask, mercmask))
return NTTMGR_VisitTown();
return true;
}
Ich hab sie mal reingenommen und werde den barb ab jetzt mal ein paar runs lang laufen lassen um zu schauen ob es geholfen hat.
gruß
|
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06/16/2011, 12:23
|
#2263
|
elite*gold: 16
Join Date: Apr 2009
Posts: 40
Received Thanks: 1
|
und was genau soll das verändern?
wegen cuben:
Find ich an sich klasse..also craftet er z.b. ringe und amulette usw?
craft.nip
Code:
// ##### Helms #########################
[Type] == helm && [Quality] == crafted # [Sockets] >= 2 && [ItemDeadlyStrike] >= 7 && [LifeLeech] >= 2 && [ItemToHitPercentPerLevel] >= 1 && [FHR] >= 10 && ([EnhancedDefense] >= 150 || [MaxHP] >= 50)
// ##### Armor #########################
// ##### Shields #######################
[Name] == Monarch && [Quality] == crafted # [Sockets] >= 2 && [EnhancedDefense] >= 180 && [FBR] >= 30 && (([FireResist] >= 17 && [LightResist] >= 17) || [FHR] >= 17)
// ##### Gloves ########################
[Type] == gloves && [Quality] == crafted # [Strength] + [Dexterity] >= 25
[Type] == gloves && [Quality] == crafted # [ItemKnockBack] >= 1 && [IAS] >= 20 && [ItemAddSkillTab] >= 2
[Type] == gloves && [Quality] == crafted # [ItemKnockBack] >= 1 && [IAS] >= 20 && ([Strength] >= 10 || [Dexterity] >= 10)
[Type] == gloves && [Quality] == crafted # [ItemKnockBack] >= 1 && [IAS] >= 20 && [Strength] + [Dexterity] >= 20
[Type] == gloves && [Quality] == crafted # [ItemCrushingBlow] >= 7 && [IAS] >= 20 && ([Strength] >= 10 || [Dexterity] >= 10)
[Type] == gloves && [Quality] == crafted # [ItemCrushingBlow] >= 7 && [Strength]+[Dexterity] >= 20
[Type] == gloves && [Quality] == crafted # [ItemCrushingBlow] >= 10 && [IAS] >= 20
// ##### Boots #########################
[Type] == boots && [Quality] == crafted # [LifeLeech] >= 2 && [FRW] >= 30 && [FHR] >= 10 && [FireResist]+[LightResist]+[ColdResist]+[PoisonResist] >= 55
[Type] == boots && [Quality] == crafted # [LifeLeech] >= 2 && [FRW] >= 30 && [FHR] >= 10 && [Dexterity] >= 6 && ([FireResist] >= 30 || [LightResist] >= 30 || [ColdResist] >= 30 || [PoisonResist] >= 30)
[Type] == boots && [Quality] == crafted # [FRW] >= 20
// ##### Belts #########################
[Type] == belt && [Quality] == crafted # [ItemOpenWounds] >= 7 && [LifeLeech] >= 2 && [FHR] >= 24 && [Strength] >= 20 && ([MaxHP] >= 60 || [ItemGoldBonus] >= 60)
// ##### Rings #########################
[Type] == ring && [Quality] == crafted # [LifeLeech] >= 8 && ([Strength] >= 15 || [Dexterity] >= 10 || [ManaLeech] >= 5)
[Type] == ring && [Quality] == crafted # [LifeLeech] >= 8 && [Strength]+[Dexterity] >= 20
[Type] == ring && [Quality] == crafted # [FCR] >= 10 && ([Strength]+[Dexterity] >= 15 || [MaxHP] >= 30 || [MaxHP] >= 60 || [Strength] >= 20 || [Dexterity] >= 15)
[Type] == ring && [Quality] == crafted # [Strength] >= 25 || [Dexterity] >= 20
// ##### Amulets #######################
[Type] == amulet && [Quality] == crafted # [FCR] >= 15 && [ItemAddClassSkills] >= 2
[Type] == amulet && [Quality] == crafted # [FCR] >= 10 && [ItemAddClassSkills] >= 2 && ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist] >= 60 || [Strength] >= 20 || [Dexterity] >= 10 || [MaxHP] >= 30 || [MaxMP] >= 60 || [ItemGoldBonus] >= 60)
[Type] == amulet && [Quality] == crafted # [LifeLeech] >= 8 && [ItemAddClassSkills] >= 2 && [FireResist]+[LightResist]+[ColdResist]+[PoisonResist] >= 60 && ([ManaLeech] >= 7 || [MaxHP] >= 60 || [Strength] >= 20 || [Dexterity] >= 10)
[Type] == amulet && [Quality] == crafted # [LifeLeech] >= 8 && [ItemAddClassSkills] >= 2 && [Strength]+[Dexterity] >= 35
[Type] == amulet && [Quality] == crafted # [ToBlock] >= 7 && [ItemAddClassSkills] >= 2 && [FireResist]+[LightResist]+[ColdResist]+[PoisonResist] >= 60 && ([LifeLeech] >= 5 || [ManaLeech] >= 7 || [MaxHP] >= 40 || [Strength] >= 20 || [Dexterity] >= 10)
cubing:
Code:
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
// Set to true to log cubing of gems in the manager's common log.
MWConfig_ShowCubedGemsInCommonLog = false;
// Set to true to always remove all items from cube after transmuting. If set to false, the item will remain in cube and is not removed until it interferes with another recipe.
MWConfig_ClearCubeAfterCubing = false;
// Set to true to enable an advanced cubing algorithm that allows collecting ingredients for multiple recipes at the same time.
MWConfig_UseAdvancedCubingAlgorithm = true;
// Set to true if you do not want kept low runes or gems to be used for cubing. Set to false to use them anyway.
MWConfig_RestrictKeptItemsFromCubing = true;
// *********************** Misc ***********************
//NTConfig_CubingItem.push([NTCU_ESSENCE, 653]); // Essences --> Token
// ****************** Transmute Gems ******************
//NTConfig_CubingItem.push([NTCU_GEM, 560]); // Flawless Amethyst
//NTConfig_CubingItem.push([NTCU_GEM, 565]); // Flawless Topaz
//NTConfig_CubingItem.push([NTCU_GEM, 570]); // Flawless Saphire
//NTConfig_CubingItem.push([NTCU_GEM, 575]); // Flawless Emerald
//NTConfig_CubingItem.push([NTCU_GEM, 580]); // Flawless Ruby
//NTConfig_CubingItem.push([NTCU_GEM, 585]); // Flawless Diamond
//NTConfig_CubingItem.push([NTCU_GEM, 600]); // Flawless Skull
//NTConfig_CubingItem.push([NTCU_MAGIC, 420]); // Magic Tiara
//NTConfig_CubingItem.push([NTCU_MAGIC, 421]); // Magic Diadem
// ************* Transmute magic and rares *************
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 605]); // Magic Grand Charm
//NTConfig_CubingItem.push([MWCU_RARE, 421]); // Rare Diadem
// ********************** Crafting *********************
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 336]); // Craft Chain Gloves
//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_HITPOWER_RING, 522]); // Craft Ring
//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_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
// ****************** Transmute runes ******************
//NTConfig_CubingItem.push([NTCU_RUNE_THUL, 562]); // Transmute 3xTHUL --> 1xAMN
//NTConfig_CubingItem.push([NTCU_RUNE_AMN, 557]); // Transmute 3xAMN --> 1xSOL
//NTConfig_CubingItem.push([NTCU_RUNE_SOL, 567]); // Transmute 3xSOL --> 1xSHAEL
//NTConfig_CubingItem.push([NTCU_RUNE_SHAEL, 577]); // Transmute 3xSHAEL --> 1xDOL
//NTConfig_CubingItem.push([NTCU_RUNE_DOL, 572]); // Transmute 3xDOL --> 1xHEL
//NTConfig_CubingItem.push([NTCU_RUNE_HEL, 582]); // Transmute 3xHEL --> 1xIO
//NTConfig_CubingItem.push([NTCU_RUNE_IO, 563]); // Transmute 3xIO --> 1xLUM
//NTConfig_CubingItem.push([NTCU_RUNE_LUM, 558]); // Transmute 3xLUM --> 1xKO
//NTConfig_CubingItem.push([NTCU_RUNE_KO, 568]); // Transmute 3xKO --> 1xFAL
//NTConfig_CubingItem.push([NTCU_RUNE_FAL, 578]); // Transmute 3xFAL --> 1xLEM
//NTConfig_CubingItem.push([NTCU_RUNE_LEM, 573]); // Transmute 3xLEM --> 1xPUL
NTConfig_CubingItem.push([NTCU_RUNE_PUL, 583]); // Transmute 2xPUL --> 1xUM
NTConfig_CubingItem.push([NTCU_RUNE_UM, 564]); // Transmute 2xUM --> 1xMAL
NTConfig_CubingItem.push([NTCU_RUNE_MAL, 559]); // Transmute 2xMAL --> 1xIST
//NTConfig_CubingItem.push([NTCU_RUNE_IST, 569]); // Transmute 2xIST --> 1xGUL
//NTConfig_CubingItem.push([NTCU_RUNE_GUL, 579]); // Transmute 2xGUL --> 1xVEX
//NTConfig_CubingItem.push([NTCU_RUNE_VEX, 574]); // Transmute 2xVEX --> 1xOHM
//NTConfig_CubingItem.push([NTCU_RUNE_OHM, 584]); // Transmute 2xOHM --> 1xLO
//NTConfig_CubingItem.push([NTCU_RUNE_LO, 565]); // Transmute 2xLO --> 1xSUR
//NTConfig_CubingItem.push([NTCU_RUNE_SUR, 560]); // Transmute 2xSUR --> 1xBER
//NTConfig_CubingItem.push([NTCU_RUNE_BER, 570]); // Transmute 2xBER --> 1xJAH
//NTConfig_CubingItem.push([NTCU_RUNE_JAH, 580]); // Transmute 2xJAH --> 1xBER
//NTConfig_CubingItem.push([NTCU_RUNE_CHAM, 575]); // Transmute 2xCHAM --> 1xZOD
// ******************* Socket items ********************
// Primary item must inlcluded in one of your .nip Files
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_SHIELD, 447]); // Socket Monarch
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 498]); // Socket Sacred Targe
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 502]); // Socket Vortex Shield
// ******************* Upgrade items *******************
//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
//NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 342]); // Goblin Toe N -> E
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 388]); // Goblin Toe E -> E
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06/16/2011, 12:55
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#2264
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elite*gold: 0
Join Date: Mar 2010
Posts: 539
Received Thanks: 418
|
Quote:
Originally Posted by mindplay
und was genau soll das verändern?
wegen cuben:
Find ich an sich klasse..also craftet er z.b. ringe und amulette usw?
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Beim Craften gibt es einen Fehler, ist mir selber jedoch noch nie untergekommen.
Dann zerlegen wir deine Cubeconfig:
Code:
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
// Set to true to log cubing of gems in the manager's common log.
MWConfig_ShowCubedGemsInCommonLog = false;
// Set to true to always remove all items from cube after transmuting. If set to false, the item will remain in cube and is not removed until it interferes with another recipe.
MWConfig_ClearCubeAfterCubing = false;
// Set to true to enable an advanced cubing algorithm that allows collecting ingredients for multiple recipes at the same time.
MWConfig_UseAdvancedCubingAlgorithm = true;
// Set to true if you do not want kept low runes or gems to be used for cubing. Set to false to use them anyway.
MWConfig_RestrictKeptItemsFromCubing = [COLOR="Red"]false[/COLOR]; [COLOR="Green"]// --> false = Gems & Runen werden zum Craften verwendet, auch wenn sie in der Pickit stehen[/COLOR]
// *********************** Misc ***********************
//NTConfig_CubingItem.push([NTCU_ESSENCE, 653]); // Essences --> Token
// ****************** Transmute Gems ******************
//NTConfig_CubingItem.push([NTCU_GEM, 560]); // Flawless Amethyst
//NTConfig_CubingItem.push([NTCU_GEM, 565]); // Flawless Topaz
//NTConfig_CubingItem.push([NTCU_GEM, 570]); // Flawless Saphire
//NTConfig_CubingItem.push([NTCU_GEM, 575]); // Flawless Emerald
//NTConfig_CubingItem.push([NTCU_GEM, 580]); // Flawless Ruby
//NTConfig_CubingItem.push([NTCU_GEM, 585]); // Flawless Diamond
//NTConfig_CubingItem.push([NTCU_GEM, 600]); // Flawless Skull
//NTConfig_CubingItem.push([NTCU_MAGIC, 420]); // Magic Tiara
//NTConfig_CubingItem.push([NTCU_MAGIC, 421]); // Magic Diadem
// ************* Transmute magic and rares *************
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 605]); // Magic Grand Charm
//NTConfig_CubingItem.push([MWCU_RARE, 421]); // Rare Diadem
// ********************** Crafting *********************
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 336]); // Craft Chain Gloves
//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_HITPOWER_RING, 522]); // Craft Ring
[COLOR="green"]// --> Ring + PSa + AMN + Juwel[/COLOR]
//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
[COLOR="green"]// --> Ring + PR + SOL + Juwel[/COLOR]
//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_CASTER_AMULET, 520]); // Craft Amulet
[COLOR="green"]// --> Amulett + PA + RAL + Juwel[/COLOR]
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet
// ****************** Transmute runes ******************
//NTConfig_CubingItem.push([NTCU_RUNE_THUL, 562]); // Transmute 3xTHUL --> 1xAMN
//NTConfig_CubingItem.push([NTCU_RUNE_AMN, 557]); // Transmute 3xAMN --> 1xSOL
//NTConfig_CubingItem.push([NTCU_RUNE_SOL, 567]); // Transmute 3xSOL --> 1xSHAEL
//NTConfig_CubingItem.push([NTCU_RUNE_SHAEL, 577]); // Transmute 3xSHAEL --> 1xDOL
//NTConfig_CubingItem.push([NTCU_RUNE_DOL, 572]); // Transmute 3xDOL --> 1xHEL
//NTConfig_CubingItem.push([NTCU_RUNE_HEL, 582]); // Transmute 3xHEL --> 1xIO
//NTConfig_CubingItem.push([NTCU_RUNE_IO, 563]); // Transmute 3xIO --> 1xLUM
//NTConfig_CubingItem.push([NTCU_RUNE_LUM, 558]); // Transmute 3xLUM --> 1xKO
//NTConfig_CubingItem.push([NTCU_RUNE_KO, 568]); // Transmute 3xKO --> 1xFAL
//NTConfig_CubingItem.push([NTCU_RUNE_FAL, 578]); // Transmute 3xFAL --> 1xLEM
//NTConfig_CubingItem.push([NTCU_RUNE_LEM, 573]); // Transmute 3xLEM --> 1xPUL
NTConfig_CubingItem.push([NTCU_RUNE_PUL, 583]); // Transmute 2xPUL --> 1xUM
[COLOR="green"]// --> 2x PUL + 1 fehlerhafter Diamant[/COLOR]
NTConfig_CubingItem.push([NTCU_RUNE_UM, 564]); // Transmute 2xUM --> 1xMAL
[COLOR="green"]// --> 2x UM + 1 Topas[/COLOR]
NTConfig_CubingItem.push([NTCU_RUNE_MAL, 559]); // Transmute 2xMAL --> 1xIST
[COLOR="green"]// --> 2x MAL + 1 Amethyst[/COLOR]
//NTConfig_CubingItem.push([NTCU_RUNE_IST, 569]); // Transmute 2xIST --> 1xGUL
//NTConfig_CubingItem.push([NTCU_RUNE_GUL, 579]); // Transmute 2xGUL --> 1xVEX
//NTConfig_CubingItem.push([NTCU_RUNE_VEX, 574]); // Transmute 2xVEX --> 1xOHM
//NTConfig_CubingItem.push([NTCU_RUNE_OHM, 584]); // Transmute 2xOHM --> 1xLO
//NTConfig_CubingItem.push([NTCU_RUNE_LO, 565]); // Transmute 2xLO --> 1xSUR
//NTConfig_CubingItem.push([NTCU_RUNE_SUR, 560]); // Transmute 2xSUR --> 1xBER
//NTConfig_CubingItem.push([NTCU_RUNE_BER, 570]); // Transmute 2xBER --> 1xJAH
//NTConfig_CubingItem.push([NTCU_RUNE_JAH, 580]); // Transmute 2xJAH --> 1xBER
//NTConfig_CubingItem.push([NTCU_RUNE_CHAM, 575]); // Transmute 2xCHAM --> 1xZOD
// ******************* Socket items ********************
// Primary item must inlcluded in one of your .nip Files
[COLOR="green"]// Für alle Rüstungssockelungen --> Rüstung + TAL + THUL + PT[/COLOR]
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
[COLOR="green"]// Für alle Waffensockelungen --> Waffe + RAL + AMN + PA[/COLOR]
//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
[COLOR="green"]// Für alle Schildsockelungen --> Rüstung + TAL + AMN + PR[/COLOR]
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 447]); // Socket Monarch
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 498]); // Socket Sacred Targe
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 502]); // Socket Vortex Shield
// ******************* Upgrade items *******************
//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
//NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 342]); // Goblin Toe N -> E
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 388]); // Goblin Toe E -> E
Wo jetzt aber die Fal herkommt, weiß ich nicht.
Könnte nur noch sein, dass er sie nur aufgenommen hat, um sie zu verkaufen?
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06/16/2011, 13:34
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#2265
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elite*gold: 16
Join Date: Apr 2009
Posts: 40
Received Thanks: 1
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hmm interessant..jo jez ahb icha u gesehend as er am ende von jedem game crafted...wensn **** sit seltl er es halt gleich wieder..ich hoffe er weiß was er tut..  ich hatte ne lange dia pause..sehr sehr lang xD weiß nimmer worauf es ankommt bei ringen und amuletten etc.
was mir auch aufgefallen ist, ist das runen nicht im manager log angezeigt werden..z.b. hab ich gerade ne mal gedroppt und die steht nich im log.
hab noch ne frage zu den logs.
Ist es normal das der hier nicht tut? :
mw_itemlog_v2.xsl
aber die hier funktionieren:
06-16-11_itemlog.xml
o.0 mir ist gerade aufgefallen das er sandstorms trek aufgepickt hat aber die dann gesellt hat....ich frag mich gerade warum.. bzwob er das bei anderen items auch so macht..wäre nich so toll
Code:
[Name] == ScarabshellBoots && [Quality] == unique && [Flag] == ethereal // Sandstorm Trek
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