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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.
08/20/2011, 08:28
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#2926
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du solltest über dir den post lesen, da is eine lösung für den belt bug.
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08/20/2011, 08:30
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#2927
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mit welchen Charakter Botest du?
und das mit dem Gürtel, das Problem hatte ich auch, einfach wie schon oben wer geschrieben hat, ALLE Tränke austrinken und dann neu starten, dann funktioniert er ohne Probleme!
Hat wer das Problem _owner.name undefined, beim Leechbot?
Habe den Fehler noch immer nicht gefunden!
Bei Diablo killt mein Barbar fleißig mit, dann wen Diablo tot ist kommt die Meldung!
LG René
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08/20/2011, 08:35
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#2928
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Ich guck mal in die files rein... mal sehn ob ich was finde.
ich glaube das da was mit dem TP nehmen am ende des runs falsch ist...kann nicht genau sagen was, zu sehr programmier noob, aber nach diablo macht der nen TP und Crasht dann richtig?
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08/20/2011, 08:51
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#2929
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Quote:
Originally Posted by Talltree
Ich guck mal in die files rein... mal sehn ob ich was finde.
ich glaube das da was mit dem TP nehmen am ende des runs falsch ist...kann nicht genau sagen was, zu sehr programmier noob, aber nach diablo macht der nen TP und Crasht dann richtig?
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Ne TP macht er definitiv keines, sobald Diablo tot ist, kommt dann der Fehler sofort,.....
neues Problem, wenn ich den Leader starte, anschließend den Leecher, logt sich der Boit ein, macht einmal /f l und dann kommt ein Error, was ich ned erwische, was kann das sein?
Danach startet das DII Fenster neu,....
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08/20/2011, 13:55
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#2930
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Have problem with Pindleskin, when i kill Nihlathak and go for PInd
NTNihlathak.ntj : NTM_MoveToStair() failed (Halls of Vaught)
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08/20/2011, 14:08
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#2931
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Quote:
Originally Posted by Gille123
Have problem with Pindleskin, when i kill Nihlathak and go for PInd
NTNihlathak.ntj : NTM_MoveToStair() failed (Halls of Vaught)
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This is a bug in the bot, or he can not find the waypoint, or you do not have!
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08/20/2011, 15:08
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#2932
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Administrator
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Quote:
Originally Posted by Talltree
mhhhh... weiß ja nicht ob es so üblich ist, aber im Etal sind 2 funktionen drinnen die den hier noch besser machen würden. Zum einen einen fix für den "white screen of death" aus der koreanischen version, zum anderen hat Kolton es geschafft die Fast Pickit so umzuschreiben bzw neuzuschreiben das es so ziemlich 0 crahses deswegen gibt. Solltest du dir vielleicht mal ansehen, und der White Screen hatte ich jetzt viel zu oft für einen tag. bestimmt 5 stück, kann dir bei bedarf die code zeilen oder threads mal schicken wenn du magst.
Lasse im Moment 4 Etal und 1 Muddys laufen, Muddys derweil inner VM damits nicht zu manager problemen kommt, mit der ergenzung der Leechscripts von Lanara und der allgemeinen funktionen die Shop zeiten verkürzen usw (allein das picken von TP scrolls etc, wenn der jedesmal für eine Scroll rennt beim etal... naja...) überleg ich für meinen Diabaal wieder auf Muddys umzusteigen was recht viel arbeit ist, aber sich richtig lohnen würde wenn die oben genannten funktionen beide drinnen wären :>
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Zu den freezes kann ich nur sagen:
Ich habe als Ursache dafür gefunden, dass offensichtlichder freizugebende dynamische Speicher überläuft. Die Lösung des Problems ist einfach der Aufruf des Garbage Collectors nach jedem Bot Script.
Resultat: ich hatte nach einer Woche mit 8 Bots keinen einzigen Freeze mehr.
Das mit dem Fastpickit ist an sich auch nicht das Problem, ich vermute ehrlich gesagt nichtmal, dass meine Umsetzung zu Problemen führen würde. Aber das habe ich noch nicht getestet.
Quote:
Originally Posted by cobkillacalli
Hey Muddy can i get a translation on the german part of this text and also is the 1.2 - > 1.30 update the one you thought i needed? And if it is do i just copy and paste it into my files ? Sorry about the doubly post I was lagging 
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The German part actually just gives credit to the ones who contributed and names a few new features, all of which can also be found in the English change log. Also, it says that I didn't do that much testing, so it's likely there are still some (minor) bugs.
And better create an all new Folder for the updated version, I changed a few paths and moved/renamed libraries, so overwriting the previous version could result in quite a mess. And yes, that's the version you need.
Quote:
Originally Posted by xXx__xXx
Hab nen Fehler beim Leechbot, NTCommon.ntl Zeile 548 Error ist _owner.name is undefined,......
was kan den das sein, Leader macht Diablo Baal, Leecher macht mit beim kämpfen bei Diablo, danach wenn Diablo tot ist kommt der Fehler immer,.....
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Danke für den Hinweis, werde es mal beheben.
Quote:
Originally Posted by Traycas
Hallo zusammen,
habe beim neuen Bot folgende Fehlermeldung:
<D2NT Error> C:\........\scripts\libs\Classes\Belt.ntl (161):
ReferenceError: coord is not defined
Char trägt einen Verdungo
Weiß jemand wie man das beheben kann/wodurch der Fehler entsteht?
Danke, Traycas
/EDIT
Meine Sorc will auch nicht botten.
Bekomme hier folgende Meldung:
<D2NT Error> C:\........\scripts\NTBot\MWBotGame.ntj (89):
ReferendeError: NT_LoadConfig is not defined
CharConfig ist richtig benannt!
Kann es sein, dass in der CharConfig hinter
MWConfig_ResetArmor = false
das ";" fehlt? Bewirkt bei meinem Problem aber keine Änderung wenn ich es setze...
Danke vorab für Eure Hilfe
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Ist einfach ein Fehler durch Schlampigkeit, werd ich direkt mal beheben. Ich hatte die coord Klasse in Point umbenannt und das dort scheinbar nicht geändert.
Du kannst es beheben, indem du die besagte library öffnest und dann Replace all "coord(" mit "Point(" machst.
Fehlende Semikola am Zeilenende führen nicht zu so einer Meldung, dafür ist ein grober Syntaxfehler oder eine falsche Bennenung der Config in Verbindung mit der Löschung der Config verantwortlich.
Quote:
Originally Posted by mooh
Hallo,
Bist du noch mit deiner neuen Version beschäftigt oder kannst du mir mit meinem Reconnect Problem weiterhelfen, Muddy?
Ich hab meine NTBot.ntj mal angehängt. Ich weiss wie gesagt nicht was genau ich aus dem Tutorial ersetzen muss.
Die Datei mit der ich reconnecte heisst reconnect.bat 
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Die reconnect.bat muss im scipts Ordner sein. Hier der Entry point:
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 02/28/2011
*/
var GameMinLength = 200000; // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes)
var UnableToConnectRetry = 5; // time in minutes to retry connecting on connection fail (real value is +/- 1 min)
var RealmDownRetry = 3; // time in minutes to retry connecting on a realm down (default is 300 minutes)
var DisconnectedRetry = 5; // time in minutes to retry on a disconnection (usually ip ban related)
var CdKeyInUseRetry = 5; // time in minutes to retry on a cdkey in use error message (set to 0 to stop)
var ConnectingToBnetTimeout = 20000; // time in milliseconds to wait for a login to time out and click cancel and retry
var CharacterScreenTimeout = 10000; // time in milliseconds to wait for character screen to appear
var PleaseWaitTimeout = 10000; // time in milliseconds to wait for a please wait popup
var CreateGameThreshold = 30000; // time in milliseconds to wait between making games
var CreateGameThresholdRandom = 5000; // time in milliseconds to randomly add +/- to the game create time
var CreateGameTimeout = 15000; // time in milliseconds to register a failed to create game
var WaitInLineTimeout = 60000; // time in milliseconds to wait in lines for a create game (60 second default)
var CharacterSelectDelay = 1000; // time in milliseconds to wait before selecting a character on the char screen
var LoginDelay = 1000; // time in milliseconds to wait before submitting login information
var ClickDelay = 1000; // wait X milliseconds before next action after a click event
var TextDelay = 2500; // wait X milliseconds before next action after inserting text into a textbox
var ClickDelayRandom = 500; // random amount of time to add to a click
var TextDelayRandom = 500; // random amount of time to add to a text set
var GameDoesNotExistDelayMin = 600000; // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes
var GameDoesNotExistDelayMax = 900000; // how long to wait when a Game Does Not Exist occurs - maximum - default 15 minutes
var GameDoesNotExistTimeout = 30000; // how long to wait for the dialog to disappear (default 30 seconds, don't change this)
var JoinChatAfterLogin = true; // join chat after login
var JoinRandomChannel = false; // if this is true, will join a random channel, otherwise it will use the channel below..
var JoinChannelInChat = "";// leave blank not to join a private channel
var PerformChannelLogin = false; // type ".login" once after joining the channel
var ChannelUsers = new Array(); // dynamic array that holds channel users
var MaximumLocationLoops = 5; // The maximum number of loops for a single location; if the window is does not respond and is caught in an infinite loop it will be restarted when the number of loops exceeds the one you specify here
var JoinGameKeywords = new Array("dia", "baal");
var JoinRandomGamesChars = new Array("");
//---------------------------------------------------------------------------------------------------------------------------------------------------------
// Add any char/account here that is supposed to perform chat actions/game announcements or join a private channel
ChannelUsers.push("Default");
// Or
ChannelUsers.push("DdefaultAccount");
// The following key expressions will be replaced by their actual values: %game --> "gamename-" <> %counter --> number of the next game <> %time --> time in seconds till game creation <> %password --> game password
// Note that the announcement will start after the first run, so there usually won't be any anncouncement right after login - If the gamename is undefined, the bot will try to load the backup file to announce the upcoming game properly
var GameAnnouncement = "Creating %game%counter//%password in about %time seconds"; // Leave blank not to post a channel announcement
var GameAnnouncementDelay = 5000; // Wait X milliseconds before posting the announcement message (don't set this too low!)
var GameAnnouncementDelayRandom = 500; // Random amount of time to add to a to the announcement delay
var UseFileBackupTimeMax = 30; // Time in minutes that may pass since last file update - The backup File is updated at the beginning of every single game and is read everytime the name of your previous game is undefined (e.g. at restarts); Set to 0 to deactivate file backup
//----------------------------------------------------------------------------------------------------------------------------------------------------------
var WaitBeforeEnterChatMin = 1000; // min how long to wait before entering chat
var WaitBeforeEnterChatMax = 2000; // max how long to wait before entering chat
var WaitInChatBeforeActionsMin = 2000; // min how long to wait before joining channel
var WaitInChatBeforeActionsMax = 3000; // max how long to wait before joining channel
// DONT EDIT ANYTHING BELOW THIS
// D2NT Manager Command
const D2NT_MGR_LOADING = 1;
const D2NT_MGR_READY = 2;
const D2NT_MGR_LOGIN = 3;
const D2NT_MGR_CREATE_GAME = 4;
const D2NT_MGR_INGAME = 5;
const D2NT_MGR_RESTART = 6;
const D2NT_MGR_CHICKEN = 7;
const D2NT_MGR_PRINT_STATUS = 8;
const D2NT_MGR_PRINT_LOG = 9;
var LastGameMade = GetTickCount();
var LastGameStatus = 0;
var NextGameMake = 0;
var InGameAt = 0;
var LocationLoops = new Array(2);
var ChatActionsDone = false;
var LastGameFailed = false;
var JoinedChannel = false;
var JustJoined = true;
var MadeAnnouncement = false;
Include("libs/controlInfo.ntl");
Include("libs/common/NTCommon.ntl");
var ControlData = new controlInfo();
function NTMain()
{
var _ingame;
Delay(1000);
_ingame = false;
ControlData.ClickDelay = ClickDelay;
ControlData.TextDelay = TextDelay;
ControlData.ClickDelayRandom = ClickDelayRandom;
ControlData.TextDelayRandom = TextDelayRandom;
while(true)
{
if(me.ingame)
{
if(!InGameAt)
InGameAt = GetTickCount();
if(!_ingame)
{
RunGC(); // run garbage collector between each game
if(Load("NTBot/MWBotGame.ntj"))
{
_ingame = true;
MadeAnnouncement = false;
LocationLoops[1] = 0;
MW_WriteBackupFile();
if(me.playtype > 0)
NT_SendEventToOOG(D2NT_MGR_INGAME, "In Game [IP:" + me.gameserverip.split(".")[3] + "]", 0);
else
NT_SendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);
LastGameStatus = 2; // in game successful
}
}
Delay(1000);
}
else
{
if(_ingame)
{
_ingame = false;
NT_SendEventToOOG(D2NT_MGR_READY, "", 0);
}
NT_LocationAction(ControlData.getLocation());
Delay(500);
}
}
}
function NT_LocationAction(location)
{
var _randomChannel, _output, _control;
MW_CheckLocationLoops(location);
switch(location.id)
{
case 3: // Lobby Chat
if(JustJoined)
{
JustJoined = false;
if(MW_IsChannelUser())
_output = "ÿc2Chat actions enabled!";
else
_output = "ÿc1Chat actions disabled!";
for(var i = 0; i < 3; i++)
{
SetStatusText(_output);
Delay(500);
SetStatusText("");
Delay(500);
}
}
if(!ChatActionsDone && MW_IsChannelUser())
{
ChatActionsDone = true;
Delay(Random(WaitInChatBeforeActionsMin, WaitInChatBeforeActionsMax));
if(!JoinedChannel && (JoinRandomChannel || JoinChannelInChat != ""))
{
_randomChannel = NT_GetRandomString(Random(3,10));
SetStatusText("ÿc8Joining Channel ÿc;" + (JoinRandomChannel ? _randomChannel : JoinChannelInChat));
Delay(500);
Say("/join " + (JoinRandomChannel ? _randomChannel : JoinChannelInChat));
JoinedChannel = true;
if(PerformChannelLogin)
{
SetStatusText("ÿc8Channel Login...");
Say(".login");
Delay(1000);
}
}
}
case 1: // Lobby
if(location.id == 1 && JoinChatAfterLogin)
{
Delay(Random(WaitBeforeEnterChatMin, WaitBeforeEnterChatMax));
ControlData.click(ControlData.controls.lobby.button.enterChat);
break;
}
if(GetTickCount() > NextGameMake)
{
LastGameFailed = false;
switch(LastGameStatus)
{
case 0:
if(JoinRandomGamesChars.indexOf(me.charname) > -1)
{
_control = ControlData.get(ControlData.controls.lobby.button.join);
if(_control && _control.pressed)
{
ControlData.click(ControlData.controls.lobby.button.create);
Delay(500);
}
ControlData.click(ControlData.controls.lobby.button.join);
}
else
{
_control = ControlData.get(ControlData.controls.lobby.button.create);
if(_control && _control.pressed)
{
ControlData.click(ControlData.controls.lobby.button.join);
Delay(500);
}
ControlData.click(ControlData.controls.lobby.button.create);
}
NextGameMake = GetTickCount() + CreateGameTimeout; // set our timeout
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
case 1: // game failed, rollover to reset timer
InGameAt = GetTickCount();
LastGameFailed = true;
Delay(5000);
case 2:
NT_OutputGameLength();
LastGameStatus = 0;
NT_SetNextGameMake();
if(LastGameFailed)
{
SetStatusText("ÿc1Failed to join!");
NT_SendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿBE0000Game creation failed!", 0);
Delay(1000);
}
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
}
}
else
{
if(JoinChannelInChat && !MadeAnnouncement && MW_IsChannelUser())
{
if(MW_AnnounceGame())
MadeAnnouncement = true;
}
MW_TimeoutDelay(NextGameMake - GetTickCount(), location, JoinRandomGamesChars.indexOf(me.charname) == -1);
}
break;
case 2: // Waiting In Line
if(GetTickCount()-LastGameMade > WaitInLineTimeout)
ControlData.click(ControlData.controls.lobby.inLine.button.cancel);
break;
case 4: // Create Game
if(JoinRandomGamesChars.indexOf(me.charname) == -1)
{
if(!ControlData.get(ControlData.controls.lobby.create.editBox.gameName))
{
ControlData.click(ControlData.controls.lobby.button.join);
Delay (500);
ControlData.click(ControlData.controls.lobby.button.create);
Delay (500);
}
NT_SendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
NT_LocationTimeout(5000, location);
LastGameMade = GetTickCount();
LastGameStatus = 1; // pending creation
}
break;
case 5: // Join Game
if(JoinRandomGamesChars.indexOf(me.charname) > -1)
{
var _games, _game;
_games = ControlData.get(ControlData.controls.lobby.join.textBox.gameList).GetText();
_game = "";
if(_games)
{
for(var i = 0; i < _games.length; i++)
{
for(var j = 0; j < JoinGameKeywords.length; j++)
{
if(_games[i].toLowerCase().indexOf(JoinGameKeywords[j].toLowerCase()) > -1)
{
_game = _games[i];
i = _games.length;
break;
}
}
}
}
if(_game != "")
{
SetStatusText("ÿc8Joining Game: " + _game);
Delay(250);
ControlData.setText(ControlData.controls.lobby.join.editBox.gameName, _game);
Delay(1000);
ControlData.click(ControlData.controls.lobby.join.button.joinGame);
NT_LocationTimeout(5000, location);
LastGameMade = GetTickCount();
LastGameStatus = 1; // pending creation
}
else
Delay(2500);
ControlData.click(ControlData.controls.lobby.button.create);
Delay(500);
ControlData.click(ControlData.controls.lobby.button.join);
Delay(500);
}
break;
case 6: // Ladder
break;
case 7: // Channel List
break;
case 8: // Main Menu
if(ControlData.getCurrentRealmIndex() == me.gatewayid)
{
NT_OutputGameLength();
ControlData.click(ControlData.gameTypes[me.playtype]);
}
else
ControlData.click(ControlData.controls.mainMenu.button.gateway);
break;
case 9: // Login
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
Delay(LoginDelay);
ControlData.setText(ControlData.controls.login.editBox.accountName, me.account);
NT_SendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);
NT_LocationTimeout(5000, location);
break;
case 10: // Login Error (this is a fatal error, so stop)
NT_SendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
Delay(3500);
break;
case 11: // Unable To Connect
MW_TimeoutDelay(UnableToConnectRetry*60*1000, location);
ControlData.click(ControlData.controls.login.unableToConnect.button.ok);
break;
case 12: // Character Select
var _time, _control;
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
for(_time = 0 ; _time < CharacterScreenTimeout ; _time += 500)
{
_control = ControlData.get(ControlData.controls.characterSelect.textBox.characterInfo[me.charloc]);
if(_control && _control.GetText() != undefined)
break;
Delay(500);
}
if(_time < CharacterScreenTimeout)
{
Delay(CharacterSelectDelay);
ControlData.click(ControlData.controls.characterSelect.textBox.characters[me.charloc], 0, 0, 1);
ControlData.click(ControlData.controls.characterSelect.textBox.characterInfo[me.charloc], 0, 0, 1);
// reset last game made, so it doesnt make a game immediately
InGameAt = 0;
NT_SetNextGameMake();
}
else
{
ControlData.click(ControlData.controls.characterSelect.button.exit);
MW_TimeoutDelay(RealmDownRetry*60*1000, location);
}
break;
case 13: // Realm Down - Character Select screen
ControlData.click(ControlData.controls.characterSelect.button.exit);
var _fhandle = FileOpen("reconnect.bat", 2);
if(_fhandle)
_fhandle.Close();
Delay(120*1000);
MW_TimeoutDelay(RealmDownRetry*60*1000, location);
break;
case 14: // Character Select - Disconnected
MW_TimeoutDelay(DisconnectedRetry*60*1000, location);
ControlData.click(ControlData.controls.characterSelect.disconnected.button.ok);
break;
case 15: // New Character
break;
case 16: // Character Select - Please Wait popup
if(!NT_LocationTimeout(PleaseWaitTimeout, location))
ControlData.click(ControlData.controls.characterSelect.pleaseWait.button.cancel);
break;
case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway
ControlData.click(ControlData.controls.lobby.lostConnection.button.ok);
break;
case 18: // D2 Splash
ControlData.click(ControlData.controls.d2Splash.textBox.copyright);
break;
case 19: // Login - Cdkey In Use
MW_TimeoutDelay(CdKeyInUseRetry*60*1000, location);
ControlData.click(ControlData.controls.login.cdkeyInUse.button.ok);
break;
case 20: // Single Player - Select Difficulty
ControlData.click(ControlData.singlePlayerDifficulties[me.diff]);
break;
case 21: // Main Menu - Connecting
if(!NT_LocationTimeout(ConnectingToBnetTimeout, location))
ControlData.click(ControlData.controls.mainMenu.connecting.button.cancel);
break;
case 22: // Login - Invalid Cdkey (classic or xpac)
NT_SendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
Delay(3500);
break;
case 23: // Character Select - Connecting
if(!NT_LocationTimeout(CharacterScreenTimeout, location))
ControlData.click(ControlData.controls.characterSelect.button.exit);
break;
case 24: // Server Down - not much to do but wait..
break;
case 25: // Lobby - Please Wait
if(!NT_LocationTimeout(PleaseWaitTimeout, location))
ControlData.click(ControlData.controls.lobby.pleaseWait.button.cancel);
break;
case 26: // Lobby - Game Name Exists
NT_SendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿBE0000Game already exists", 0);
SetStatusText("ÿc1Game already exists!");
InGameAt = 0;
LastGameStatus = 0;
NT_SetNextGameMake();
NT_LocationTimeout(15000, location);
break;
case 27: // Gateway Select
ControlData.clickRealmEntry(me.gatewayid);
ControlData.click(ControlData.controls.gateway.button.ok);
break;
case 28: // Lobby - Game Does Not Exist
InGameAt = Random(GameDoesNotExistDelayMin, GameDoesNotExistDelayMax);
LastGameStatus = 0;
NT_SetNextGameMake();
NT_LocationTimeout(GameDoesNotExistTimeout, location);
break;
}
}
function NT_SendEventToOOG(locationId, statusString, pendingTime)
{
return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString);
}
function NT_SetNextGameMake()
{
LastGameMade = GetTickCount();
NextGameMake = LastGameMade + CreateGameThreshold + Random(0 - CreateGameThresholdRandom, CreateGameThresholdRandom) + InGameAt;
InGameAt = 0;
ChatActionsDone = false;
}
function NT_OutputGameLength()
{
var _duration;
if(InGameAt)
{
_duration = GetTickCount() - InGameAt;
if(_duration < GameMinLength)
InGameAt = GameMinLength - _duration;
else
InGameAt = 0;
}
}
function NT_LocationTimeout(time, location)
{
var _endtime = GetTickCount() + time;
while(ControlData.getLocation().id == location.id && _endtime > GetTickCount())
{
if(LocationLoops[1] > 1)
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " [" + MWC_ConvertTicksToTimeString(_endtime - GetTickCount()) + "] [" + LocationLoops[1] + "]", 0);
else
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " [" + MWC_ConvertTicksToTimeString(_endtime - GetTickCount()) + "]", 0);
Delay(1000);
}
return (ControlData.getLocation().id != location.id);
}
function MW_TimeoutDelay(time, location, showNextGameStatus)
{
var _gamename, _outputString, _timeString;
if(arguments.length < 3)
showNextGameStatus = false;
_endtime = GetTickCount() + time;
_gamename = me.gamename;
_timeString = "";
if(!_gamename)
{
_gamename = MW_ReadBackupFile(0);
if(_gamename)
SetStatusText("ÿc8Using File Backup...");
}
while(_endtime > GetTickCount())
{
_timeString = " [" + MWC_ConvertTicksToTimeString(_endtime - GetTickCount()) + "]";
NT_SendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + _timeString , 0);
if(showNextGameStatus)
{
if(LastGameFailed && parseInt(_endtime-GetTickCount()) > CreateGameThreshold && parseInt((_endtime-GetTickCount())/1000) % 30 >= 0 && parseInt((_endtime-GetTickCount())/1000) % 30 <= 5)
{
_outputString = "ÿc1Last game failed!";
_timeString = "";
}
else if(parseInt((_endtime-GetTickCount())/1000) >= 0)
{
if(_gamename && MW_GetGameCounter(_gamename, false))
_outputString = "ÿc8Next game: " + MW_GetGameName(_gamename) + MW_GetGameCounter(_gamename, false);
else
_outputString = "ÿc8Game creation pending... ";
}
MWC_SetStatusText(_outputString, _timeString);
if(me.ingame)
_endtime = GetTickCount();
}
Delay(1000);
}
if(showNextGameStatus)
SetStatusText("ÿc8Creating game...");
return;
}
function NT_GetRandomString(length)
{
_retString = "";
_charSet = "0123456789abcdefghijklmnopqrstuvwxyz";
while(length--)
{
_retString += _charSet.charAt(Random(0, _charSet.length - 1));
Delay(1);
}
return _retString;
}
function MW_GetGameName(lastGameString)
{
if(!lastGameString)
return "";
else
return lastGameString.substr(0, lastGameString.lastIndexOf('-') + 1);
}
function MW_GetGameCounter(lastGameString, simple)
{
var _count, _countString;
if(!lastGameString)
return "-1";
else
{
_countString = lastGameString.slice(lastGameString.lastIndexOf('-') + 1);
if(_countString[0] == '0')
_countString = _countString.substr(1);
_count = parseInt(_countString) + 1;
if(_count == 100)
_count = 0;
if(!simple)
{
if(_count <= 9)
return '0' + _count;
}
return _count;
}
}
function MW_IsChannelUser()
{
for(var i = 0; i < ChannelUsers.length; i++)
{
if(me.account.toLowerCase() == ChannelUsers[i].toLowerCase() || me.charname.toLowerCase() == ChannelUsers[i].toLowerCase())
return true;
}
return false;
}
function MW_ReadBackupFile(type)
{
var _fhandle, _buffer, _time, _now, _retValue;
_fhandle = FileOpen("/Logs/Temporary Data/" + me.charname + ".channel", 2);
_retValue = "";
_now = new Date();
if(_fhandle && _now)
{
_buffer = _fhandle.ReadLine();
if(_buffer)
{
_time = parseInt(_buffer);
if(_now.getTime() - _time < UseFileBackupTimeMax*6E4)
{
_retValue = _fhandle.ReadLine();
if(type > 0)
_retValue = _fhandle.ReadLine();
}
}
_fhandle.Close();
}
else if(_fhandle)
_fhandle.Close();
return _retValue;
}
function MW_WriteBackupFile()
{
var _fhandle, _now;
if(UseFileBackupTimeMax == 0)
return false;
_fhandle = FileOpen("/Logs/Temporary Data/" + me.charname + ".channel", 1);
_now = new Date();
if(_fhandle && _now)
{
_fhandle.WriteLine(_now.getTime());
_fhandle.WriteLine(me.gamename);
_fhandle.WriteLine(me.gamepassword);
_fhandle.Close();
return true;
}
else if(_fhandle)
_fhandle.Close();
return false;
}
function MW_CheckLocationLoops(location)
{
if(!location)
return false;
if(!LocationLoops[0] || location.id != LocationLoops[0].id)
{
LocationLoops[0] = location;
LocationLoops[1] = 0;
}
else if(LocationLoops[0].id != 5)
{
LocationLoops[1]++;
if(LocationLoops[1] >= MaximumLocationLoops)
{
if(LocationLoops[1] < 1000)
NT_SendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿBE0000Location Loop Restart!;ÿc1Location Loops: " + LocationLoops[1] + "\nÿBE0000Location: " + LocationLoops[0].name + "\nÿBE0000Location ID: " + LocationLoops[0].id, 0);
LocationLoops[1] = 1000; // Make sure the location loop notification is only shown once
NT_SendEventToOOG(D2NT_MGR_RESTART, location.name, 0);
}
}
return true;
}
function MW_AnnounceGame()
{
var _gamePass, _gameName, _gameText, _delay;
_gameName = me.gamename;
if(!_gameName)
_gameName = MW_ReadBackupFile(0);
_gamePass = me.gamepassword;
if(!_gamePass)
_gamePass = MW_ReadBackupFile(1);
if(_gameName && !me.ingame)
{
_delay = (GameAnnouncementDelay > 5000) ? GameAnnouncementDelay : 5000;
_delay += (GameAnnouncementDelayRandom > 500) ? Random(0, GameAnnouncementDelayRandom) : 500;
_gameText = GameAnnouncement.replace("%password", ((_gamePass) ? _gamePass : "N/A"));
_gameText = _gameText.replace("%game", MW_GetGameName(_gameName));
_gameText = _gameText.replace("%counter", MW_GetGameCounter(_gameName, false));
_gameText = _gameText.replace("%time", parseInt((NextGameMake - GetTickCount() - _delay + ClickDelay + TextDelay) / 1000 + 5));
if(_gameText.indexOf("NaN") > -1)
return false;
if(parseInt((NextGameMake - GetTickCount() - _delay + ClickDelay + TextDelay) / 1000) > 3)
{
Delay(_delay);
return Say(_gameText);
}
}
return false;
}
Quote:
Originally Posted by Gille123
Have problem with Pindleskin, when i kill Nihlathak and go for PInd
NTNihlathak.ntj : NTM_MoveToStair() failed (Halls of Vaught)
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Does this error occur all the time or just once?
Kind Regards
Muddy
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08/20/2011, 15:17
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#2933
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elite*gold: 0
Join Date: Oct 2009
Posts: 798
Received Thanks: 165
|
wann denkst du denn den garbage collector und die fastpick einzubauen?  damit ich bald wieder auf deine version umsteigen kann *g* (wenn bis dahin nicht die funktionen die bei dir sind im etal sind *lol*) ^^
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08/20/2011, 16:03
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#2934
|
Administrator
elite*gold: 41624
Join Date: Jan 2010
Posts: 22,728
Received Thanks: 12,654
|
Quote:
Originally Posted by Talltree
wann denkst du denn den garbage collector und die fastpick einzubauen?  damit ich bald wieder auf deine version umsteigen kann *g* (wenn bis dahin nicht die funktionen die bei dir sind im etal sind *lol*) ^^
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Das ist beides bereits implementiert.
LG
Muddy
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08/20/2011, 16:30
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#2935
|
elite*gold: 0
Join Date: Oct 2009
Posts: 798
Received Thanks: 165
|
ich hab irgendwie das gefühl ich spamme, aber vielleicht könntest du nochmal beim mehphy script gucken was ich früher geschrieben habe, der scheint nach dem roten portal zu schnell aus dem spiel raus zu gehen,wenn man meph als letztes macht. zumindest hat es bei mir mit der version im moment ein paar diablo II abstürze verursacht.
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08/20/2011, 21:52
|
#2936
|
elite*gold: 0
Join Date: Jun 2011
Posts: 285
Received Thanks: 185
|
Quote:
Originally Posted by Muddy_Waters
Ist einfach ein Fehler durch Schlampigkeit, werd ich direkt mal beheben. Ich hatte die coord Klasse in Point umbenannt und das dort scheinbar nicht geändert.
Du kannst es beheben, indem du die besagte library öffnest und dann Replace all "coord(" mit "Point(" machst.
Fehlende Semikola am Zeilenende führen nicht zu so einer Meldung, dafür ist ein grober Syntaxfehler oder eine falsche Bennenung der Config in Verbindung mit der Löschung der Config verantwortlich.
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Der erste Fehler scheint behoben zu sein. Tritt übrings auch im Uber-Script auf. Konnte die Behebung hier nicht prüfen, da mir gerade ein paar Organe fehlen... Sollte aber morgen erledigt sein
Meine Sorc bekomme ich nicht ans Laufen. Habe nochmal von null die CharConfig erstellt und keine Änderung. Es kommt weiterhin die Fehlermeldung und das lässt mich langsam verzweifeln. Die Datei ist richtig benannt, ansonsten würde er die Meldung nicht bringen und einfach die default Config laden. Zumindest hat er das bei mir so gemacht, als ich sie umbenannt habe... (diese Erkenntnis hat mich ein paar mf-sc gekostet  )
Ich poste hier einfach mal die Config, vielleicht fällt einem von Euch ja der Fehler auf. Ich sehe wahrscheinlich schon den Wald vor lauter Bäumen nicht mehr
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 17:46 17.08.2011
*
* Hotkey Description
*
* Pause/Break Pauses the current bot script.
* Page up (PgUp) Skips the current bot script.
* Page down (PgDn) Repeats the previous bot script
* Home (Pos1) Shows your current coordinates and areaid.
* End Shows current ping in status text bar.
* Insert (Ins) Logs all items on your char to either XML or TXT.
* Delete (Del) Exits the game. NOTE: Always use this key to leave a game!
* Backspace Force trigger auto mule. NOTE: Won't work unless auto mule is actually activated for the current char.
*/
Include("NTBot/char_configs/MWConfig_GlobalSettings.ntl");
var NTConfig_CastStatic;
function NT_LoadConfig()
{
MW_LoadGlobalSettings();
//------------------------------------------------------------------------------
//
// Run Configuration
//
//------------------------------------------------------------------------------
// Use the following syntax for activating botscripts: MWConfig_Script.push([<ScriptName>, <Script runtime in minutes (0 is infinite)>]);
// ***************** Current schedule ******************
MWConfig_Script.push(["NTMausoleum.ntj", 10]); MWConfig_ClearPathSpectypes.Mausoleum = 0; MWConfig_ClearAreaSpectypes.Mausoleum = 0x01; NTConfig_KillBloodRaven = true;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathSpectypes.Pit = 0; MWConfig_ClearAreaSpectypes.Pit = 0x01; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTAndariel.ntj", 10]);
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathSpectypes.Duriel = 0;
MWConfig_Script.push(["MWKurastTemples.ntj", 5]) MWConfig_ClearPathSpectypes.KurastTemples = 0; MWConfig_ClearAreaSpectypes.KurastTemples = 0x01;
MWConfig_Script.push(["NTTravincal.ntj", 5]);
MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = false; MWConfig_MephistoClearArea = false;
MWConfig_Script.push(["MWRiverOfFlame.ntj", 10]); MWConfig_ClearAreaSpectypes.RiverOfFlame = 0x01;
MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = false; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
// *****************************************************
//------------------------------------------------------------------------------
// Available Scripts
//------------------------------------------------------------------------------
/* NOTE:
// The scripts below are actually commented out; to add a script, copy one of the lines below and add it to the current schedule above. ;)
// You should also get yourself a decent editor that supports syntax highlighting for JavaScript, I'd recommend Notepad++. (http://notepad-plus-plus.org/download/)
// *********************** Act I ***********************
MWConfig_Script.push(["NTMausoleum.ntj", 10]); MWConfig_ClearPathSpectypes.Mausoleum = 0; MWConfig_ClearAreaSpectypes.Mausoleum = 0x01; NTConfig_KillBloodRaven = true;
MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true;
MWConfig_Script.push(["NTHole.ntj", 10]); MWConfig_ClearPathSpectypes.Hole = 0; MWConfig_ClearAreaSpectypes.Hole = 0x01; NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTTreehead.ntj", 10]);
MWConfig_Script.push(["MWColdcrow.ntj", 10]); MWConfig_ClearCaveMode = 0; // 0: Only kill coldcrow; 1: Clear Cave Level 1; 2: Clear both Cave Level 1 & 2
MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearPathSpectypes.Countess = 0; MWConfig_ClearAreaSpectypes.Countess = 0;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathSpectypes.Pit = 0; MWConfig_ClearAreaSpectypes.Pit = 0x01; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTAndariel.ntj", 10]);
// *********************** Act II **********************
MWConfig_Script.push(["NTRadament.ntj", 10]); MWConfig_ClearPathSpectypes.Radament = 0;
MWConfig_Script.push(["MWMaggotsLair.ntj", 10]); MWConfig_ClearPathSpectypes.MaggotsLair = 0; MWConfig_ClearAreaSpectypes.MaggotsLair = 0x01;
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathSpectypes.Summoner = 0;
MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathSpectypes.Duriel = 0;
// ********************** Act III **********************
MWConfig_Script.push(["MWFlayerJungle.ntj", 10]); MWConfig_ClearAreaSpectypes.FlayerJungle = 0x01;
MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathSpectypes.KurastSewers = 0;
MWConfig_Script.push(["MWKurastTemples.ntj", 5]) MWConfig_ClearPathSpectypes.KurastTemples = 0; MWConfig_ClearAreaSpectypes.KurastTemples = 0x01;
MWConfig_Script.push(["NTTravincal.ntj", 5]);
MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
// *********************** Act IV **********************
MWConfig_Script.push(["NTIzual.ntj", 5]); MWConfig_ClearPathSpectypes.Izual = 0;
MWConfig_Script.push(["MWRiverOfFlame.ntj", 10]); MWConfig_ClearAreaSpectypes.RiverOfFlame = 0x01;
MWConfig_Script.push(["NTHephasto.ntj", 10]); MWConfig_ClearPathSpectypes.Hephasto = 0;
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; MWConfig_IgnoreSealOpeningErrors = false; MWConfig_FastDia = true;
// *********************** Act V ***********************
MWConfig_Script.push(["MWAbbadon.ntj", 10]); MWConfig_ClearPathSpectypes.Abbadon = 0; MWConfig_ClearAreaSpectypes.Abbadon = 0x01;
MWConfig_Script.push(["MWPitOfAcheron.ntj", 10]); MWConfig_ClearPathSpectypes.PitOfAcheron = 0; MWConfig_ClearAreaSpectypes.PitOfAcheron = 0x01;
MWConfig_Script.push(["MWInfernalPit.ntj", 10]); MWConfig_ClearPathSpectypes.InfernalPit = 0; MWConfig_ClearAreaSpectypes.InfernalPit = 0x01;
MWConfig_Script.push(["MWHallsOfPain.ntj", 15]); MWConfig_ClearAreaSpectypes.HallsOfPain = 0x01; MWConfig_ClearHallsOfAnguish = true;
MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false; MWConfig_SkipOnTombVipers = true;
MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTThreshSocket.ntj", 5]); MWConfig_ClearPathSpectypes.ThreshSocket = 0;
MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); MWConfig_ClearPathSpectypes.FrozenRiver = 0; MWConfig_ClearAreaSpectypes.FrozenRiver = 0x01;
MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); MWConfig_ClearPathSpectypes.GlacialTrail = 0; MWConfig_ClearAreaSpectypes.GlacialTrail = 0x01;
MWConfig_Script.push(["NTIcyCellar.ntj", 5]); MWConfig_ClearPathSpectypes.IcyCellar = 0; MWConfig_ClearAreaSpectypes.IcyCellar = 0x01;
MWConfig_Script.push(["NTNihlathak.ntj", 5]); MWConfig_ClearPathSpectypes.Nihlathak = 0; NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); MWConfig_ClearAreaSpectypes.WorldstoneKeep = 0x01; MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = true;
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
// *********************** Misc ************************
MWConfig_Script.push(["MWAuraStack.ntj", 10]); MWConfig_StackRepetitions = 100;
MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 10; MWConfig_SuperChestAreas = ["Cave Level 2", "Mausoleum", "Hole Level 2", "Pit Level 2", "Sewers Level 3", "Halls of the Dead Level 2", "Stony Tomb Level 2", "Maggot's Lair Level 3", "Ancient Tunnels", "Tal Rasha's Tomb", "Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Sewers Level 2", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar", "Halls of Pain"];
MWConfig_Script.push(["MWRush.ntj", 0]); MWConfig_IsRusher = true; MWConfig_ActiveQuestersName = ""; MWConfig_NumberOfCharsToRush = 1; MWConfig_GetHoradricCubesInNorm = true; MWConfig_QuestSchedule = ["A4Q1", "A5Q1"]; MWConfig_RushActs = [1, 2, 3, 4, 5];
MWConfig_Script.push(["MWWaypointCatcher.ntj", 0]); MWConfig_WaypointCatcherActs = [1, 2, 3, 4, 5]; MWConfig_TPWaypoints = true; MWConfig_SkipHallsOfPain = true; MWConfig_ClearWaypointPaths = false;
MWConfig_Script.push(["MWIdleMode.ntj", 0]); MWConfig_IdleModeRuntime = 5; // Runtime in Minutes
MWConfig_Script.push(["NTCows.ntj", 10]);
MWConfig_Script.push(["MWBloodyRejuvs.ntj", 10]);
MWConfig_Script.push(["MWOrganHarvest.ntj", 10]); MWConfig_EnterInvalidUberPortals = true; MWConfig_PauseOnLackOfKeys = false; MWConfig_IntendedUberPortal = 0; // Matron's Den: 133; Forgotten Sands: 134; Furnace Of Pain: 135;
MWConfig_Script.push(["MWUberTristram.ntj", 10]); MWConfig_PauseOnLackOfOrgans = false;
MWConfig_Script.push(["MWAnyasBargain.ntj", 10]); MWConfig_ShoppingMinGold = 500000; MWConfig_ShoppingAttempts = 200;
// ************ Leech and friends by lanara ************
MWConfig_Script.push(["NTDiabloLeechFight.ntj", 10]); MWConfig_StartAtStar = true; MWConfig_EnterUnsafeTP = true; NTConfig_PreBuff = true; NTConfig_Leader = "LeaderNameGoesHere"; // If the Leecher should go to a WP and buff up before he goes into the TP. (Needs River of Flame WP for Diablo and Frigid Highlands WP for Baal)
MWConfig_Script.push(["NTBaalLeech.ntj", 10]); NTConfig_KillBaal = true; MWConfig_EnterUnsafeTP = false; NTConfig_Leader = "LeaderNameGoesHere";
MWConfig_Script.push(["NTBaalLeechFight.ntj", 10]); NTConfig_KillBaal = true; MWConfig_DoBaalPreAttack = true; MWConfig_EnterUnsafeTP = true; NTConfig_Leader = "LeaderNameGoesHere";
*/
//------------------------------------------------------------------------------
// Misc Configuration
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 80; // If you have more than this percent of life, you won't go to a healer.
NTConfig_SkipHealMana = 80; // 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.
MWConfig_ResetArmor = false; // Set to true to reset your Enigma if Teleport skill is missing. WARNING: Activating this feature may - though not likely will - result in the loss of your enigma. Use at your own risk!
//------------------------------------------------------------------------------
// Potion Configuration
//------------------------------------------------------------------------------
NTConfig_LifeThresh = 70; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 30; // 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 = 1; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_MercLifeThresh = 50; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 25; // This is the threshold to use a rejuv potion on your merc in percent.
//------------------------------------------------------------------------------
// Chicken Configuration
//------------------------------------------------------------------------------
// This is your chicken life. If you go below this threshhold, your char will exit the game. You can either enter a percentage (1-100), an absolute threshold (>100) or 0 to deactivate life chicken.
NTConfig_LifeChicken = 10;
// This is your chicken mana. If you go below this threshhold, your char will exit the game. You can either enter a percentage (1-100), an absolute threshold (>100) or 0 to deactivate mana chicken.
NTConfig_ManaChicken = 0;
// This is your merc's chicken life in percent. If your merc goes below this threshhold, your char will exit the game.
NTConfig_MercChicken = 0;
// Whether or not to disable chicken when you pause the bot.
MWConfig_DisableChickenOnPause = false;
//------------------------------------------------------------------------------
// Inventory Configuration
//------------------------------------------------------------------------------
// Each number represents a slot in your inventory.
// Set to 0 if the slot and its content must not be touched.
// Set to 1 to allow access to this slot.
// Set to 2 to select the slot that is used for storing keys. (if keys are kept at another slot, your char will try to move them)
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] = [1,1,1,1,1,0,0,0,2,0];
// Number of free columns. If less full columns are free stashing is set. Call SetFreeColumns(NTConfig_Columns) to always stash right away (recommended).
NTConfig_FreeSpace = SetFreeColumns(NTConfig_Columns);
// Maximum gold amount carried before going to stash.
NTConfig_MinGoldToStash = 200000;
// Set to true if your char is supposed to carry, buy and pick up keys. You do not need to add keys to your .nip files, they will be picked up anyway if this is set to true.
MWConfig_CarryKeys = true;
//------------------------------------------------------------------------------
// Belt Configuration
//------------------------------------------------------------------------------
// Available types : "hp" = health, "mp" = mana, "rv" = rejuvenation.
// Define how many columns are used for each potion type.
MWConfig_BeltColType["hp"].Columns = 2;
MWConfig_BeltColType["mp"].Columns = 1;
MWConfig_BeltColType["rv"].Columns = 1;
// Define minimum number of potions per column. If the actual number of potions in a column is below this value, your char will visit a merchant when in town in order to buy potions.
MWConfig_BeltColType["hp"].MinPots = 3;
MWConfig_BeltColType["mp"].MinPots = 3;
// Visit Town and buy potions if your char lacks mana when trying to loot a corpse or teleport.
MWConfig_BuyPotionsOnLackOfMana = true;
// Set to true to replace low quality potions with higher quality potions that just dropped.
MWConfig_ReplaceLowQualityPotions = true;
//-----------------------------------------------------------------------------------
// 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");
NTConfig_NIPFilePath.push("private/gems.nip");
NTConfig_NIPFilePath.push("private/sosocrap.nip");
//------------------------------------------------------------------------------
// Pickit Configuration
//------------------------------------------------------------------------------
// Radius to check for dropped items. NOTE: The maximum is at about ~75, entering higher values will not have any effect.
NTConfig_SnagRange = 70;
// Set to true to check for dropped items whenever you kill a monster. (Recommended value to avoid crashes: false)
MWConfig_PickItemsInstantly = false;
//------------------------------------------------------------------------------
// Chest Configuration
//------------------------------------------------------------------------------
// Select which containers shall be looted. 0: None; 1: Super Chests, 2: All
MWConfig_OpenContainerMode = 1;
// Set to true to check for dropped items right after opening a chest. NOTE: This will slow down your runs and therefore should definately be set to false when doing private games.
MWConfig_PickChestLootsInstantly = false;
// This is the range being checked for chests after clearing an area or room. NOTE: You should not set this too high, 30 is a good value.
MWConfig_OpenChestsRange = 30;
// If you do not like to open chests in a certain area, you can its areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_ChestExceptions.push(<areaid1>, <areaid2>, <areaidn>);
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
// Set to true to enable cubing and crafting. NOTE: The recipes are added in the global config by default. If you like to craft certain recipe only using this very char, add those recipes below.
NTConfig_Cubing = true;
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_GEM, 559]); // Amethyst
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_MAGIC_CHARM, 603]); // Magic Small Charm
NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm
//------------------------------------------------------------------------------
// General Configuration
//------------------------------------------------------------------------------
// Set to true to activate public mode. By activating public mode, your char will form a party, open TPs and do some chat outputs when running certain bot scripts.
NTConfig_PublicMode = false;
// Set to true to exit the game instantly if the game is public. This may happen sometimes due to an error pasting the password correctly.
MWConfig_ExitGameOnMissingPassword = false;
// Set to true to exit the game when another player expresses hostility towards you.
me.quitonhostile = false;
// This is the maximum time in seconds your char will remain in a single game. Set to 0 to stay in game infinitely.
me.maxgametime = 3600;
// This is the minimum time in seconds for your char to remain in a single game. Your char will not exit the game before this time elapsed.
me.mingametime = 180;
// Set to true to use Telekinesis to interact tih certain objects
MWConfig_UseTelekinesis = true;
//------------------------------------------------------------------------------
// Automule Configuration
//------------------------------------------------------------------------------
// Set to true to enable auto mule.
MWConfig_Automule.Activated = false;
// The maximum stash load in percent before auto mule is triggered.
MWConfig_Automule.MaxLoad = 95;
// Set to true to show your stash's current load whenever managing stash.
MWConfig_Automule.ShowCurrentLoad = true;
// Set to true to finish your current game before muling, otherwise the game is left right away in case your stash is full.
MWConfig_Automule.FinishGame = true;
// Define which items are not to be touched when muling.
MWConfig_Automule.DontMule.push("mule/dont_mule.nip");
MWConfig_Automule.DontMule.push("mule/gems.nip");
//------------------------------------------------------------------------------
// Shrine Configuration
//------------------------------------------------------------------------------
// Set to true to activate nearby shrines. Shrines will only be activated if it is actually useful.
MWConfig_ActivateNearbyShrines = true;
// If you would like to skip shrines in a certain area, you can its areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_ShrineExceptions.push(<areaid1>, <areaid2>, <areaidn>);
//------------------------------------------------------------------------------
// Precast Configuration
//------------------------------------------------------------------------------
// Your precast skills can be defined in the array below. NOTE: Battle Command, Battle Orders and Shout will be cast automatically. Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl".
MWConfig_PrecastSkills = [MWS_SHIVER_ARMOR, MWS_ENCHANT];
// Set this to true if you would like to switch slots right after casting BC, BO and Shout. If set to false, your char will remain with the BO Slot until the whole precast procedure is done.
MWConfig_SwitchSlotsAfterBoPrecast = true;
//------------------------------------------------------------------------------
// Attack Configuration
//------------------------------------------------------------------------------
// Specify your attack skills below. NOTE: Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl".
NTConfig_AttackSkill[0] = MWS_BLIZZARD; // This skill is used once whenever attacking a new target. Set to -1 to deactivate.
NTConfig_AttackSkill[1] = MWS_CHAIN_LIGHTNING; // Primary skill to bosses.
NTConfig_AttackSkill[2] = MWS_CHAIN_LIGHTNING; // Primary untimed skill to boss. Set to -1 to deactivate.
NTConfig_AttackSkill[3] = MWS_CHAIN_LIGHTNING; // Primary skill to others.
NTConfig_AttackSkill[4] = MWS_CHAIN_LIGHTNING; // Primary untimed skill to others. Set to -1 to deactivate.
NTConfig_AttackSkill[5] = MWS_BLIZZARD; // Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
NTConfig_AttackSkill[6] = MWS_GLACIAL_SPIKE; // Secondary untimed skill. Set to -1 to deactivate.
NTConfig_AttackSkill[7] = -1; // 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. Set to -1 to deactivate.
// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.
NTConfig_ClearPosition = true;
// Set to true to clear area when killing a boss and the position is crowded by monsters. NOTE: Setting this to true may cause NTA_KillMonster() to fail way more often.
MWConfig_ClearBossPosition = false;
// This is the number of attacks to be performed before the the character tries to move to another position. Set to 0 not to reposition.
MWConfig_AttacksBeforeRepositioning = 20;
// Define a time limit for your attacks for each type of monster.
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack a normal monster
MWConfig_AttackTimeLimit[1] = 120; // Maximum time in seconds to attack a super unique monster
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack a champion
MWConfig_AttackTimeLimit[3] = 120; // Maximum time in seconds to attack a bosse
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack a minion
// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
MWConfig_CheckImmunitySkills = [3, 5];
// Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above.
// 0: Don't do anything. (D2NT default)
// 1: Get close to the monster, use static field if the monster is not immune to lightning.
// 2: Skip the monster.
// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
NTConfig_BehaviourOnImmuneMonster = 3;
NTConfig_AttackSkill[8] = MWS_FIRE_BALL; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = MWS_FIRE_BALL; // Untimed Skill to be used against user defined immunes.
// Always check if monsters are closing in and back off, in case they get too close. NOTE: You should at least have 105FCR in order to make this work smoothly.
MWConfig_KeepDistanceToMonsters = true;
// If you don't wish to evade monsters in a certain area, add it's areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_EvasionExceptions.push(<areaid1>, <areaid2>, <areaidn>);
// Select whether or not you'd like to swap slots right before killing a boss in order to benefit from some extra MF in your second slot.
// The first element can either be the classid of the target or its name (case insensitive), second element is the life threshold in percent.
//MWConfig_SlotSwapMonsters.push([156, 50]); // Andariel, 50%
//MWConfig_SlotSwapMonsters.push([211, 20]); // Duriel, 20%
//MWConfig_SlotSwapMonsters.push([242, 20]); // Mephisto, 20%
//MWConfig_SlotSwapMonsters.push([243, 20]); // Diablo, 20%
//MWConfig_SlotSwapMonsters.push([544, 15]); // Baal, 15%
// 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;
// Cast Static Field until monster's HP lower below this percentage. Set to 100 not to use static field.
NTConfig_CastStatic = 60;
// Select the monsters you with to attack using static field. NOTE: If you do not add any monsters, static will be used against all monsters.
MWConfig_StaticTargets.push(156); // Andariel
MWConfig_StaticTargets.push(211); // Duriel
MWConfig_StaticTargets.push(242); // Mephisto
MWConfig_StaticTargets.push(243); // Diablo
MWConfig_StaticTargets.push(544); // Baal
MWConfig_StaticTargets.push(GetLocaleString(22500)); // Eldritch The Rectifier
MWConfig_StaticTargets.push(GetLocaleString(22435)); // Shenk The Overseer
}
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08/21/2011, 00:03
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#2937
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elite*gold: 1
Join Date: May 2008
Posts: 729
Received Thanks: 58
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Kurze Frage, wie stelle ich ein, wenn ein Paladin der Leader ist und 2 leechen?
Geht das irgendwie?
Weil bei 2 D2NT Manager spinnt dann immer der 2, also der mit den Leechern,..... ;-)
Beim Leechbot, also Barbaren neuer Fehler, Error, NT_Open Seals und wenn ich mit der Maus draufgehe dann steht da daneben die Zahl 133!
Wie kann ich den Fehler beheben?
LG
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08/21/2011, 01:11
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#2938
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elite*gold: 0
Join Date: Jul 2011
Posts: 27
Received Thanks: 0
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I have just recently updated to the 1.30 version of muddy's D2NT and I set the extension on Nihlathak's to kill pindleskin and i think that is where this error is originating... If someone could tell me why this is happeneing and a solution to fix it that would be great  this is what the error says "NTNihlathak.ntj failed: NTM_MoveToStair()"
Also I seen to be getting quite a few "game creation failed" errors in my d2nt manager! Is there any specific reason for this or a way to fix it ?
Please help me out  !
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08/21/2011, 02:57
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#2939
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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 Talltree
ich hab irgendwie das gefühl ich spamme, aber vielleicht könntest du nochmal beim mehphy script gucken was ich früher geschrieben habe, der scheint nach dem roten portal zu schnell aus dem spiel raus zu gehen,wenn man meph als letztes macht. zumindest hat es bei mir mit der version im moment ein paar diablo II abstürze verursacht.
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Ich schaue es mir mal an. 
Wobei man das wohl eleganter durch ein allgemeines Delay lösen könnte, welches einfach vorm Verlassen des Spiels ausgeführt wird.
Quote:
Originally Posted by Traycas
Der erste Fehler scheint behoben zu sein. Tritt übrings auch im Uber-Script auf. Konnte die Behebung hier nicht prüfen, da mir gerade ein paar Organe fehlen... Sollte aber morgen erledigt sein
Meine Sorc bekomme ich nicht ans Laufen. Habe nochmal von null die CharConfig erstellt und keine Änderung. Es kommt weiterhin die Fehlermeldung und das lässt mich langsam verzweifeln. Die Datei ist richtig benannt, ansonsten würde er die Meldung nicht bringen und einfach die default Config laden. Zumindest hat er das bei mir so gemacht, als ich sie umbenannt habe... (diese Erkenntnis hat mich ein paar mf-sc gekostet  )
Ich poste hier einfach mal die Config, vielleicht fällt einem von Euch ja der Fehler auf. Ich sehe wahrscheinlich schon den Wald vor lauter Bäumen nicht mehr
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 17:46 17.08.2011
*
* Hotkey Description
*
* Pause/Break Pauses the current bot script.
* Page up (PgUp) Skips the current bot script.
* Page down (PgDn) Repeats the previous bot script
* Home (Pos1) Shows your current coordinates and areaid.
* End Shows current ping in status text bar.
* Insert (Ins) Logs all items on your char to either XML or TXT.
* Delete (Del) Exits the game. NOTE: Always use this key to leave a game!
* Backspace Force trigger auto mule. NOTE: Won't work unless auto mule is actually activated for the current char.
*/
Include("NTBot/char_configs/MWConfig_GlobalSettings.ntl");
var NTConfig_CastStatic;
function NT_LoadConfig()
{
MW_LoadGlobalSettings();
//------------------------------------------------------------------------------
//
// Run Configuration
//
//------------------------------------------------------------------------------
// Use the following syntax for activating botscripts: MWConfig_Script.push([<ScriptName>, <Script runtime in minutes (0 is infinite)>]);
// ***************** Current schedule ******************
MWConfig_Script.push(["NTMausoleum.ntj", 10]); MWConfig_ClearPathSpectypes.Mausoleum = 0; MWConfig_ClearAreaSpectypes.Mausoleum = 0x01; NTConfig_KillBloodRaven = true;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathSpectypes.Pit = 0; MWConfig_ClearAreaSpectypes.Pit = 0x01; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTAndariel.ntj", 10]);
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathSpectypes.Duriel = 0;
MWConfig_Script.push(["MWKurastTemples.ntj", 5]) MWConfig_ClearPathSpectypes.KurastTemples = 0; MWConfig_ClearAreaSpectypes.KurastTemples = 0x01;
MWConfig_Script.push(["NTTravincal.ntj", 5]);
MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = false; MWConfig_MephistoClearArea = false;
MWConfig_Script.push(["MWRiverOfFlame.ntj", 10]); MWConfig_ClearAreaSpectypes.RiverOfFlame = 0x01;
MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = false; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
// *****************************************************
//------------------------------------------------------------------------------
// Available Scripts
//------------------------------------------------------------------------------
/* NOTE:
// The scripts below are actually commented out; to add a script, copy one of the lines below and add it to the current schedule above. ;)
// You should also get yourself a decent editor that supports syntax highlighting for JavaScript, I'd recommend Notepad++. (http://notepad-plus-plus.org/download/)
// *********************** Act I ***********************
MWConfig_Script.push(["NTMausoleum.ntj", 10]); MWConfig_ClearPathSpectypes.Mausoleum = 0; MWConfig_ClearAreaSpectypes.Mausoleum = 0x01; NTConfig_KillBloodRaven = true;
MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true;
MWConfig_Script.push(["NTHole.ntj", 10]); MWConfig_ClearPathSpectypes.Hole = 0; MWConfig_ClearAreaSpectypes.Hole = 0x01; NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTTreehead.ntj", 10]);
MWConfig_Script.push(["MWColdcrow.ntj", 10]); MWConfig_ClearCaveMode = 0; // 0: Only kill coldcrow; 1: Clear Cave Level 1; 2: Clear both Cave Level 1 & 2
MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearPathSpectypes.Countess = 0; MWConfig_ClearAreaSpectypes.Countess = 0;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathSpectypes.Pit = 0; MWConfig_ClearAreaSpectypes.Pit = 0x01; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTAndariel.ntj", 10]);
// *********************** Act II **********************
MWConfig_Script.push(["NTRadament.ntj", 10]); MWConfig_ClearPathSpectypes.Radament = 0;
MWConfig_Script.push(["MWMaggotsLair.ntj", 10]); MWConfig_ClearPathSpectypes.MaggotsLair = 0; MWConfig_ClearAreaSpectypes.MaggotsLair = 0x01;
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathSpectypes.Summoner = 0;
MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathSpectypes.Duriel = 0;
// ********************** Act III **********************
MWConfig_Script.push(["MWFlayerJungle.ntj", 10]); MWConfig_ClearAreaSpectypes.FlayerJungle = 0x01;
MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathSpectypes.KurastSewers = 0;
MWConfig_Script.push(["MWKurastTemples.ntj", 5]) MWConfig_ClearPathSpectypes.KurastTemples = 0; MWConfig_ClearAreaSpectypes.KurastTemples = 0x01;
MWConfig_Script.push(["NTTravincal.ntj", 5]);
MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
// *********************** Act IV **********************
MWConfig_Script.push(["NTIzual.ntj", 5]); MWConfig_ClearPathSpectypes.Izual = 0;
MWConfig_Script.push(["MWRiverOfFlame.ntj", 10]); MWConfig_ClearAreaSpectypes.RiverOfFlame = 0x01;
MWConfig_Script.push(["NTHephasto.ntj", 10]); MWConfig_ClearPathSpectypes.Hephasto = 0;
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; MWConfig_IgnoreSealOpeningErrors = false; MWConfig_FastDia = true;
// *********************** Act V ***********************
MWConfig_Script.push(["MWAbbadon.ntj", 10]); MWConfig_ClearPathSpectypes.Abbadon = 0; MWConfig_ClearAreaSpectypes.Abbadon = 0x01;
MWConfig_Script.push(["MWPitOfAcheron.ntj", 10]); MWConfig_ClearPathSpectypes.PitOfAcheron = 0; MWConfig_ClearAreaSpectypes.PitOfAcheron = 0x01;
MWConfig_Script.push(["MWInfernalPit.ntj", 10]); MWConfig_ClearPathSpectypes.InfernalPit = 0; MWConfig_ClearAreaSpectypes.InfernalPit = 0x01;
MWConfig_Script.push(["MWHallsOfPain.ntj", 15]); MWConfig_ClearAreaSpectypes.HallsOfPain = 0x01; MWConfig_ClearHallsOfAnguish = true;
MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false; MWConfig_SkipOnTombVipers = true;
MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTThreshSocket.ntj", 5]); MWConfig_ClearPathSpectypes.ThreshSocket = 0;
MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); MWConfig_ClearPathSpectypes.FrozenRiver = 0; MWConfig_ClearAreaSpectypes.FrozenRiver = 0x01;
MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); MWConfig_ClearPathSpectypes.GlacialTrail = 0; MWConfig_ClearAreaSpectypes.GlacialTrail = 0x01;
MWConfig_Script.push(["NTIcyCellar.ntj", 5]); MWConfig_ClearPathSpectypes.IcyCellar = 0; MWConfig_ClearAreaSpectypes.IcyCellar = 0x01;
MWConfig_Script.push(["NTNihlathak.ntj", 5]); MWConfig_ClearPathSpectypes.Nihlathak = 0; NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); MWConfig_ClearAreaSpectypes.WorldstoneKeep = 0x01; MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = true;
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
// *********************** Misc ************************
MWConfig_Script.push(["MWAuraStack.ntj", 10]); MWConfig_StackRepetitions = 100;
MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 10; MWConfig_SuperChestAreas = ["Cave Level 2", "Mausoleum", "Hole Level 2", "Pit Level 2", "Sewers Level 3", "Halls of the Dead Level 2", "Stony Tomb Level 2", "Maggot's Lair Level 3", "Ancient Tunnels", "Tal Rasha's Tomb", "Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Sewers Level 2", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar", "Halls of Pain"];
MWConfig_Script.push(["MWRush.ntj", 0]); MWConfig_IsRusher = true; MWConfig_ActiveQuestersName = ""; MWConfig_NumberOfCharsToRush = 1; MWConfig_GetHoradricCubesInNorm = true; MWConfig_QuestSchedule = ["A4Q1", "A5Q1"]; MWConfig_RushActs = [1, 2, 3, 4, 5];
MWConfig_Script.push(["MWWaypointCatcher.ntj", 0]); MWConfig_WaypointCatcherActs = [1, 2, 3, 4, 5]; MWConfig_TPWaypoints = true; MWConfig_SkipHallsOfPain = true; MWConfig_ClearWaypointPaths = false;
MWConfig_Script.push(["MWIdleMode.ntj", 0]); MWConfig_IdleModeRuntime = 5; // Runtime in Minutes
MWConfig_Script.push(["NTCows.ntj", 10]);
MWConfig_Script.push(["MWBloodyRejuvs.ntj", 10]);
MWConfig_Script.push(["MWOrganHarvest.ntj", 10]); MWConfig_EnterInvalidUberPortals = true; MWConfig_PauseOnLackOfKeys = false; MWConfig_IntendedUberPortal = 0; // Matron's Den: 133; Forgotten Sands: 134; Furnace Of Pain: 135;
MWConfig_Script.push(["MWUberTristram.ntj", 10]); MWConfig_PauseOnLackOfOrgans = false;
MWConfig_Script.push(["MWAnyasBargain.ntj", 10]); MWConfig_ShoppingMinGold = 500000; MWConfig_ShoppingAttempts = 200;
// ************ Leech and friends by lanara ************
MWConfig_Script.push(["NTDiabloLeechFight.ntj", 10]); MWConfig_StartAtStar = true; MWConfig_EnterUnsafeTP = true; NTConfig_PreBuff = true; NTConfig_Leader = "LeaderNameGoesHere"; // If the Leecher should go to a WP and buff up before he goes into the TP. (Needs River of Flame WP for Diablo and Frigid Highlands WP for Baal)
MWConfig_Script.push(["NTBaalLeech.ntj", 10]); NTConfig_KillBaal = true; MWConfig_EnterUnsafeTP = false; NTConfig_Leader = "LeaderNameGoesHere";
MWConfig_Script.push(["NTBaalLeechFight.ntj", 10]); NTConfig_KillBaal = true; MWConfig_DoBaalPreAttack = true; MWConfig_EnterUnsafeTP = true; NTConfig_Leader = "LeaderNameGoesHere";
*/
//------------------------------------------------------------------------------
// Misc Configuration
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 80; // If you have more than this percent of life, you won't go to a healer.
NTConfig_SkipHealMana = 80; // 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.
MWConfig_ResetArmor = false; // Set to true to reset your Enigma if Teleport skill is missing. WARNING: Activating this feature may - though not likely will - result in the loss of your enigma. Use at your own risk!
//------------------------------------------------------------------------------
// Potion Configuration
//------------------------------------------------------------------------------
NTConfig_LifeThresh = 70; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 30; // 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 = 1; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_MercLifeThresh = 50; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 25; // This is the threshold to use a rejuv potion on your merc in percent.
//------------------------------------------------------------------------------
// Chicken Configuration
//------------------------------------------------------------------------------
// This is your chicken life. If you go below this threshhold, your char will exit the game. You can either enter a percentage (1-100), an absolute threshold (>100) or 0 to deactivate life chicken.
NTConfig_LifeChicken = 10;
// This is your chicken mana. If you go below this threshhold, your char will exit the game. You can either enter a percentage (1-100), an absolute threshold (>100) or 0 to deactivate mana chicken.
NTConfig_ManaChicken = 0;
// This is your merc's chicken life in percent. If your merc goes below this threshhold, your char will exit the game.
NTConfig_MercChicken = 0;
// Whether or not to disable chicken when you pause the bot.
MWConfig_DisableChickenOnPause = false;
//------------------------------------------------------------------------------
// Inventory Configuration
//------------------------------------------------------------------------------
// Each number represents a slot in your inventory.
// Set to 0 if the slot and its content must not be touched.
// Set to 1 to allow access to this slot.
// Set to 2 to select the slot that is used for storing keys. (if keys are kept at another slot, your char will try to move them)
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] = [1,1,1,1,1,0,0,0,2,0];
// Number of free columns. If less full columns are free stashing is set. Call SetFreeColumns(NTConfig_Columns) to always stash right away (recommended).
NTConfig_FreeSpace = SetFreeColumns(NTConfig_Columns);
// Maximum gold amount carried before going to stash.
NTConfig_MinGoldToStash = 200000;
// Set to true if your char is supposed to carry, buy and pick up keys. You do not need to add keys to your .nip files, they will be picked up anyway if this is set to true.
MWConfig_CarryKeys = true;
//------------------------------------------------------------------------------
// Belt Configuration
//------------------------------------------------------------------------------
// Available types : "hp" = health, "mp" = mana, "rv" = rejuvenation.
// Define how many columns are used for each potion type.
MWConfig_BeltColType["hp"].Columns = 2;
MWConfig_BeltColType["mp"].Columns = 1;
MWConfig_BeltColType["rv"].Columns = 1;
// Define minimum number of potions per column. If the actual number of potions in a column is below this value, your char will visit a merchant when in town in order to buy potions.
MWConfig_BeltColType["hp"].MinPots = 3;
MWConfig_BeltColType["mp"].MinPots = 3;
// Visit Town and buy potions if your char lacks mana when trying to loot a corpse or teleport.
MWConfig_BuyPotionsOnLackOfMana = true;
// Set to true to replace low quality potions with higher quality potions that just dropped.
MWConfig_ReplaceLowQualityPotions = true;
//-----------------------------------------------------------------------------------
// 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");
NTConfig_NIPFilePath.push("private/gems.nip");
NTConfig_NIPFilePath.push("private/sosocrap.nip");
//------------------------------------------------------------------------------
// Pickit Configuration
//------------------------------------------------------------------------------
// Radius to check for dropped items. NOTE: The maximum is at about ~75, entering higher values will not have any effect.
NTConfig_SnagRange = 70;
// Set to true to check for dropped items whenever you kill a monster. (Recommended value to avoid crashes: false)
MWConfig_PickItemsInstantly = false;
//------------------------------------------------------------------------------
// Chest Configuration
//------------------------------------------------------------------------------
// Select which containers shall be looted. 0: None; 1: Super Chests, 2: All
MWConfig_OpenContainerMode = 1;
// Set to true to check for dropped items right after opening a chest. NOTE: This will slow down your runs and therefore should definately be set to false when doing private games.
MWConfig_PickChestLootsInstantly = false;
// This is the range being checked for chests after clearing an area or room. NOTE: You should not set this too high, 30 is a good value.
MWConfig_OpenChestsRange = 30;
// If you do not like to open chests in a certain area, you can its areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_ChestExceptions.push(<areaid1>, <areaid2>, <areaidn>);
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
// Set to true to enable cubing and crafting. NOTE: The recipes are added in the global config by default. If you like to craft certain recipe only using this very char, add those recipes below.
NTConfig_Cubing = true;
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_GEM, 559]); // Amethyst
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_MAGIC_CHARM, 603]); // Magic Small Charm
NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm
//------------------------------------------------------------------------------
// General Configuration
//------------------------------------------------------------------------------
// Set to true to activate public mode. By activating public mode, your char will form a party, open TPs and do some chat outputs when running certain bot scripts.
NTConfig_PublicMode = false;
// Set to true to exit the game instantly if the game is public. This may happen sometimes due to an error pasting the password correctly.
MWConfig_ExitGameOnMissingPassword = false;
// Set to true to exit the game when another player expresses hostility towards you.
me.quitonhostile = false;
// This is the maximum time in seconds your char will remain in a single game. Set to 0 to stay in game infinitely.
me.maxgametime = 3600;
// This is the minimum time in seconds for your char to remain in a single game. Your char will not exit the game before this time elapsed.
me.mingametime = 180;
// Set to true to use Telekinesis to interact tih certain objects
MWConfig_UseTelekinesis = true;
//------------------------------------------------------------------------------
// Automule Configuration
//------------------------------------------------------------------------------
// Set to true to enable auto mule.
MWConfig_Automule.Activated = false;
// The maximum stash load in percent before auto mule is triggered.
MWConfig_Automule.MaxLoad = 95;
// Set to true to show your stash's current load whenever managing stash.
MWConfig_Automule.ShowCurrentLoad = true;
// Set to true to finish your current game before muling, otherwise the game is left right away in case your stash is full.
MWConfig_Automule.FinishGame = true;
// Define which items are not to be touched when muling.
MWConfig_Automule.DontMule.push("mule/dont_mule.nip");
MWConfig_Automule.DontMule.push("mule/gems.nip");
//------------------------------------------------------------------------------
// Shrine Configuration
//------------------------------------------------------------------------------
// Set to true to activate nearby shrines. Shrines will only be activated if it is actually useful.
MWConfig_ActivateNearbyShrines = true;
// If you would like to skip shrines in a certain area, you can its areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_ShrineExceptions.push(<areaid1>, <areaid2>, <areaidn>);
//------------------------------------------------------------------------------
// Precast Configuration
//------------------------------------------------------------------------------
// Your precast skills can be defined in the array below. NOTE: Battle Command, Battle Orders and Shout will be cast automatically. Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl".
MWConfig_PrecastSkills = [MWS_SHIVER_ARMOR, MWS_ENCHANT];
// Set this to true if you would like to switch slots right after casting BC, BO and Shout. If set to false, your char will remain with the BO Slot until the whole precast procedure is done.
MWConfig_SwitchSlotsAfterBoPrecast = true;
//------------------------------------------------------------------------------
// Attack Configuration
//------------------------------------------------------------------------------
// Specify your attack skills below. NOTE: Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl".
NTConfig_AttackSkill[0] = MWS_BLIZZARD; // This skill is used once whenever attacking a new target. Set to -1 to deactivate.
NTConfig_AttackSkill[1] = MWS_CHAIN_LIGHTNING; // Primary skill to bosses.
NTConfig_AttackSkill[2] = MWS_CHAIN_LIGHTNING; // Primary untimed skill to boss. Set to -1 to deactivate.
NTConfig_AttackSkill[3] = MWS_CHAIN_LIGHTNING; // Primary skill to others.
NTConfig_AttackSkill[4] = MWS_CHAIN_LIGHTNING; // Primary untimed skill to others. Set to -1 to deactivate.
NTConfig_AttackSkill[5] = MWS_BLIZZARD; // Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
NTConfig_AttackSkill[6] = MWS_GLACIAL_SPIKE; // Secondary untimed skill. Set to -1 to deactivate.
NTConfig_AttackSkill[7] = -1; // 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. Set to -1 to deactivate.
// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.
NTConfig_ClearPosition = true;
// Set to true to clear area when killing a boss and the position is crowded by monsters. NOTE: Setting this to true may cause NTA_KillMonster() to fail way more often.
MWConfig_ClearBossPosition = false;
// This is the number of attacks to be performed before the the character tries to move to another position. Set to 0 not to reposition.
MWConfig_AttacksBeforeRepositioning = 20;
// Define a time limit for your attacks for each type of monster.
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack a normal monster
MWConfig_AttackTimeLimit[1] = 120; // Maximum time in seconds to attack a super unique monster
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack a champion
MWConfig_AttackTimeLimit[3] = 120; // Maximum time in seconds to attack a bosse
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack a minion
// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
MWConfig_CheckImmunitySkills = [3, 5];
// Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above.
// 0: Don't do anything. (D2NT default)
// 1: Get close to the monster, use static field if the monster is not immune to lightning.
// 2: Skip the monster.
// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
NTConfig_BehaviourOnImmuneMonster = 3;
NTConfig_AttackSkill[8] = MWS_FIRE_BALL; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = MWS_FIRE_BALL; // Untimed Skill to be used against user defined immunes.
// Always check if monsters are closing in and back off, in case they get too close. NOTE: You should at least have 105FCR in order to make this work smoothly.
MWConfig_KeepDistanceToMonsters = true;
// If you don't wish to evade monsters in a certain area, add it's areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_EvasionExceptions.push(<areaid1>, <areaid2>, <areaidn>);
// Select whether or not you'd like to swap slots right before killing a boss in order to benefit from some extra MF in your second slot.
// The first element can either be the classid of the target or its name (case insensitive), second element is the life threshold in percent.
//MWConfig_SlotSwapMonsters.push([156, 50]); // Andariel, 50%
//MWConfig_SlotSwapMonsters.push([211, 20]); // Duriel, 20%
//MWConfig_SlotSwapMonsters.push([242, 20]); // Mephisto, 20%
//MWConfig_SlotSwapMonsters.push([243, 20]); // Diablo, 20%
//MWConfig_SlotSwapMonsters.push([544, 15]); // Baal, 15%
// 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;
// Cast Static Field until monster's HP lower below this percentage. Set to 100 not to use static field.
NTConfig_CastStatic = 60;
// Select the monsters you with to attack using static field. NOTE: If you do not add any monsters, static will be used against all monsters.
MWConfig_StaticTargets.push(156); // Andariel
MWConfig_StaticTargets.push(211); // Duriel
MWConfig_StaticTargets.push(242); // Mephisto
MWConfig_StaticTargets.push(243); // Diablo
MWConfig_StaticTargets.push(544); // Baal
MWConfig_StaticTargets.push(GetLocaleString(22500)); // Eldritch The Rectifier
MWConfig_StaticTargets.push(GetLocaleString(22435)); // Shenk The Overseer
}
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Der Fehler zog sich in der Tat durch die UT/Organ Scripte, sollte aber mit Rev1 behoben sein.
Zu deiner Config:
In Zeile 42 fehlt ein Semikolon, da danach aber noch Anweisungen in derselben Zeile folgen muss das dort unbedingt stehen.
Wobei das wohl auf meine Kappe geht, ich habe dort scheinbar in der Vorlage das Semikolon vergessen.
Quote:
Originally Posted by xXx__xXx
Kurze Frage, wie stelle ich ein, wenn ein Paladin der Leader ist und 2 leechen?
Geht das irgendwie?
Weil bei 2 D2NT Manager spinnt dann immer der 2, also der mit den Leechern,..... ;-)
Beim Leechbot, also Barbaren neuer Fehler, Error, NT_Open Seals und wenn ich mit der Maus draufgehe dann steht da daneben die Zahl 133!
Wie kann ich den Fehler beheben?
LG
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Ist etwas schwammig, so ganz genau verstehe ich das noch nicht.
Wo ist das Problem bei den zwei Leechbots?
Leader mit NTBot.ntj als Entry Point, Leecher jeweils mit NTBotLeech.ntj. Wo genau ist da jetzt das Problem?
Zu dem anderen kann ich nichts sagen, die Beschreibung ist viel zu ungenau, du sagst nichtmal, welches Script der Char überhaupt ausführt.
Quote:
Originally Posted by cobkillacalli
I have just recently updated to the 1.30 version of muddy's D2NT and I set the extension on Nihlathak's to kill pindleskin and i think that is where this error is originating... If someone could tell me why this is happeneing and a solution to fix it that would be great  this is what the error says "NTNihlathak.ntj failed: NTM_MoveToStair()"
Also I seen to be getting quite a few "game creation failed" errors in my d2nt manager! Is there any specific reason for this or a way to fix it ?
Please help me out  !
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Well, since you're now the second person to report an error on that pindle thingy, I'm definitely gonna see into it.
Regarding the game creation:
I'd say it's Bnet related, I've got a few of these myself lately.
Kind Regards
Muddy
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08/21/2011, 09:50
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#2940
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elite*gold: 1
Join Date: May 2008
Posts: 729
Received Thanks: 58
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Also wegen dem Fehlercode, der Barbar ist Leecher, und nach jedem 10-12 Run kommt der Fehler:
NTDiabloLeechFight.ntj : NT_OpenSealsInt() failed (The Chaos Sanctuary )
So steht der Fehler im Manager und dann geht der Leecher zum nächsten Script über,....
Und wegen dem Leechen meinte ich das so, habe als Leader nen Hammerpaladin und mag als Leecher nen Smiter und nen Zealer mitlaufen lassen, aber das geht ja nicht, weil der Hauptleader ja auch ein Paladin ist, also müsste ich zwei >Configs haben für Paladin und das er beim LeechBot Entry Point die Charconfig vom Lecher ladet,......
Jetzt verständlich?
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