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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.
06/17/2011, 13:57
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#2281
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HEEELP - der disconnected einfach startet das Game, initialisiert und disconnected dann einfach wieder, danach bleibt er nur noch in der Lobby - was tun ??
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06/17/2011, 14:08
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#2282
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Quote:
Originally Posted by mindplay
:d ich glaub langsam echt bei mir simmt was nich...der läuft set 3 tagen durch und hat nur 2 uniques gepickt..sonst nix o.0
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Poste bitte mal deine unique.nip im spoiler + codebox
Quote:
Originally Posted by buggaley
HEEELP - der disconnected einfach startet das Game, initialisiert und disconnected dann einfach wieder, danach bleibt er nur noch in der Lobby - was tun ??
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poste bitte einmal deine charconfig im spoiler +codebox
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06/17/2011, 14:28
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#2283
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Join Date: Apr 2009
Posts: 40
Received Thanks: 1
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Code:
[Name] == HierophantTrophy && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 180 // Homunculus
[Name] == BloodlordSkull && [Quality] == unique && [Flag] != ethereal # [NecromancerSummoningSkillTab] >= 3 || [PoisonAndBoneSkillTab] >= 3 // Darkforce Spawn
[Name] == SuccubusSkull && [Quality] == Unique && [Flag] != Eth # [Necromancerskills] == 3 && [FireResist] >= 25 // Boneflame
// ##### Axes ##########################
//[Name] == EttinAxe && [Quality] == unique && [Flag] == ethereal # [Sockets] >= 5 && [EnhancedDamage] >= 240 // Rune Master
//[Name] == BerserkerAxe && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 250 // Death Cleaver
// ##### Bows ##########################
[Name] == HydraBow && [Quality] == unique # [ManaLeech] >= 7 // Windforce
// ##### Crossbows #####################
// ##### Daggers #######################
//[Name] == BoneKnife && [Quality] == unique // Wizardspike
// ##### Maces #########################
//[Name] == Scourge && [Quality] == unique # [EnhancedDamage] >= 270 && [IAS] == 30 // Stormlash
//[Name] == Legendary Mallet && [Quality] == Unique # ([EnhancedDamage] >= 100 && [EnhancedDamage] <= 130) // Schaefer's Hammer
// ##### Polearms ######################
//[Name] == OgreAxe && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 290 // Bonehew
[Name] == Thresher && [Quality] == unique && [Flag] == ethereal // The Reaper's Toll
[Name] == CrypticAxe && [Quality] == unique && [Flag] == ethereal # [Sockets] >= 3 // Tomb Reaver
// ##### Scepters ######################
//[Name] == MightyScepter && [Quality] == unique # [Sockets] >= 2 && [EnhancedDamage] >= 270 && [PaladinSkills] >= 3 && [IAS] >= 20 // Heaven's Light
//[Name] == MightyScepter && [Quality] == unique # [EnhancedDamage] >= 270 && [ItemNormalDamage] >= 90 && [ItemReqPercent] <= -60 // The Redeemer
//[Name] == Caduceus && [Quality] == unique # [EnhancedDamage] >= 260 && [PaliCombatSkillTab] >= 3 // Astreon's Iron Ward
// ##### Spears ########################
//[Name] == Fuscina && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 180 // Kelpie Snare
//[Name] == Yari && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 200 // Hone Sundan
// ##### Staves ########################
[Name] == ElderStaff && [Quality] == unique # [ItemAllSkills] >= 4 // Ondal's Wisdom
// ##### Swords ########################
//[Name] == PhaseBlade && [Quality] == unique # [EnhancedDamage] >= 250 && [Strength] >= 5 // Azurewrath
//[Name] == ColossusBlade && [Quality] == unique # [EnhancedDamage] >= 250 // The Grandfather
// ##### Throwing ######################
//[Name] == WingedAxe && [Quality] == unique # [EnhancedDamage] >= 180 // Lacerator
// ##### Wands #########################
[Name] == UnearthedWand && [Quality] == unique // Death's Web
// ##### Amazon Weapons ################
//[Name] == CeremonialBow && [Quality] == unique # [EnhancedDamage] >= 200 && [ManaLeech] >= 8 // Lycander's Aim
[Name] == CeremonialJavelin && [Quality] == unique && [Flag] == ethereal // Titan's Revenge
// ##### Assassin Katars ###############
//[Name] == GreaterTalons && [Quality] == unique # [EnhancedDamage] >= 180 && [LifeLeech] >= 7 // Bartuc's Cut-Throat
// ##### Sorceress Orbs ################
//[Name] == SwirlingCrystal && [Quality] == unique // The Occulus
[Name] == EldritchOrb && [Quality] == unique # [SorceressSkills] >= 3 && ([PassiveFireMastery] >= 15 || [PassiveLtngMastery] >= 15) // Eschuta's Temper
[Name] == DimensionalShard && [Quality] == unique // Death's Fathom
// ##### Circlets ######################
[Name] == Tiara && [Quality] == unique && [Flag] != ethereal # [Defense] >= 150 && [FireResist] >= 60 // Kira's Guardian
[Name] == Diadem && [Quality] == unique // Griffon's Eye
// ##### Rings #########################
[Type] == ring && [Quality] == unique # [ItemMagicBonus] >= 25 // Nagelring
//[Type] == ring && [Quality] == unique # [ManaLeech] >= 7 // Manald Heal
[Type] == ring && [Quality] == unique # [ItemMaxManaPercent] == 25 // Stone of Jordan
//[Type] == ring && [Quality] == unique # [MaxHP] == 40 // Dwarf Star
[Type] == ring && [Quality] == unique # [ToHit] >= 210 && [Dexterity] >= 18 // Raven Frost
[Type] == ring && [Quality] == unique # [LifeLeech] >= 3 && [MaxStamina] == 50 // Bul-Kathos' Wedding Band
//[Type] == ring && [Quality] == unique # [LifeLeech] >= 9 // Carrion Wind
//[Type] == ring && [Quality] == unique # [PoisonResist] >= 30 && [NormalDamageReduction] >= 11 // Nature's Peace
[Type] == ring && [Quality] == unique # [ItemAbsorbLightPercent] >= 15 // Wisp Projector
// ##### Amulets #######################
//[Type] == amulet && [Quality] == unique # [Strength] == 12 && [ColdResist] >= 25 // Saracen's Chance
//[Type] == amulet && [Quality] == unique # [Dexterity] == 25 // The Cat's Eye
//[Type] == amulet && [Quality] == unique # [LifeLeech] >= 6 && [ManaLeech] >= 15 // Crescent Moon
//[Type] == amulet && [Quality] == unique # [PoisonResist] == 75 // Atma's Scarab
//[Type] == amulet && [Quality] == unique # [HPRegen] == 10 // The Rising Sun
//[Type] == amulet && [Quality] == unique # [LightResist] == 35 // Highlord's Wrath
[Type] == amulet && [Quality] == unique # [Strength] == 5 && [ColdResist] >= 20 // Mara's Kaleidoscope
//[Type] == amulet && [Quality] == unique # [DefensiveAurasSkillTab] >= 2 // Seraph's Hymn
[Type] == amulet && [Quality] == unique # [ToHit] >= 400 && [ColdResist] >= 30 // Metalgrid
// ##### Jewels ########################
[Type] == jewel && [Quality] == unique # [PassiveFireMastery]+[PassiveFirePierce] >= 9 // RBF Fire
[Type] == jewel && [Quality] == unique # [PassiveLtngMastery]+[PassiveLtngPierce] >= 9 // RBF Lightning
[Type] == jewel && [Quality] == unique # [PassiveColdMastery]+[PassiveColdPierce] >= 9 // RBF Cold
[Type] == jewel && [Quality] == unique # [PassivePoisMastery]+[PassivePoisPierce] >= 9 // RBF Poison
// ##### Small Charms ##################
[Name] == SmallCharm && [Quality] == unique
// ##### Large Charms ##################
[Name] == LargeCharm && [Quality] == unique # [Strength] >= 20 && [FireResist] >= 15
[Name] == LargeCharm && [Quality] == unique # [AmazonSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 18
[Name] == LargeCharm && [Quality] == unique # [SorceressSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 16
[Name] == LargeCharm && [Quality] == unique # [NecromancerSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 15
[Name] == LargeCharm && [Quality] == unique # [PaladinSkills] >= 3 && [Strength] >= 16 && [FireResist] >= 16
[Name] == LargeCharm && [Quality] == unique # [BarbarianSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 18
[Name] == LargeCharm && [Quality] == unique # [DruidSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 18
[Name] == LargeCharm && [Quality] == unique # [AssassinSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 18
// ##### Grand Charms ##################
[Name] == GrandCharm && [Quality] == unique # [ItemReducedPrices] >= 15 && [ItemMagicBonus] >= 30
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06/17/2011, 14:35
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#2284
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Sorry aber ich weiß weder wie ich den spoiler noch die codebox mach :-S
habe mich erst gestern hier angemeldet
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06/17/2011, 15:07
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#2285
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elite*gold: 0
Join Date: Aug 2004
Posts: 233
Received Thanks: 39
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Quote:
Originally Posted by mindplay
Code:
[Name] == HierophantTrophy && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 180 // Homunculus
[Name] == BloodlordSkull && [Quality] == unique && [Flag] != ethereal # [NecromancerSummoningSkillTab] >= 3 || [PoisonAndBoneSkillTab] >= 3 // Darkforce Spawn
[Name] == SuccubusSkull && [Quality] == Unique && [Flag] != Eth # [Necromancerskills] == 3 && [FireResist] >= 25 // Boneflame
// ##### Axes ##########################
//[Name] == EttinAxe && [Quality] == unique && [Flag] == ethereal # [Sockets] >= 5 && [EnhancedDamage] >= 240 // Rune Master
//[Name] == BerserkerAxe && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 250 // Death Cleaver
// ##### Bows ##########################
[Name] == HydraBow && [Quality] == unique # [ManaLeech] >= 7 // Windforce
// ##### Crossbows #####################
// ##### Daggers #######################
//[Name] == BoneKnife && [Quality] == unique // Wizardspike
// ##### Maces #########################
//[Name] == Scourge && [Quality] == unique # [EnhancedDamage] >= 270 && [IAS] == 30 // Stormlash
//[Name] == Legendary Mallet && [Quality] == Unique # ([EnhancedDamage] >= 100 && [EnhancedDamage] <= 130) // Schaefer's Hammer
// ##### Polearms ######################
//[Name] == OgreAxe && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 290 // Bonehew
[Name] == Thresher && [Quality] == unique && [Flag] == ethereal // The Reaper's Toll
[Name] == CrypticAxe && [Quality] == unique && [Flag] == ethereal # [Sockets] >= 3 // Tomb Reaver
// ##### Scepters ######################
//[Name] == MightyScepter && [Quality] == unique # [Sockets] >= 2 && [EnhancedDamage] >= 270 && [PaladinSkills] >= 3 && [IAS] >= 20 // Heaven's Light
//[Name] == MightyScepter && [Quality] == unique # [EnhancedDamage] >= 270 && [ItemNormalDamage] >= 90 && [ItemReqPercent] <= -60 // The Redeemer
//[Name] == Caduceus && [Quality] == unique # [EnhancedDamage] >= 260 && [PaliCombatSkillTab] >= 3 // Astreon's Iron Ward
// ##### Spears ########################
//[Name] == Fuscina && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 180 // Kelpie Snare
//[Name] == Yari && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 200 // Hone Sundan
// ##### Staves ########################
[Name] == ElderStaff && [Quality] == unique # [ItemAllSkills] >= 4 // Ondal's Wisdom
// ##### Swords ########################
//[Name] == PhaseBlade && [Quality] == unique # [EnhancedDamage] >= 250 && [Strength] >= 5 // Azurewrath
//[Name] == ColossusBlade && [Quality] == unique # [EnhancedDamage] >= 250 // The Grandfather
// ##### Throwing ######################
//[Name] == WingedAxe && [Quality] == unique # [EnhancedDamage] >= 180 // Lacerator
// ##### Wands #########################
[Name] == UnearthedWand && [Quality] == unique // Death's Web
// ##### Amazon Weapons ################
//[Name] == CeremonialBow && [Quality] == unique # [EnhancedDamage] >= 200 && [ManaLeech] >= 8 // Lycander's Aim
[Name] == CeremonialJavelin && [Quality] == unique && [Flag] == ethereal // Titan's Revenge
// ##### Assassin Katars ###############
//[Name] == GreaterTalons && [Quality] == unique # [EnhancedDamage] >= 180 && [LifeLeech] >= 7 // Bartuc's Cut-Throat
// ##### Sorceress Orbs ################
//[Name] == SwirlingCrystal && [Quality] == unique // The Occulus
[Name] == EldritchOrb && [Quality] == unique # [SorceressSkills] >= 3 && ([PassiveFireMastery] >= 15 || [PassiveLtngMastery] >= 15) // Eschuta's Temper
[Name] == DimensionalShard && [Quality] == unique // Death's Fathom
// ##### Circlets ######################
[Name] == Tiara && [Quality] == unique && [Flag] != ethereal # [Defense] >= 150 && [FireResist] >= 60 // Kira's Guardian
[Name] == Diadem && [Quality] == unique // Griffon's Eye
// ##### Rings #########################
[Type] == ring && [Quality] == unique # [ItemMagicBonus] >= 25 // Nagelring
//[Type] == ring && [Quality] == unique # [ManaLeech] >= 7 // Manald Heal
[Type] == ring && [Quality] == unique # [ItemMaxManaPercent] == 25 // Stone of Jordan
//[Type] == ring && [Quality] == unique # [MaxHP] == 40 // Dwarf Star
[Type] == ring && [Quality] == unique # [ToHit] >= 210 && [Dexterity] >= 18 // Raven Frost
[Type] == ring && [Quality] == unique # [LifeLeech] >= 3 && [MaxStamina] == 50 // Bul-Kathos' Wedding Band
//[Type] == ring && [Quality] == unique # [LifeLeech] >= 9 // Carrion Wind
//[Type] == ring && [Quality] == unique # [PoisonResist] >= 30 && [NormalDamageReduction] >= 11 // Nature's Peace
[Type] == ring && [Quality] == unique # [ItemAbsorbLightPercent] >= 15 // Wisp Projector
// ##### Amulets #######################
//[Type] == amulet && [Quality] == unique # [Strength] == 12 && [ColdResist] >= 25 // Saracen's Chance
//[Type] == amulet && [Quality] == unique # [Dexterity] == 25 // The Cat's Eye
//[Type] == amulet && [Quality] == unique # [LifeLeech] >= 6 && [ManaLeech] >= 15 // Crescent Moon
//[Type] == amulet && [Quality] == unique # [PoisonResist] == 75 // Atma's Scarab
//[Type] == amulet && [Quality] == unique # [HPRegen] == 10 // The Rising Sun
//[Type] == amulet && [Quality] == unique # [LightResist] == 35 // Highlord's Wrath
[Type] == amulet && [Quality] == unique # [Strength] == 5 && [ColdResist] >= 20 // Mara's Kaleidoscope
//[Type] == amulet && [Quality] == unique # [DefensiveAurasSkillTab] >= 2 // Seraph's Hymn
[Type] == amulet && [Quality] == unique # [ToHit] >= 400 && [ColdResist] >= 30 // Metalgrid
// ##### Jewels ########################
[Type] == jewel && [Quality] == unique # [PassiveFireMastery]+[PassiveFirePierce] >= 9 // RBF Fire
[Type] == jewel && [Quality] == unique # [PassiveLtngMastery]+[PassiveLtngPierce] >= 9 // RBF Lightning
[Type] == jewel && [Quality] == unique # [PassiveColdMastery]+[PassiveColdPierce] >= 9 // RBF Cold
[Type] == jewel && [Quality] == unique # [PassivePoisMastery]+[PassivePoisPierce] >= 9 // RBF Poison
// ##### Small Charms ##################
[Name] == SmallCharm && [Quality] == unique
// ##### Large Charms ##################
[Name] == LargeCharm && [Quality] == unique # [Strength] >= 20 && [FireResist] >= 15
[Name] == LargeCharm && [Quality] == unique # [AmazonSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 18
[Name] == LargeCharm && [Quality] == unique # [SorceressSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 16
[Name] == LargeCharm && [Quality] == unique # [NecromancerSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 15
[Name] == LargeCharm && [Quality] == unique # [PaladinSkills] >= 3 && [Strength] >= 16 && [FireResist] >= 16
[Name] == LargeCharm && [Quality] == unique # [BarbarianSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 18
[Name] == LargeCharm && [Quality] == unique # [DruidSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 18
[Name] == LargeCharm && [Quality] == unique # [AssassinSkills] >= 3 && [Strength] >= 18 && [FireResist] >= 18
// ##### Grand Charms ##################
[Name] == GrandCharm && [Quality] == unique # [ItemReducedPrices] >= 15 && [ItemMagicBonus] >= 30
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allgemein ist die pick it recht streng und es fehlen paar sachen
meine ist auch recht streng und 2 uniqu's pro 2 tage sind i.o. für einen char.
nicht jedes uniqu ist etwas wert.
versuch mal die hier (Protzler II abgeändert):
Code:
//###################################################################################################//
// .______ .______ ______ _______ ________ __ _______ .______ _______. //
// | _ \ | _ \ / __ \ | ____|| / | | | ____|| _ \ / | //
// | |_) | | |_) | | | | | | |__ `---/ / | | | |__ | |_) | | (----` //
// | ___/ | / | | | | | __| / / | | | __| | / \ \ //
// | | | |\ \----.| `--' | | |____ / /----.| `----.| |____ | |\ \----.----) | //
// | _| | _| `._____| \______/ |_______| /________||_______||_______|| _| `._____|_______/ //
// //
// __ __ __ .___________..______ ___ //
// | | | | | | | || _ \ / \ //
// | | | | | | `---| |----`| |_) | / ^ \ //
// | | | | | | | | | / / /_\ \ //
// | `--' | | `----. | | | |\ \----./ _____ \ //
// \______/ |_______| |__| | _| `._____/__/ \__\ //
// //
// .______ __ ______ __ ___ __ .___________. __ __ //
// | _ \ | | / || |/ / | | | | | | | | //
// | |_) | | | | ,----'| ' / | | `---| |----` ______ | | | | ______ //
// | ___/ | | | | | < | | | | |______| | | | | |______| //
// | | | | | `----.| . \ | | | | | | | | //
// | _| |__| \______||__|\__\ |__| |__| |__| |__| //
// //
//###################################################################################################//
//###################################################################################################//
//##### UNIQUE ITEMS ################################################################################//
//###################################################################################################//
// ##### Helms ######################################################################################
//[Name] == GrimHelm && [Quality] == unique && [Flag] == ethereal # [DamageResist] >= 20 // Vampire Gaze
[Name] == Shako && [Quality] == unique # [Defense] >= 130 // Harlequin Crest
[Name] == Demonhead && [Quality] == unique && [Flag] == ethereal // Andariel's Visage// Andariel's Visage
[Name] == Demonhead && [Quality] == unique && [Flag] != ethereal # [Strength] == 30 && [LifeLeech] == 10 // Andariel's Visage
//[Name] == BoneVisage && [Quality] == unique # [Sockets] >= 2 && [Strength] >= 35 // Giant Skull
[Name] == SpiredHelm && [Quality] == unique # [PassiveColdMastery] == 15 // Nightwing's Veil
[Name] == Corona && [Quality] == unique // Crown of Ages
// ##### Armor ######################################################################################
//[Name] == SerpentskinArmor && [Quality] == unique && [Flag] != ethereal # [FireResist] >= 35 // Skin of the Vipermagi
//[Name] == MeshArmor && [Quality] == unique && [Flag] == ethereal # [EnhancedDefense] >= 220 // Shaftstop
//[Name] == RussetArmor && [Quality] == unique && [Flag] == ethereal # [EnhancedDefense] == 200 // Skullder's Ire
//[Name] == TemplarCoat && [Quality] == unique && [Flag] == ethereal # [EnhancedDefense] >= 200 // Guardian Angel
//[Name] == DuskShroud && [Quality] == unique && [Flag] != ethereal # ([329] >= 15 || [330] >= 15 || [331] >= 15) // Ormus' Robes
//[Name] == BalrogSkin && [Quality] == unique && [Flag] == ethereal # [ItemAllSkills] >= 2 && [EnhancedDefense] >= 180 // Arkaine's Valor
//[Name] == WireFleece && [Quality] == unique && [Flag] == ethereal # [EnhancedDefense] >= 200 // Gladiator's Bane
//[Name] == KrakenShell && [Quality] == unique # [DamageResist] >= 25 && [Strength] >= 50 && [EnhancedDefense] == 200 // Leviathan
[Name] == SacredArmor && [Quality] == unique && [Flag] != ethereal # [Strength] >= 20 // Tyrael's Might
[Name] == SacredArmor && [Quality] == unique && [Flag] == ethereal // Tyrael's Might eth
// ##### Shields ####################################################################################
[Name] == GrimShield && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 120 // Lidless Wall
[Name] == Monarch && [Quality] == unique && [Flag] != identified # [Defense] >= 148 // Stormshield
// ##### Gloves #####################################################################################
[Name] == ChainGloves && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 10 && [ItemMagicBonus] >= 40 // Chance Guards
[Name] == LightGauntlets && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 30 // Magefist
[Name] == VampireboneGloves && [Quality] == unique && [Flag] != ethereal // Dracul's Grasp
[Name] == OgreGauntlets && [Quality] == unique # [EnhancedDamage] >= 60 && [Strength] == 20 // Steelrend
// ##### Boots ######################################################################################
[Name] == Boots && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 20 // Hotspur
[Name] == SharkskinBoots && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 190 && [MaxHP] >= 65 // Waterwalk
//[Name] == MeshBoots && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] == 190 // Silkweave
[Name] == BattleBoots && [Quality] == unique && [Flag] != ethereal # [ItemMagicBonus] >= 40 // War Traveler
[Name] == WarBoots && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 200 // Gore Rider
//[Name] == MyrmidonGreaves && [Quality] == unique && [Flag] != ethereal # [Defense] >= 210
[Name] == ScarabshellBoots && [Quality] == unique && [Flag] != ethereal # [Strength]+[Vitality] >= 30 // Sandstorm Trek
[Name] == ScarabshellBoots && [Quality] == unique && [Flag] == ethereal // Sandstorm Trek eth
[Name] == BoneweaveBoots && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] == 200 && [Strength] >= 20 && [SkillSkeletonMastery] >= 2 // Marrowwalk
[Name] == MyrmidonGreaves && [Quality] == unique && [Flag] != ethereal // Shadow Dancer
// ##### Belts ######################################################################################
//[Name] == HeavyBelt && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 60 && [ItemGoldBonus] >= 80 // Goldwrap
[Name] == DemonhideSash && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 180 && [DamageResist] >= 15 && [35] == 15 // String of ears
[Name] == WarBelt && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 200 // Thundergod's Vigor
[Name] == SpiderwebSash && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 100 // Arachnid Mesh
//[Name] == VampirefangBelt && [Quality] == unique && [Flag] != ethereal # [LifeLeech] >= 7 // Nosferatu's Coil
[Name] == MithrilCoil && [Quality] == unique && [Flag] != ethereal # [Vitality] >= 39 && [DamageResist] == 15 // Verdungo's Hearty Cord
// ##### Barbarian Helms ############################################################################
[Name] == SlayerGuard && [Quality] == unique && [Flag] != ethereal // Arreat's Face
[Name] == SlayerGuard && [Quality] == unique && [Flag] == ethereal // Arreat's Face eth
// ##### Druid Pelts ################################################################################
[Name] == TotemicMask && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 200 // Jalal's Mane
[Name] == SkySpirit && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] == 150 && [333] == 20 && [39] == 25 && [1] == 30 // Ravenlore
[Name] == BloodSpirit && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] == 140 && [ShapeShiftingSkillTab] == 4 && [SkillFeralRage] == 2 && [119] == 120 && [LifeLeech] == 10 // Cerebus' Bite
[Name] == EarthSpirit && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] == 190 && [DruidSkills] == 2 && [39] == 40 && [114] == 14 && [148] == 25 // Spirit Keeper
// ##### Paladin Shields ############################################################################
[Name] == GildedShield && [Quality] == unique && [Flag] == ethereal
[Name] == GildedShield && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 200
// ##### Necromancer Shrunken Heads #################################################################
[Name] == HierophantTrophy && [Quality] == unique && [Flag] != ethereal # [EnhancedDefense] >= 200 // Homunculus
[Name] == BloodlordSkull && [Quality] == unique && [Flag] != ethereal # [PoisonAndBoneSkillTab] == 3 // Darkforce Spawn
// ##### Axes #######################################################################################
[Name] == Tomahawk && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 225 // Razor's Edge
[Name] == WarSpike && [Quality] == unique && [Flag] != ethereal # [EnhancedDamage] == 300 && [80] == 50 // Cranebeak
[Name] == WarSpike && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 300 // Cranebeak eth
[Name] == EttinAxe && [Quality] == unique && [Flag] == ethereal # [Sockets] >= 5 && [EnhancedDamage] >= 269 // Rune Master eth
[Name] == BerserkerAxe && [Quality] == unique && [Flag] == ethereal // Death Cleaver
// ##### Bows #######################################################################################
//[Name] == ShortSiegeBow && [Quality] == unique # [EnhancedDamage] >= 170 // Witchwild String
[Name] == WardBow && [Quality] == unique # [EnhancedDamage] >= 200 && [PlusSkillGuidedArrow] >= 5 // Widowmaker
//[Name] == HydraBow && [Quality] == unique # [ManaLeech] >= 8 // Windforce
// ##### Maces ######################################################################################
[Name] == Scourge && [Quality] == unique # [EnhancedDamage] >= 290 && [IAS] == 30 // Stormlash
// ##### Polearms ###################################################################################
//[Name] == OgreAxe && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 320 // Bonehew
[Name] == Thresher && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] >= 200 // The Reaper's Toll
[Name] == CrypticAxe && [Quality] == unique && [Flag] != ethereal # [Sockets] >= 3 && [80] == 80 // Tomb Reaver
[Name] == CrypticAxe && [Quality] == unique && [Flag] == ethereal // Tomb Reaver eth
// ##### Scepters ###################################################################################
[Name] == MightyScepter && [Quality] == unique # [Sockets] >= 2 && [EnhancedDamage] == 300 && [PaladinSkills] == 3 && [IAS] == 30 // Heaven's Light
[Name] == MightyScepter && [Quality] == unique # [EnhancedDamage] == 300 && [ItemNormalDamage] == 120 && [ItemReqPercent] <= -60 // The Redeemer
[Name] == Caduceus && [Quality] == unique # [PaliCombatSkillTab] >= 4 // Astreon's Iron Wind
// ##### Spears #####################################################################################
[Name] == Fuscina && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 180 // Kelpie Snare
[Name] == Yari && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 200 // Hone Sundan
// ##### Staves #####################################################################################
//[Name] == ElderStaff && [Quality] == unique && [Flag] == ethereal # [ItemAllSkills] >= 4 // Ondal's Wisdom
// ##### Swords #####################################################################################
[Name] == DimensionalBlade && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 150 // Ginther's Rift
//[Name] == PhaseBlade && [Quality] == unique # [EnhancedDamage] >= 270 && [Strength] >= 10 // AzureWarth
//[Name] == ColossusBlade && [Quality] == unique # [EnhancedDamage] >= 250 // The Grandfather
// ##### Throwing ###################################################################################
[Name] == WingedAxe && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 210 // Lacerator
[Name] == WingedKnife && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 250 // Warshrike
[Name] == Francisca && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 200 // The Scalper
[Name] == BattleDart && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 180 // Deathbit
// ##### Wands ######################################################################################
[Name] == LichWand && [Quality] == unique # [SkillBoneSpirit]+[SkillBoneSpear] == 5 && [SkillBoneWall]+[SkillBoneArmor]+[SkillTeeth] == 13 // Boneshade
[Name] == UnearthedWand && [Quality] == unique # [PassivePoisPierce] >= 50 && [PoisonAndBoneSkillTab] == 2 // Death's Web
// ##### Amazon Weapons #############################################################################
[Name] == CeremonialJavelin && [Quality] == unique && [Flag] != ethereal # [EnhancedDamage] >= 200 && [LifeLeech] >= 9 // Titan's Revenge
[Name] == CeremonialJavelin && [Quality] == unique && [Flag] == ethereal // Titan's Revenge eth
// ##### Assassin Katars ############################################################################
//[Name] == GreaterTalons && [Quality] == unique # [EnhancedDamage] >= 200 && [LifeLeech] >= 9 // Bartuc's Cut - Throat
[Name] == GreaterTalons && [Quality] == unique && [Flag] == ethereal # [EnhancedDamage] == 200 // Bartuc's Cut - Throat eth
// ##### Sorceress Orbs #############################################################################
//[Name] == SwirlingCrystal && [Quality] == unique && [Flag] == ethereal // The Oculus eth (Style!)
[Name] == EldritchOrb && [Quality] == unique # [SorceressSkills] >= 3 && ([PassiveFireMastery] >= 20 || [PassiveLtngMastery] >= 20) // Eschuta's Temper
[Name] == DimensionalShard && [Quality] == unique // Death's Fathom
// ##### Circlets ###################################################################################
[Name] == Tiara && [Quality] == unique && [Flag] != ethereal # [FireResist] >= 70 // Kira's Guardian
[Name] == Diadem && [Quality] == unique && [Flag] != ethereal // Griffon's Eye
// ##### RINGS & AMULETS & JOOLS ####################################################################
[Type] == ring && [Quality] == unique # [ItemAbsorbLightPercent] >= 15 // Whisp Projector
[Type] == ring && [Quality] == unique # [ItemMaxManaPercent] == 25 // Stone of Jordan
[Type] == ring && [Quality] == unique # [ToHit] >= 245 && [Dexterity] == 20 // Raven Frost
[Type] == ring && [Quality] == unique # [LifeLeech] >= 5 && [MaxStamina] == 50 // Bul - Katho's Wedding Band
[Type] == amulet && [Quality] == unique # [Strength] == 5 && [ColdResist] >= 20 // Mara's Kaleidoscope
[Type] == amulet && [Quality] == unique # [ToHit] >= 400 && [ColdResist] == 35 // Metalgrid
Quote:
Originally Posted by buggaley
Sorry aber ich weiß weder wie ich den spoiler noch die codebox mach :-S
habe mich erst gestern hier angemeldet
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das machst du mit den tags [CODE.] [SPOILER.] Inhalt der charconfig [/SPOILER.] [/CODE.]
wobei du den punkt weglöschst
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06/17/2011, 15:19
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#2286
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elite*gold: 0
Join Date: Jun 2011
Posts: 6
Received Thanks: 0
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Da isses
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 12/18/2010
*
* Hotkey Reference NTBot:
*
* Pause/Break - Pause the current script
* Page up (PgUp) - Skip to the next script
* Page down (PgDn) - Repeat the previous script
* Home (Pos1) - Show your current coordinates and area id
* End - Delete current XML Logfile
* Insert (Ins) - Log all items on your char to XML or TXT
* Delete (Del) - Exit Game
*
* Backspace - Shows the item level and some .nip specific information for items that match your current.nip files; The item(s) have to be located in your horadric cube when you press backspace!
* NipCheckID Reference: -1 - The item migh might be useful, but has to be identified first
* 0 - The item does NOT match any .nip line and is therefore trashed
* 1 - The item matches at least one .nip line and is stashed - Additional console output: corresponding .nip line, corresponding .nip line in JavaScript code, the name of the .nip file that contains the line and the line number
* (true) - The item is kept for cubing
* (false) - The item is NOT kept for cubing
*/
var NTConfig_CastStatic;
function NT_LoadConfig()
{
//------------------------------------------------------------------------------
//
// Run Configuration
//
//------------------------------------------------------------------------------
// Script activation reference: MWConfig_Script.push([<ScriptName>, <Script Runtime in Minutes (0 is infinite)>]);
// ***************** Current schedule ******************
//MWConfig_Script.push(["NTAndariel.ntj", 10]);
//MWConfig_Script.push(["NTCountess.ntj", 10]); MWConfig_ClearCountessRooms = true;
//MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
//MWConfig_Script.push(["NTMausoleum.ntj", 10]); NTConfig_KillBloodRaven = true;
//MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true;
//MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnels = true;
//MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDuriel = true;
//MWConfig_Script.push(["MWSewers.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(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = 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", 10]); MWConfig_ClearCountessRooms = true;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; 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_ClearPathToTunnels = true;
MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true;
MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDuriel = true;
// ********************** Act III **********************
MWConfig_Script.push(["MWFlayerJungle.ntj", 10]);
MWConfig_Script.push(["NTAct3Sewers.ntj", 10]); NTConfig_ClearA3SewersLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["MWSewers.ntj", 10]);
MWConfig_Script.push(["NTKurastTravel.ntj", 10]);
MWConfig_Script.push(["NTTravincal.ntj", 10]);
MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
// *********************** Act IV **********************
MWConfig_Script.push(["NTIzual.ntj", 10]);
//MWConfig_Script.push(["NTHephasto.ntj", 10]);
//MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_StartAtStar = false; // false: start at entrance, true: start at star
// *********************** Act V ***********************
MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTThreshSocket.ntj", 10]);
//MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); NTConfig_ClearFrozenRiver = false;
//MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); NTConfig_ClearGlacialTrail = false;
//MWConfig_Script.push(["NTIcyCellar.ntj", 10]); NTConfig_ClearIcyCellar = false;
//MWConfig_Script.push(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; 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;
// *********************** Misc ************************
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]);
*/
//------------------------------------------------------------------------------
// Misc Configuration
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer
NTConfig_SkipHealMana = 70; // If you have more than this percent of mana, you won't go to a healer
NTConfig_UseMerc = true; // Set to true if you use a mercenary, will revive merc at a reviver npc.
NTConfig_ResetWeapon = false; // Set to true to reset weapon when reviving merc
MWConfig_ResetArmor = false; // Reset Enigma if Teleport Skill is missing (Note: Activating this function may - though not likely will - lead to the loss of your enigma; Use at your own risk!)
//------------------------------------------------------------------------------
// Chicken Configuration
//------------------------------------------------------------------------------
NTConfig_LifeThresh = 70; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 60; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaThresh = 30; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 0; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_LifeChicken = 35; // This is your chicken life percent. If you go below this life total, exit game.
NTConfig_ManaChicken = 0; // This is your chicken mana percent. If you go below this mana total, exit game.
NTConfig_MercLifeThresh = 50; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 30; // This is the threshold to use a rejuv potion on your merc in percent.
NTConfig_MercChicken = 0; // This is your mercs chicken life percent. If he goes below this, exit game.
MWConfig_UseChickenLog = false; // Creates a logfile in case of chicken including useful information such as nearby monsters, negative/positive effects, potions etc.
// Note: This function may delay chickens and is likely to cause chicken counter errors, use at your own risk
//------------------------------------------------------------------------------
// Inventory Configuration
//------------------------------------------------------------------------------
NTConfig_FreeSpace = 5; // Number of free columns. If less full columns are free stashing is set.
// The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it.
NTConfig_Columns[0] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[1] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[2] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[3] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_MinGoldToStash = 10000; // Maximum gold amount carried before going to stash
//----------------------------------------------------------------------------------------------
// Type of potion used in each belt column
// Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too.
// Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice.
// Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types).
// Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns).
// To use rejuvenations only, put "rv" in all columns.
//----------------------------------------------------------------------------------------------
NTConfig_BeltColType[0] = "hp";
NTConfig_BeltColType[1] = "mp";
NTConfig_BeltColType[2] = "mp";
NTConfig_BeltColType[3] = "rv";
MWConfig_BuyPotionsOnLackOfMana = true; // Visit Town if your char lacks mana while trying to loot a corpse or to teleport
//-----------------------------------------------------------------------------------
// NipFile Configuration
//-----------------------------------------------------------------------------------
//NTConfig_NIPFilePath.push("private/normal.nip");
//NTConfig_NIPFilePath.push("private/magic_rare.nip");
//NTConfig_NIPFilePath.push("private/set.nip");
//NTConfig_NIPFilePath.push("private/unique.nip");
//NTConfig_NIPFilePath.push("private/craft.nip");
//NTConfig_NIPFilePath.push("private/temp.nip");
//------------------------------------------------------------------------------
// Pickit Configuration
//------------------------------------------------------------------------------
NTConfig_SnagRange = 60; // Radius to check for dropped items. 40 is a good number here
MWConfig_PickItemsInstantly = true; // Pickup items instantly whenever a monster is killed
MWConfig_MinimumTpScrollCount = 20; // Minimum amount of TP scrolls in tome before the char starts picking them
MWConfig_MinimumIdScrollCount = 20; // Minimum amount of ID scrolls in tome before the char starts picking them
//------------------------------------------------------------------------------
// Chest Configuration
//------------------------------------------------------------------------------
NTConfig_OpenChest = true; // Set to true to open chest (mostly super unique chests)
MWConfig_OpenAllNearbyChests = true; // Open any kind of chest or lootable object nearby
MWConfig_PickChestLootsInstantly = true; // Wether to pickup items each time a chest is opened; true: pickup items after every single chest; false: pickup items after opening all nearby chests first
MWConfig_OpenChestsRange = 40; // Default range to check for chests
// If you don't wish to open chests in a certain area, add it's areaid to MWConfig_ChestExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_ChestExceptions.push(25); // Tower Cellar Lvl 5
//------------------------------------------------------------------------------
// Identification Configuration
//------------------------------------------------------------------------------
MWConfig_IdentAtCain = true; // Identify items using cain (will only use cain, if you don't carry any items that are supposed to be kept unid)
MWConfig_IdentAfterPickup = false; // Identify items after pickup using an ID tome
MWConfig_MinItemsToIdent = 3; // Amount of unid items to carry before commencing ID process
//------------------------------------------------------------------------------
// Itemlog Configuration
//------------------------------------------------------------------------------
MWConfig_UseXMLItemlog = true; // Log kept and sold items additionally in an XML log file
MWConfig_NipDebugMode = false; // Show additional info about the nip match in the Manager's itemlog
MWConfig_LogSoldItems = false; // Show sold items in the manager's itemlog
MWConfig_ShowGoldPickupsPerScript = true; // Shows how much gold was picked running the last script
MWConfig_ShowGoldPickups = false; // Show Pickup message whenever gold is picked
MWConfig_ShowPotionPickups = false; // Show Pickup message whenever a potion is picked
MWConfig_LogStashToTxt = true; // Use a textfile instead of a XML file for logging your char's carried items; false: log to .xml, true: log to .txt
MWConfig_LowestRuneToLog = 19; // Determine the lowest rune shown in the Manager's log (e.g. 0 to log every Rune above EL or 19 to log every rune above LEM)
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
NTConfig_Cubing = true; // Enable cubing
MWConfig_ShowCubedGemsInCommonLog = false; // Whether cubed gems are supposed to be shown in common log
// *********************** 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, 382]); // Craft Heavy Bracers
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]); // Craft Casque
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]); // Craft Armet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]); // Craft Mesh Belt
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]); // Craft Mithril Coil
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]); // Craft Ring
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_BOOTS, 455]); // Craft Wyrmhide Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet
// ****************** 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
// ******************* 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
//------------------------------------------------------------------------------
// Gamble Configuration
// To specify what items to gamble, adjust the array with the desired item codes
//------------------------------------------------------------------------------
NTConfig_Gamble = true; // Enable gambling
NTConfig_GambleStartGold = 300000; // Gold amount to start the gambling
NTConfig_GambleStopGold = 150000; // Gold amount to stop the gambling
NTConfig_GambleItem.push(520); // Amulets
NTConfig_GambleItem.push(522); // Rings
//NTConfig_GambleItem.push(418); // Circlets
//NTConfig_GambleItem.push(419); // Coronets
//NTConfig_GambleItem.push(334); // Leather Gloves
//NTConfig_GambleItem.push(335); // Heavy Gloves
//NTConfig_GambleItem.push(336); // Chain Gloves
//NTConfig_GambleItem.push(337); // Light Gauntlets
//NTConfig_GambleItem.push(338); // Gauntlets
//------------------------------------------------------------------------------
// General Configuration
//------------------------------------------------------------------------------
MWConfig_AutoParty = false; // Always use AutoParty, even if not being in public mode
NTConfig_PublicMode = false; // Enable auto party and create TPs when running baal or diablo
MWConfig_ExitGameOnMissingPassword = false; // Exit the game if it is public due to an error pasting the password at game creation
me.quitonhostile = false; // Exit the game if another player expresses hostility towards you
MWConfig_GameErrorLimit = 3; // The maximum amount of script errors that may occur before the game is left
me.maxgametime = 3000; // Time in seconds, maximum game length (0 is infinite)
NTConfig_StartDelay = 0; // Delay time in milliseconds to start;
NTConfig_AreaDelay = 500; // Delay time in milliseconds to change area;
NTConfig_SnagDelay = 500; // Delay time in milliseconds to wait before starting picking items
//------------------------------------------------------------------------------
// World Event Configuration
//------------------------------------------------------------------------------
MWConfig_CheckSojSales = true; // If set to true, the bot will stop the current script and wait 5 minutes for every "x Stones of Jordan sold to Merchants" message. Your char will continue running in the same game, unless your me.maxgametime is not reached yet.
NTConfig_CheckCloneDiablo = true; // Set to true if you want to wait in game after notifying "Diablo Walks the Earth" message.
MWConfig_WorldEventAccount = ""; // Wisp this account in case of a world event or a soj sale every 10 minutes (leave blank not to wisp any account)
MWConfig_WorldEventWaitTime = 0; // How long you want to wait in game in case of a world event in minutes (0 is infinite)
//------------------------------------------------------------------------------
// Shrine Configuration
//------------------------------------------------------------------------------
MWConfig_ActivateNearbyShrines = true; // Set to true if you'd like to use shrines (Note: Shrines will only be activated if it is actually useful)
// If you don't wish to activate shrines in a certain area, add it's areaid to MWConfig_ShrineExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_ShrineExceptions.push(108); // Chaos Sanctuary
//------------------------------------------------------------------------------
// Attack Configuration
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 0; // First skill. Set to 0 if you won't
NTConfig_AttackSkill[1] = 47; // Primary skill to boss.
NTConfig_AttackSkill[2] = 47; // Primary untimed skill to boss. Set to 0 if you won't
NTConfig_AttackSkill[3] = 36; // Primary skill to others.
NTConfig_AttackSkill[4] = 47; // Primary untimed skill to others. Set to 0 if you won't
NTConfig_AttackSkill[5] = 38; // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
NTConfig_AttackSkill[6] = 38; // Secondary untimed skill. Set to 0 if you won't
NTConfig_AttackSkill[7] = 0; // Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed Skills
NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss.
// *************** Attack time limitation **************
// Every target will only be attacked for the time specified and is then skipped
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack normal monsters
MWConfig_AttackTimeLimit[1] = 60; // Maximum time in seconds to attack super uniques
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack champions
MWConfig_AttackTimeLimit[3] = 30; // Maximum time in seconds to attack bosses
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack minions
// **************** Behaviour on immunes ***************
MWConfig_CheckImmunitySkills = [1, 3, 5]; // Define the condition for a monster being immune; Add skill numbers (0-6) here; Example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3]
NTConfig_BehaviourOnImmuneMonster = 1; // Determine what the char is supposed to do when encountering immune Monsters; 0: Don't do anything (D2NT standard), 1: Get close to the target, use static field in case the monster is not immune to lightning, 2: Skip the Monster
MWConfig_KeepDistanceToMonsters = true; // Always check if monsters are closing in and back off, in case they get too close (Note: Activating this option will lead to ignoring the spectype of monsters when clearing rooms or spots --> Champions and bosses won't be attacked first, but the monster which is closest, no matter if it's a boss or a normal monster)
// If you don't wish to evade monsters in a certain area, add it's areaid to MWConfig_EvasionExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_EvasionExceptions.push(/*areaid*/)
// Check self safe in field (NOT in town). Set to 0 if you won't
// 0x01 : Potion, 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
NTConfig_CheckSelfSafe = 0;
// Check merc's safe in field (NOT in town). Set to 0 if you won't
// 0x01 : Death, 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
NTConfig_CheckMercSafe = 0x01;
NTConfig_CastStatic = 60; // Cast Static Field until monster's HP lower less than this percent. Set to 100 if you won't
}
Alles klar
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06/17/2011, 15:29
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#2287
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elite*gold: 0
Join Date: Aug 2004
Posts: 233
Received Thanks: 39
|
Quote:
Originally Posted by buggaley
Da isses
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 12/18/2010
*
* Hotkey Reference NTBot:
*
* Pause/Break - Pause the current script
* Page up (PgUp) - Skip to the next script
* Page down (PgDn) - Repeat the previous script
* Home (Pos1) - Show your current coordinates and area id
* End - Delete current XML Logfile
* Insert (Ins) - Log all items on your char to XML or TXT
* Delete (Del) - Exit Game
*
* Backspace - Shows the item level and some .nip specific information for items that match your current.nip files; The item(s) have to be located in your horadric cube when you press backspace!
* NipCheckID Reference: -1 - The item migh might be useful, but has to be identified first
* 0 - The item does NOT match any .nip line and is therefore trashed
* 1 - The item matches at least one .nip line and is stashed - Additional console output: corresponding .nip line, corresponding .nip line in JavaScript code, the name of the .nip file that contains the line and the line number
* (true) - The item is kept for cubing
* (false) - The item is NOT kept for cubing
*/
var NTConfig_CastStatic;
function NT_LoadConfig()
{
//------------------------------------------------------------------------------
//
// Run Configuration
//
//------------------------------------------------------------------------------
// Script activation reference: MWConfig_Script.push([<ScriptName>, <Script Runtime in Minutes (0 is infinite)>]);
// ***************** Current schedule ******************
[COLOR="Red"] //MWConfig_Script.push(["NTAndariel.ntj", 10]);
//MWConfig_Script.push(["NTCountess.ntj", 10]); MWConfig_ClearCountessRooms = true;
//MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
//MWConfig_Script.push(["NTMausoleum.ntj", 10]); NTConfig_KillBloodRaven = true;
//MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true;
//MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnels = true;
//MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDuriel = true;
//MWConfig_Script.push(["MWSewers.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(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
[/COLOR]
//------------------------------------------------------------------------------
// 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", 10]); MWConfig_ClearCountessRooms = true;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; 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_ClearPathToTunnels = true;
MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true;
MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDuriel = true;
// ********************** Act III **********************
MWConfig_Script.push(["MWFlayerJungle.ntj", 10]);
MWConfig_Script.push(["NTAct3Sewers.ntj", 10]); NTConfig_ClearA3SewersLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["MWSewers.ntj", 10]);
MWConfig_Script.push(["NTKurastTravel.ntj", 10]);
MWConfig_Script.push(["NTTravincal.ntj", 10]);
MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
// *********************** Act IV **********************
MWConfig_Script.push(["NTIzual.ntj", 10]);
//MWConfig_Script.push(["NTHephasto.ntj", 10]);
//MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_StartAtStar = false; // false: start at entrance, true: start at star
// *********************** Act V ***********************
MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTThreshSocket.ntj", 10]);
//MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); NTConfig_ClearFrozenRiver = false;
//MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); NTConfig_ClearGlacialTrail = false;
//MWConfig_Script.push(["NTIcyCellar.ntj", 10]); NTConfig_ClearIcyCellar = false;
//MWConfig_Script.push(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; 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;
// *********************** Misc ************************
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]);
*/
//------------------------------------------------------------------------------
// Misc Configuration
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer
NTConfig_SkipHealMana = 70; // If you have more than this percent of mana, you won't go to a healer
NTConfig_UseMerc = true; // Set to true if you use a mercenary, will revive merc at a reviver npc.
NTConfig_ResetWeapon = false; // Set to true to reset weapon when reviving merc
MWConfig_ResetArmor = false; // Reset Enigma if Teleport Skill is missing (Note: Activating this function may - though not likely will - lead to the loss of your enigma; Use at your own risk!)
//------------------------------------------------------------------------------
// Chicken Configuration
//------------------------------------------------------------------------------
NTConfig_LifeThresh = 70; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 60; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaThresh = 30; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 0; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_LifeChicken = 35; // This is your chicken life percent. If you go below this life total, exit game.
NTConfig_ManaChicken = 0; // This is your chicken mana percent. If you go below this mana total, exit game.
NTConfig_MercLifeThresh = 50; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 30; // This is the threshold to use a rejuv potion on your merc in percent.
NTConfig_MercChicken = 0; // This is your mercs chicken life percent. If he goes below this, exit game.
MWConfig_UseChickenLog = false; // Creates a logfile in case of chicken including useful information such as nearby monsters, negative/positive effects, potions etc.
// Note: This function may delay chickens and is likely to cause chicken counter errors, use at your own risk
//------------------------------------------------------------------------------
// Inventory Configuration
//------------------------------------------------------------------------------
NTConfig_FreeSpace = 5; // Number of free columns. If less full columns are free stashing is set.
// The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it.
NTConfig_Columns[0] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[1] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[2] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[3] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_MinGoldToStash = 10000; // Maximum gold amount carried before going to stash
//----------------------------------------------------------------------------------------------
// Type of potion used in each belt column
// Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too.
// Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice.
// Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types).
// Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns).
// To use rejuvenations only, put "rv" in all columns.
//----------------------------------------------------------------------------------------------
NTConfig_BeltColType[0] = "hp";
NTConfig_BeltColType[1] = "mp";
NTConfig_BeltColType[2] = "mp";
NTConfig_BeltColType[3] = "rv";
MWConfig_BuyPotionsOnLackOfMana = true; // Visit Town if your char lacks mana while trying to loot a corpse or to teleport
//-----------------------------------------------------------------------------------
// NipFile Configuration
//-----------------------------------------------------------------------------------
[COLOR="Red"] //NTConfig_NIPFilePath.push("private/normal.nip");
//NTConfig_NIPFilePath.push("private/magic_rare.nip");
//NTConfig_NIPFilePath.push("private/set.nip");
//NTConfig_NIPFilePath.push("private/unique.nip");
//NTConfig_NIPFilePath.push("private/craft.nip");
//NTConfig_NIPFilePath.push("private/temp.nip");
[/COLOR]
//------------------------------------------------------------------------------
// Pickit Configuration
//------------------------------------------------------------------------------
NTConfig_SnagRange = 60; // Radius to check for dropped items. 40 is a good number here
MWConfig_PickItemsInstantly = true; // Pickup items instantly whenever a monster is killed
MWConfig_MinimumTpScrollCount = 20; // Minimum amount of TP scrolls in tome before the char starts picking them
MWConfig_MinimumIdScrollCount = 20; // Minimum amount of ID scrolls in tome before the char starts picking them
//------------------------------------------------------------------------------
// Chest Configuration
//------------------------------------------------------------------------------
NTConfig_OpenChest = true; // Set to true to open chest (mostly super unique chests)
MWConfig_OpenAllNearbyChests = true; // Open any kind of chest or lootable object nearby
MWConfig_PickChestLootsInstantly = true; // Wether to pickup items each time a chest is opened; true: pickup items after every single chest; false: pickup items after opening all nearby chests first
MWConfig_OpenChestsRange = 40; // Default range to check for chests
// If you don't wish to open chests in a certain area, add it's areaid to MWConfig_ChestExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_ChestExceptions.push(25); // Tower Cellar Lvl 5
//------------------------------------------------------------------------------
// Identification Configuration
//------------------------------------------------------------------------------
MWConfig_IdentAtCain = true; // Identify items using cain (will only use cain, if you don't carry any items that are supposed to be kept unid)
MWConfig_IdentAfterPickup = false; // Identify items after pickup using an ID tome
MWConfig_MinItemsToIdent = 3; // Amount of unid items to carry before commencing ID process
//------------------------------------------------------------------------------
// Itemlog Configuration
//------------------------------------------------------------------------------
MWConfig_UseXMLItemlog = true; // Log kept and sold items additionally in an XML log file
MWConfig_NipDebugMode = false; // Show additional info about the nip match in the Manager's itemlog
MWConfig_LogSoldItems = false; // Show sold items in the manager's itemlog
MWConfig_ShowGoldPickupsPerScript = true; // Shows how much gold was picked running the last script
MWConfig_ShowGoldPickups = false; // Show Pickup message whenever gold is picked
MWConfig_ShowPotionPickups = false; // Show Pickup message whenever a potion is picked
MWConfig_LogStashToTxt = true; // Use a textfile instead of a XML file for logging your char's carried items; false: log to .xml, true: log to .txt
MWConfig_LowestRuneToLog = 19; // Determine the lowest rune shown in the Manager's log (e.g. 0 to log every Rune above EL or 19 to log every rune above LEM)
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
NTConfig_Cubing = true; // Enable cubing
MWConfig_ShowCubedGemsInCommonLog = false; // Whether cubed gems are supposed to be shown in common log
// *********************** 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, 382]); // Craft Heavy Bracers
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]); // Craft Casque
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]); // Craft Armet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]); // Craft Mesh Belt
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]); // Craft Mithril Coil
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]); // Craft Ring
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_BOOTS, 455]); // Craft Wyrmhide Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet
// ****************** 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
// ******************* 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
//------------------------------------------------------------------------------
// Gamble Configuration
// To specify what items to gamble, adjust the array with the desired item codes
//------------------------------------------------------------------------------
NTConfig_Gamble = true; // Enable gambling
NTConfig_GambleStartGold = 300000; // Gold amount to start the gambling
NTConfig_GambleStopGold = 150000; // Gold amount to stop the gambling
NTConfig_GambleItem.push(520); // Amulets
NTConfig_GambleItem.push(522); // Rings
//NTConfig_GambleItem.push(418); // Circlets
//NTConfig_GambleItem.push(419); // Coronets
//NTConfig_GambleItem.push(334); // Leather Gloves
//NTConfig_GambleItem.push(335); // Heavy Gloves
//NTConfig_GambleItem.push(336); // Chain Gloves
//NTConfig_GambleItem.push(337); // Light Gauntlets
//NTConfig_GambleItem.push(338); // Gauntlets
//------------------------------------------------------------------------------
// General Configuration
//------------------------------------------------------------------------------
MWConfig_AutoParty = false; // Always use AutoParty, even if not being in public mode
NTConfig_PublicMode = false; // Enable auto party and create TPs when running baal or diablo
MWConfig_ExitGameOnMissingPassword = false; // Exit the game if it is public due to an error pasting the password at game creation
me.quitonhostile = false; // Exit the game if another player expresses hostility towards you
MWConfig_GameErrorLimit = 3; // The maximum amount of script errors that may occur before the game is left
me.maxgametime = 3000; // Time in seconds, maximum game length (0 is infinite)
NTConfig_StartDelay = 0; // Delay time in milliseconds to start;
NTConfig_AreaDelay = 500; // Delay time in milliseconds to change area;
NTConfig_SnagDelay = 500; // Delay time in milliseconds to wait before starting picking items
//------------------------------------------------------------------------------
// World Event Configuration
//------------------------------------------------------------------------------
MWConfig_CheckSojSales = true; // If set to true, the bot will stop the current script and wait 5 minutes for every "x Stones of Jordan sold to Merchants" message. Your char will continue running in the same game, unless your me.maxgametime is not reached yet.
NTConfig_CheckCloneDiablo = true; // Set to true if you want to wait in game after notifying "Diablo Walks the Earth" message.
MWConfig_WorldEventAccount = ""; // Wisp this account in case of a world event or a soj sale every 10 minutes (leave blank not to wisp any account)
MWConfig_WorldEventWaitTime = 0; // How long you want to wait in game in case of a world event in minutes (0 is infinite)
//------------------------------------------------------------------------------
// Shrine Configuration
//------------------------------------------------------------------------------
MWConfig_ActivateNearbyShrines = true; // Set to true if you'd like to use shrines (Note: Shrines will only be activated if it is actually useful)
// If you don't wish to activate shrines in a certain area, add it's areaid to MWConfig_ShrineExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_ShrineExceptions.push(108); // Chaos Sanctuary
//------------------------------------------------------------------------------
// Attack Configuration
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 0; // First skill. Set to 0 if you won't
NTConfig_AttackSkill[1] = 47; // Primary skill to boss.
NTConfig_AttackSkill[2] = 47; // Primary untimed skill to boss. Set to 0 if you won't
NTConfig_AttackSkill[3] = 36; // Primary skill to others.
NTConfig_AttackSkill[4] = 47; // Primary untimed skill to others. Set to 0 if you won't
NTConfig_AttackSkill[5] = 38; // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
NTConfig_AttackSkill[6] = 38; // Secondary untimed skill. Set to 0 if you won't
NTConfig_AttackSkill[7] = 0; // Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed Skills
NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss.
// *************** Attack time limitation **************
// Every target will only be attacked for the time specified and is then skipped
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack normal monsters
MWConfig_AttackTimeLimit[1] = 60; // Maximum time in seconds to attack super uniques
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack champions
MWConfig_AttackTimeLimit[3] = 30; // Maximum time in seconds to attack bosses
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack minions
// **************** Behaviour on immunes ***************
MWConfig_CheckImmunitySkills = [1, 3, 5]; // Define the condition for a monster being immune; Add skill numbers (0-6) here; Example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3]
NTConfig_BehaviourOnImmuneMonster = 1; // Determine what the char is supposed to do when encountering immune Monsters; 0: Don't do anything (D2NT standard), 1: Get close to the target, use static field in case the monster is not immune to lightning, 2: Skip the Monster
MWConfig_KeepDistanceToMonsters = true; // Always check if monsters are closing in and back off, in case they get too close (Note: Activating this option will lead to ignoring the spectype of monsters when clearing rooms or spots --> Champions and bosses won't be attacked first, but the monster which is closest, no matter if it's a boss or a normal monster)
// If you don't wish to evade monsters in a certain area, add it's areaid to MWConfig_EvasionExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_EvasionExceptions.push(/*areaid*/)
// Check self safe in field (NOT in town). Set to 0 if you won't
// 0x01 : Potion, 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
NTConfig_CheckSelfSafe = 0;
// Check merc's safe in field (NOT in town). Set to 0 if you won't
// 0x01 : Death, 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
NTConfig_CheckMercSafe = 0x01;
NTConfig_CastStatic = 60; // Cast Static Field until monster's HP lower less than this percent. Set to 100 if you won't
}
Alles klar
|
Im Abschnitt // ***************** Current schedule ******************
hast du alles auskomentiert.
// gibt an dass es sich um einen Komentar handelt und vom Interpreter (d2nt) nicht gelesen wird
lösche die // herraus ( an den makierten stellen)
falls du andere scripts benutzen willst kopiere sie aus dem unteren Teil
Code:
//------------------------------------------------------------------------------
// Available Scripts
//------------------------------------------------------------------------------
/*
das /* gibt übrigens an dass die nachfolgenden Zeilen ignoriert werden und wird geschlossen durch */
Ausserdem hast du die pickit auskommentiert!
so wird er nicht's aufheben.
ich habe den Bereich auch farbig makiert.
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 12/18/2010
*
* Hotkey Reference NTBot:
*
* Pause/Break - Pause the current script
* Page up (PgUp) - Skip to the next script
* Page down (PgDn) - Repeat the previous script
* Home (Pos1) - Show your current coordinates and area id
* End - Delete current XML Logfile
* Insert (Ins) - Log all items on your char to XML or TXT
* Delete (Del) - Exit Game
*
* Backspace - Shows the item level and some .nip specific information for items that match your current.nip files; The item(s) have to be located in your horadric cube when you press backspace!
* NipCheckID Reference: -1 - The item migh might be useful, but has to be identified first
* 0 - The item does NOT match any .nip line and is therefore trashed
* 1 - The item matches at least one .nip line and is stashed - Additional console output: corresponding .nip line, corresponding .nip line in JavaScript code, the name of the .nip file that contains the line and the line number
* (true) - The item is kept for cubing
* (false) - The item is NOT kept for cubing
*/
var NTConfig_CastStatic;
function NT_LoadConfig()
{
//------------------------------------------------------------------------------
//
// Run Configuration
//
//------------------------------------------------------------------------------
// Script activation reference: MWConfig_Script.push([<ScriptName>, <Script Runtime in Minutes (0 is infinite)>]);
// ***************** Current schedule ******************
[COLOR="Red"] //MWConfig_Script.push(["NTAndariel.ntj", 10]);
//MWConfig_Script.push(["NTCountess.ntj", 10]); MWConfig_ClearCountessRooms = true;
//MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
//MWConfig_Script.push(["NTMausoleum.ntj", 10]); NTConfig_KillBloodRaven = true;
//MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true;
//MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnels = true;
//MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDuriel = true;
//MWConfig_Script.push(["MWSewers.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(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
[/COLOR]
//------------------------------------------------------------------------------
// 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", 10]); MWConfig_ClearCountessRooms = true;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPit = true; 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_ClearPathToTunnels = true;
MWConfig_Script.push(["NTSummoner.ntj", 10]); NTConfig_KillFireEye = true;
MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDuriel = true;
// ********************** Act III **********************
MWConfig_Script.push(["MWFlayerJungle.ntj", 10]);
MWConfig_Script.push(["NTAct3Sewers.ntj", 10]); NTConfig_ClearA3SewersLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["MWSewers.ntj", 10]);
MWConfig_Script.push(["NTKurastTravel.ntj", 10]);
MWConfig_Script.push(["NTTravincal.ntj", 10]);
MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
// *********************** Act IV **********************
MWConfig_Script.push(["NTIzual.ntj", 10]);
//MWConfig_Script.push(["NTHephasto.ntj", 10]);
//MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_StartAtStar = false; // false: start at entrance, true: start at star
// *********************** Act V ***********************
MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTThreshSocket.ntj", 10]);
//MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); NTConfig_ClearFrozenRiver = false;
//MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); NTConfig_ClearGlacialTrail = false;
//MWConfig_Script.push(["NTIcyCellar.ntj", 10]); NTConfig_ClearIcyCellar = false;
//MWConfig_Script.push(["NTNihlathak.ntj", 10]); NTConfig_PindleskinExtension = false; 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;
// *********************** Misc ************************
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]);
*/
//------------------------------------------------------------------------------
// Misc Configuration
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer
NTConfig_SkipHealMana = 70; // If you have more than this percent of mana, you won't go to a healer
NTConfig_UseMerc = true; // Set to true if you use a mercenary, will revive merc at a reviver npc.
NTConfig_ResetWeapon = false; // Set to true to reset weapon when reviving merc
MWConfig_ResetArmor = false; // Reset Enigma if Teleport Skill is missing (Note: Activating this function may - though not likely will - lead to the loss of your enigma; Use at your own risk!)
//------------------------------------------------------------------------------
// Chicken Configuration
//------------------------------------------------------------------------------
NTConfig_LifeThresh = 70; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 60; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaThresh = 30; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 0; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_LifeChicken = 35; // This is your chicken life percent. If you go below this life total, exit game.
NTConfig_ManaChicken = 0; // This is your chicken mana percent. If you go below this mana total, exit game.
NTConfig_MercLifeThresh = 50; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 30; // This is the threshold to use a rejuv potion on your merc in percent.
NTConfig_MercChicken = 0; // This is your mercs chicken life percent. If he goes below this, exit game.
MWConfig_UseChickenLog = false; // Creates a logfile in case of chicken including useful information such as nearby monsters, negative/positive effects, potions etc.
// Note: This function may delay chickens and is likely to cause chicken counter errors, use at your own risk
//------------------------------------------------------------------------------
// Inventory Configuration
//------------------------------------------------------------------------------
NTConfig_FreeSpace = 5; // Number of free columns. If less full columns are free stashing is set.
// The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it.
NTConfig_Columns[0] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[1] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[2] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_Columns[3] = [1,1,1,1,1,0,0,0,0,0];
NTConfig_MinGoldToStash = 10000; // Maximum gold amount carried before going to stash
//----------------------------------------------------------------------------------------------
// Type of potion used in each belt column
// Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too.
// Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice.
// Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types).
// Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns).
// To use rejuvenations only, put "rv" in all columns.
//----------------------------------------------------------------------------------------------
NTConfig_BeltColType[0] = "hp";
NTConfig_BeltColType[1] = "mp";
NTConfig_BeltColType[2] = "mp";
NTConfig_BeltColType[3] = "rv";
MWConfig_BuyPotionsOnLackOfMana = true; // Visit Town if your char lacks mana while trying to loot a corpse or to teleport
//-----------------------------------------------------------------------------------
// NipFile Configuration
//-----------------------------------------------------------------------------------
[COLOR="Red"] //NTConfig_NIPFilePath.push("private/normal.nip");
//NTConfig_NIPFilePath.push("private/magic_rare.nip");
//NTConfig_NIPFilePath.push("private/set.nip");
//NTConfig_NIPFilePath.push("private/unique.nip");
//NTConfig_NIPFilePath.push("private/craft.nip");
//NTConfig_NIPFilePath.push("private/temp.nip");
[/COLOR]
//------------------------------------------------------------------------------
// Pickit Configuration
//------------------------------------------------------------------------------
NTConfig_SnagRange = 60; // Radius to check for dropped items. 40 is a good number here
MWConfig_PickItemsInstantly = true; // Pickup items instantly whenever a monster is killed
MWConfig_MinimumTpScrollCount = 20; // Minimum amount of TP scrolls in tome before the char starts picking them
MWConfig_MinimumIdScrollCount = 20; // Minimum amount of ID scrolls in tome before the char starts picking them
//------------------------------------------------------------------------------
// Chest Configuration
//------------------------------------------------------------------------------
NTConfig_OpenChest = true; // Set to true to open chest (mostly super unique chests)
MWConfig_OpenAllNearbyChests = true; // Open any kind of chest or lootable object nearby
MWConfig_PickChestLootsInstantly = true; // Wether to pickup items each time a chest is opened; true: pickup items after every single chest; false: pickup items after opening all nearby chests first
MWConfig_OpenChestsRange = 40; // Default range to check for chests
// If you don't wish to open chests in a certain area, add it's areaid to MWConfig_ChestExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_ChestExceptions.push(25); // Tower Cellar Lvl 5
//------------------------------------------------------------------------------
// Identification Configuration
//------------------------------------------------------------------------------
MWConfig_IdentAtCain = true; // Identify items using cain (will only use cain, if you don't carry any items that are supposed to be kept unid)
MWConfig_IdentAfterPickup = false; // Identify items after pickup using an ID tome
MWConfig_MinItemsToIdent = 3; // Amount of unid items to carry before commencing ID process
//------------------------------------------------------------------------------
// Itemlog Configuration
//------------------------------------------------------------------------------
MWConfig_UseXMLItemlog = true; // Log kept and sold items additionally in an XML log file
MWConfig_NipDebugMode = false; // Show additional info about the nip match in the Manager's itemlog
MWConfig_LogSoldItems = false; // Show sold items in the manager's itemlog
MWConfig_ShowGoldPickupsPerScript = true; // Shows how much gold was picked running the last script
MWConfig_ShowGoldPickups = false; // Show Pickup message whenever gold is picked
MWConfig_ShowPotionPickups = false; // Show Pickup message whenever a potion is picked
MWConfig_LogStashToTxt = true; // Use a textfile instead of a XML file for logging your char's carried items; false: log to .xml, true: log to .txt
MWConfig_LowestRuneToLog = 19; // Determine the lowest rune shown in the Manager's log (e.g. 0 to log every Rune above EL or 19 to log every rune above LEM)
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
NTConfig_Cubing = true; // Enable cubing
MWConfig_ShowCubedGemsInCommonLog = false; // Whether cubed gems are supposed to be shown in common log
// *********************** 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, 382]); // Craft Heavy Bracers
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]); // Craft Casque
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]); // Craft Armet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]); // Craft Mesh Belt
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]); // Craft Mithril Coil
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]); // Craft Ring
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_BOOTS, 455]); // Craft Wyrmhide Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet
// ****************** 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
// ******************* 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
//------------------------------------------------------------------------------
// Gamble Configuration
// To specify what items to gamble, adjust the array with the desired item codes
//------------------------------------------------------------------------------
NTConfig_Gamble = true; // Enable gambling
NTConfig_GambleStartGold = 300000; // Gold amount to start the gambling
NTConfig_GambleStopGold = 150000; // Gold amount to stop the gambling
NTConfig_GambleItem.push(520); // Amulets
NTConfig_GambleItem.push(522); // Rings
//NTConfig_GambleItem.push(418); // Circlets
//NTConfig_GambleItem.push(419); // Coronets
//NTConfig_GambleItem.push(334); // Leather Gloves
//NTConfig_GambleItem.push(335); // Heavy Gloves
//NTConfig_GambleItem.push(336); // Chain Gloves
//NTConfig_GambleItem.push(337); // Light Gauntlets
//NTConfig_GambleItem.push(338); // Gauntlets
//------------------------------------------------------------------------------
// General Configuration
//------------------------------------------------------------------------------
MWConfig_AutoParty = false; // Always use AutoParty, even if not being in public mode
NTConfig_PublicMode = false; // Enable auto party and create TPs when running baal or diablo
MWConfig_ExitGameOnMissingPassword = false; // Exit the game if it is public due to an error pasting the password at game creation
me.quitonhostile = false; // Exit the game if another player expresses hostility towards you
MWConfig_GameErrorLimit = 3; // The maximum amount of script errors that may occur before the game is left
me.maxgametime = 3000; // Time in seconds, maximum game length (0 is infinite)
NTConfig_StartDelay = 0; // Delay time in milliseconds to start;
NTConfig_AreaDelay = 500; // Delay time in milliseconds to change area;
NTConfig_SnagDelay = 500; // Delay time in milliseconds to wait before starting picking items
//------------------------------------------------------------------------------
// World Event Configuration
//------------------------------------------------------------------------------
MWConfig_CheckSojSales = true; // If set to true, the bot will stop the current script and wait 5 minutes for every "x Stones of Jordan sold to Merchants" message. Your char will continue running in the same game, unless your me.maxgametime is not reached yet.
NTConfig_CheckCloneDiablo = true; // Set to true if you want to wait in game after notifying "Diablo Walks the Earth" message.
MWConfig_WorldEventAccount = ""; // Wisp this account in case of a world event or a soj sale every 10 minutes (leave blank not to wisp any account)
MWConfig_WorldEventWaitTime = 0; // How long you want to wait in game in case of a world event in minutes (0 is infinite)
//------------------------------------------------------------------------------
// Shrine Configuration
//------------------------------------------------------------------------------
MWConfig_ActivateNearbyShrines = true; // Set to true if you'd like to use shrines (Note: Shrines will only be activated if it is actually useful)
// If you don't wish to activate shrines in a certain area, add it's areaid to MWConfig_ShrineExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_ShrineExceptions.push(108); // Chaos Sanctuary
//------------------------------------------------------------------------------
// Attack Configuration
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 0; // First skill. Set to 0 if you won't
NTConfig_AttackSkill[1] = 47; // Primary skill to boss.
NTConfig_AttackSkill[2] = 47; // Primary untimed skill to boss. Set to 0 if you won't
NTConfig_AttackSkill[3] = 36; // Primary skill to others.
NTConfig_AttackSkill[4] = 47; // Primary untimed skill to others. Set to 0 if you won't
NTConfig_AttackSkill[5] = 38; // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
NTConfig_AttackSkill[6] = 38; // Secondary untimed skill. Set to 0 if you won't
NTConfig_AttackSkill[7] = 0; // Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed Skills
NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss.
// *************** Attack time limitation **************
// Every target will only be attacked for the time specified and is then skipped
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack normal monsters
MWConfig_AttackTimeLimit[1] = 60; // Maximum time in seconds to attack super uniques
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack champions
MWConfig_AttackTimeLimit[3] = 30; // Maximum time in seconds to attack bosses
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack minions
// **************** Behaviour on immunes ***************
MWConfig_CheckImmunitySkills = [1, 3, 5]; // Define the condition for a monster being immune; Add skill numbers (0-6) here; Example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3]
NTConfig_BehaviourOnImmuneMonster = 1; // Determine what the char is supposed to do when encountering immune Monsters; 0: Don't do anything (D2NT standard), 1: Get close to the target, use static field in case the monster is not immune to lightning, 2: Skip the Monster
MWConfig_KeepDistanceToMonsters = true; // Always check if monsters are closing in and back off, in case they get too close (Note: Activating this option will lead to ignoring the spectype of monsters when clearing rooms or spots --> Champions and bosses won't be attacked first, but the monster which is closest, no matter if it's a boss or a normal monster)
// If you don't wish to evade monsters in a certain area, add it's areaid to MWConfig_EvasionExceptions - Check the file "areas.txt" in the sdk folder to view all areaids
//MWConfig_EvasionExceptions.push(/*areaid*/)
// Check self safe in field (NOT in town). Set to 0 if you won't
// 0x01 : Potion, 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
NTConfig_CheckSelfSafe = 0;
// Check merc's safe in field (NOT in town). Set to 0 if you won't
// 0x01 : Death, 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
NTConfig_CheckMercSafe = 0x01;
NTConfig_CastStatic = 60; // Cast Static Field until monster's HP lower less than this percent. Set to 100 if you won't
}
Gruß letsid
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06/17/2011, 15:41
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#2288
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elite*gold: 0
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Alles klar habe verstanden! Also habe die Run-config mit den unten von mir aktivierten scripts gefüllt und die anderen deaktiviert gelassen damit sollte es laufen ich habe die NIP von bluebird und die auch reingeschrieben - wird jetzt gestestet
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06/17/2011, 23:33
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#2289
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Administrator
elite*gold: 41624
Join Date: Jan 2010
Posts: 22,728
Received Thanks: 12,654
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Quote:
Originally Posted by grorg
Mir gings eher darum: Leecher erstellt Spiel, Rusherbot erstellt Spiel, Rusher rusht Leecher automatisch, Leecher folgt Rusher.
So wie ich es jetzt verstehe ist das immernoch nicht möglich.
Was bringt mir das? >> MWConfig_IsRusher = true; >> sollte doch auf jeden Fall fuer den Rusher drinstehen?
Oder meinst du "false" für den Leecher?
Meinst du mit "Rush Entry Points" die Skriptsache in der char_config unter ***MISC*** oder was anderes?
MWConfig_Script.push(["MWRush.ntj", 0]); meine ich).
Es ist ein Rush Script (MWRush.ntj), welches aus verschiedenen Entrypoints aufgerufen wird. Der Rusher läuft wie gehabt über den Bot Entry point (NTBot.ntj), während die Quester aber alle über den Rush Entry Point laufen (MWRushEntry.ntj).
Das mit der Variable siehst du schon ganz richtig.
Charnamen hat er bei mir nicht genommen, egal wie rum ichs gemacht hab.
Leecher erstellt Spiel, Rusher joint oder Leecher erstellt, Rusher joint, Leecher joint erneut. Ging nix.
Ausserdem hat er sich in Akt 5 nach Shenk einfach verabschiedet mit "Akt 5 done" und ist aus dem Game raus, natürlich war mein Char nicht gerusht, Ahnen + Baal fehlte.
Diablo wollte er erst auch nicht machen, musste mit dem Rusher nochmal ins Spiel, dann hat er Diablo gemacht.
Was mir auch extrem aufgefallen ist - manchmal verhakt sich der Bot einfach. Zum Beispiel beim Merc-beleben in Akt 3. Er geht hoch, das Menü erscheint (wie beim Druck auf Escape), geht wieder weg und meine Sorc läuft wieder Richtung TP ohne Merc.
In Akt 2, Eingang zum Palast, da kam sie auch nicht die Treppen runter, immer mit der Maus eine halbe Sekunde drüber, aber nie reingekommen. Hätte ich das manuell nicht immer gemacht wenn ichs gesehen hab, stände die heute noch davor.
Das in Akt 5 ist völlig normal, mehr ist derzeit nicht vorgesehen. Das bei Diablo kann schonmal passieren, solange es nicht reproduzierbar ist, würde ich mir darüber aber keine allzu großen Gedanken machen.
Die Sache mit dem Festhängen hinge wenn mit der TownManager Funktion zusammen und nicht direkt mit dem Rush Script - dass dort mal Spielbedingt was hängt passiert aber selbst beim normalen Spielen, insofern würde ich das auch nicht unbedingt den Fehler in der Funktion suchen.
Das mit der Treppe schaue ich mir bei Zeiten nochmal an.
Das mit dem automatisch random Baalruns joinen hab ich auch noch nicht raus, ich finde überall nur Sachen für Leader/Leecher, wo man den Leader in die f-List packen muss, damit der Leecher die Spiele sieht.
Ich will aber einfach irgendwelche Baalruns joinen und XP abgreifen, nur weiss ich nicht wie und wo und überhaupt  .
Dazu hatte ich dir aber schon einen genannt, in dem genau das steht.
Einfach deinen Char Namen ins Array JoinRandomGamesChars
, speichern und auf jeden Fall das betroffene D2 Fenster neustarten, damit die Änderungen wirksam werden.
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Quote:
Originally Posted by letsid
funktioniert leider nicht.
habe aber automule an und lasse ringe und amus jetzt beim automule droppen lasse aber nicht picke.
bei allen anderen funktionierts wunderbar nur der barb macht probleme.
der gambelt einfach zu oft (alle 5 minuten)
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In dem Fall wirst du dich wohl gedulden müssen, bis ich wieder mehr Zeit dafür habe, tut mir Leid.
Quote:
Originally Posted by buggaley
Alles klar habe verstanden! Also habe die Run-config mit den unten von mir aktivierten scripts gefüllt und die anderen deaktiviert gelassen damit sollte es laufen ich habe die NIP von bluebird und die auch reingeschrieben - wird jetzt gestestet
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Arbeite beim Editieren der Configs am besten direkt mit  , macht die Sache für dich einfacher.
LG
Muddy
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06/18/2011, 14:47
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#2290
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elite*gold: 0
Join Date: Dec 2009
Posts: 450
Received Thanks: 46
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gibts ne anleitung für den rush bot?
ich hab alle im game und beim rusher steht da das er noch auf leute wartet.
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06/18/2011, 19:33
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#2291
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Administrator
elite*gold: 41624
Join Date: Jan 2010
Posts: 22,728
Received Thanks: 12,654
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Quote:
Originally Posted by itstrue
gibts ne anleitung für den rush bot?
ich hab alle im game und beim rusher steht da das er noch auf leute wartet.
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Gut möglich, wenn der der Rusher von einer höheren Anzahl von Chars ausgeht, als eigentlich da sind. Im Zweifelsfall einfach mit einem der Chars ".start" eintippen, dann sollte es auch so losgehen.
Eine Anleitung gibt es nicht direkt, ich habe mir  aber schonmal dazu ausgelassen.
LG
Muddy
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06/19/2011, 10:45
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#2292
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elite*gold: 0
Join Date: Aug 2009
Posts: 57
Received Thanks: 1
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Einstellung: Channel
Hallo Zusammen,
möchte gerne das mein Bot in einen Privat (OP)-Channel joint!
Wie und Wo muss ich die Änderung vornehmen?
Vielen Dank im Voraus.
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06/19/2011, 15:11
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#2293
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Administrator
elite*gold: 41624
Join Date: Jan 2010
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Diese Einstellungen werden im Entry Point vorgenommen (üblicherweise NTBot.ntj). Welche Variablen für was zuständig sind, sollte eigentlich hinreichend aus den Kommentaren hervorgehen.
In diesem Fall musst du die Variable JoinChannelInChat mit dem Namen des Channels initialisieren.
LG
Muddy
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06/19/2011, 21:27
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#2294
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elite*gold: 0
Join Date: May 2008
Posts: 26
Received Thanks: 1
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muddy,
how is the leechbot comming  ?!
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06/19/2011, 21:28
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#2295
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elite*gold: 0
Join Date: Jun 2010
Posts: 81
Received Thanks: 8
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i´ll better back off
das blinkt manchmal oben in der leiste wo "d2nt running ntxxx" steht.
was bedeutet das?
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